Dewi, Sri Febrina
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PENGEMBANGAN KOMIK DIGITAL SEJARAH BERBASIS PERISTIWA LOKAL UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS SISWA SMP Dewi, Sri Febrina; Pratama, Rendy Yudha
Jurnal Pendidikan Teknologi Informasi (J-Diteksi) Vol. 4 No. 2 (2025): Jurnal Pendidikan Teknologi Informasi (J-Diteksi)
Publisher : Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/diteksi.v4i2.2009

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa komik digital sejarah berbasis peristiwa lokal yang dapat meningkatkan keterampilan berpikir kritis siswa SMP. Latar belakang penelitian ini didasarkan pada rendahnya minat dan keterlibatan siswa dalam pembelajaran sejarah yang bersifat naratif dan monoton. Dengan mengintegrasikan elemen visual, cerita lokal, dan teknologi digital, diharapkan komik yang dikembangkan mampu menghadirkan pembelajaran yang kontekstual, menyenangkan, dan mendorong siswa berpikir kritis. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE. Hasil validasi ahli media dan materi menunjukkan bahwa komik digital ini sangat layak digunakan dalam pembelajaran. Uji coba terbatas pada siswa kelas VIII SMP menunjukkan adanya peningkatan signifikan pada kemampuan berpikir kritis siswa setelah menggunakan media ini.
Game-Based Learning Media to Improve Understanding of Whole Numbers and Length Measurement for Grade II Elementary School Students Dewi, Sri Febrina; Isa, Yamanto; Pebriantika, Leni
Indonesian Technology and Education Journal Vol 4 No 1 (2026): April
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i1.1044

Abstract

This research is driven by the low level of student activity and understanding in Mathematics at SD Negeri 14 OKU, where abstract concepts and conventional teaching methods often lead to boredom and confusion. The study aims to develop game-based learning media specifically for whole numbers and length measurement materials for Grade 2 students. The development follows the Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) integrated with Tessmer’s formative evaluation. The media was developed using Wordwall as the primary platform, supported by Canva for visual design and Heyzine for interactive flipbooks. Validation results from experts indicated high feasibility: material experts (89.75%), instructional design experts (87.8%), and media experts (91.4%), all categorized as "Very Good". Furthermore, evaluation phases showed excellent results, with one-to-one evaluation reaching 90.07%, small group evaluation at 88.32%, and a field test involving 20 students yielding 89.26%. The final product, Prototype III, effectively creates a joyful learning environment that enhances student motivation and simplifies complex mathematical concepts. In conclusion, this game-based learning media is highly feasible and effective for use in elementary mathematics education to improve student engagement and learning outcomes.