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Development of a Game-Based e-Media "Snake Ladder Lumpia" to Enhance Vocab ulary Acquisition in Elementary Students Mustikasari, Dyah Pramesti; Purwati, Panca Dewi
Jurnal Pendidikan Progresif Vol 15, No 1 (2025): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v15i1.pp769-783

Abstract

Abstract: Development of a Game-Based e-Media "Snake Ladder Lumpia" to Enhance Vocab ulary Acquisition in Elementary Students. Objectives: Students' ability to interpret vocabulary is still low, which is the basis for this study. Students have been able to read but are still lacking in interpreting vocabulary. The use of learning media is still limited and there is no special media for learning Indonesian. Utilizing digital technology or making simple props relevant to the material, teachers can be more creative and use more diverse and innovative learning media. The purpose of this study aims to determine the feasibility and effectiveness of E-Media Snake Ladder Lumpia  in improving student learning outcomes in the material of interpreting vocabulary of grade IV elementary school students. Methods: This research uses the Research and Development (R&D) method with the Borg and Gall model. The product validity test was carried out with two validators, namely material expert validators and media expert validators. Data collection was carried out by interview, observation, test and non-test techniques. Data collected using a questionnaire. Analysis techniques used in this research are qualitative and quantitative. Findings: The results of this study indicate that the results of the feasibility test, the media obtained 95% with a very feasible predicate and the results of the feasibility test from the material expert 95% with a very feasible predicate. Conclucion: The results of the large-scale usage trial increased from the pretest and posttest with an average N-Gain of 0.63 and significance (2-tailed) of 0.00 < 0.05. The conclusion from the results of this study shows that the E-Media Ular Tangg Lumpia is declared feasible and effective in improving the competence of interpreting vocabulary of fourth grade students of SDN Bringin 02 Semarang.
Meningkatkan Minat Baca Siswa-Siswi Sekolah Dasar di Jepangpakis Melalui Program Kerja Literasi Bersama UNNES GIAT 9 Naufal, Fazrin Sulthan; Setiawan, Avi Budi; Dhini, Ania Rahma; Mustikasari, Dyah Pramesti; Ikrima, Naili
Nawadeepa: Jurnal Pengabdian Masyarakat Volume 3, No 3 (2024): September
Publisher : Pencerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58835/nawadeepa.v3i3.369

Abstract

This study aims to enhance reading interest and literacy among elementary school students in Jepang Pakis Village through a literacy program initiated by UNNES GIAT 9. Reading activities play a vital role in expanding knowledge and understanding. By fostering a habit of reading, students can develop their cognitive and communication skills. The research utilized a development study method with a qualitative approach. Data collection was conducted through weekly literacy sessions involving interactive reading and storytelling activities. The results demonstrate that students developed a greater enthusiasm for reading and improved their ability to retell stories they had read. Furthermore, the program significantly contributed to building students’ confidence to speak in public. This activity not only raised awareness of the importance of literacy from an early age but also equipped teachers with strategies to support students struggling with reading comprehension. The program successfully engaged students and promoted a culture of reading in the community. It is recommended that similar literacy programs be sustained and further developed to instill lifelong reading habits. Teachers and parents should continue to play a collaborative role in encouraging literacy, ensuring the continuous growth of students' intellectual and social development.