Anggraeni, Roslita
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Pengembangan Flipbook Tradisibuku (Sastra Legenda Literasi Budaya Kudus) Untuk Meningkatkan Kemampuan Membaca Pemahaman Siswa Kelas IV Setiawaty, Rani; Najikhah, Fatikhatun; Kristiyani, Leony; Andayani, Sinta; Anggraeni, Roslita
Journal Prakarsa Paedagogia Vol 8, No 1 (2025): Vol. 8. No 1 (2025): Juni 2025
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jpp.v8i1.15265

Abstract

This research aims to develop an interactive flipbook learning medium named TRADISIBUKU (Kudus Cultural Literacy through Legend Stories) to enhance the reading comprehension abilities of fourth-grade students at SD 1 Gondangmanis. This developmental research employs the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects comprised 8 fourth-grade students from SD 1 Gondangmanis. Data were collected through interviews, questionnaires, and tests (pre-test and post-test). Validation results from media experts and material experts indicated that the TRADISIBUKU flipbook is highly feasible and good for use as a learning medium, receiving positive responses from the teacher. Small-scale trials demonstrated an improvement in students' reading comprehension, evidenced by an average N-Gain score of 0.6063 (60.63%), categorized as "medium". This suggests that the TRADISIBUKU flipbook is quite effective in improving students' learning outcomes and has the potential to be an engaging and culturally relevant learning tool. For further development, it is recommended to conduct large-scale trials and incorporate interactive game features.
Pengembangan Flipbook Tradisibuku (Sastra Legenda Literasi Budaya Kudus) Untuk Meningkatkan Kemampuan Membaca Pemahaman Siswa Kelas IV Setiawaty, Rani; Najikhah, Fatikhatun; Kristiyani, Leony; Andayani, Sinta; Anggraeni, Roslita
Journal Prakarsa Paedagogia Vol. 8 No. 1 (2025): Juni 2025
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/jpp.v8i1.15265

Abstract

This research aims to develop an interactive flipbook learning medium named TRADISIBUKU (Kudus Cultural Literacy through Legend Stories) to enhance the reading comprehension abilities of fourth-grade students at SD 1 Gondangmanis. This developmental research employs the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research subjects comprised 8 fourth-grade students from SD 1 Gondangmanis. Data were collected through interviews, questionnaires, and tests (pre-test and post-test). Validation results from media experts and material experts indicated that the TRADISIBUKU flipbook is highly feasible and good for use as a learning medium, receiving positive responses from the teacher. Small-scale trials demonstrated an improvement in students' reading comprehension, evidenced by an average N-Gain score of 0.6063 (60.63%), categorized as "medium". This suggests that the TRADISIBUKU flipbook is quite effective in improving students' learning outcomes and has the potential to be an engaging and culturally relevant learning tool. For further development, it is recommended to conduct large-scale trials and incorporate interactive game features.
VALIDITAS MEDIA PEMBELAJARAN KONKRET SMARTCOUNT BERBENTUK BATANG WARNA DALAM KETERAMPILAN BERHITUNG SISWA KELAS II SD anggraeni, roslita; Yunita Nor Hidayah; Azahro Isna Mubarok; Lukman Hanif Ilham F; Siti Masfuah
Alpen: Jurnal Pendidikan Dasar Vol. 10 No. 1 (2026): Januari-Juni 2026
Publisher : FKIP Universitas Wiraraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24929/alpen.v10i1.680

Abstract

Abstract : This study aims to develop and test the feasibility of concrete learning media “Smartcount” in the form of color bars in improving the counting skills of grade II elementary school students. The study used a research and development (R&D) approach with a modified ADDIE model until the initial implementation stage. A validation instrument was developed to assess the content, visual, and functionality aspects, involving two validators (material and media experts). The validation results showed that the Smartcount media obtained an average score of 4.54, which fell into the “very feasible” category. This finding shows that Smartcount media is effective as a visual-based counting learning tool that is fun and in accordance with the characteristics of early childhood students. Keyword : concrete media, counting skills, media development, Smartcount, elementary school student.