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Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran SBdP Melalui Penggunaan Media Animasi Di kelas V SD GKST TARIPA Bamolele, Agles; Lagandesa, Yun Ratna; Ryan Andika Pratama; Kadek Hariana
JURNAL DIKDAS Vol. 11 No. 1 (2023): JURNAL DIKDAS
Publisher : Primary School Teacher Education Study Program; Faculty of Teacher Training and Education; Tadulako University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22487/jds.v12i2.3809

Abstract

 Learning media is an integral component of the learning system. This means that learning media cannot be separated from the learning process. Without learning media, the teaching and learning process cannot occur and there are no good learning outcomes. Animation is basically a series of images that form a movement that has advantages over other media such as static images or text. Animation to attract students' attention and strengthen motivation is usually in the form of writing or moving images. This study aims to improve student learning outcomes in the subject of Arts and Culture in class V of GKST Taripa Elementary School through animation media. The type of research used is PTK using two cycles. Which aims to measure the extent to which student learning outcomes in the subject of Arts and Culture Using Animation Media in Class V of GKST TARIPA Elementary School. Based on the results of the study, applying animation media can improve the learning outcomes of Arts and Culture of class V students of GKST TARIPA Elementary School. The results of the pre-action showed an average value of student learning outcomes of 18.38% and classical learning completeness of 38.71%. The results of the first cycle of action showed an average value of student learning outcomes of 65.16% and classical learning completeness reached 74.19%. The results of cycle II actions showed an average value of student learning outcomes of 82.90% and classical learning completion of 93.55%.
Augmented Reality in Primary Science Education: A Systematic Development Study Using Assemblr Edu Platform Zantika Zulmi; Nurul Fitriah Aras; Sinta Satria Dewi Pendit; Abdul Rahman; Ryan Andika Pratama
Journal of Innovation and Research in Primary Education Vol. 5 No. 1 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i1.3279

Abstract

Conventional science instruction in Indonesian elementary schools often fails to adequately engage students, particularly when teaching complex anatomical concepts requiring three-dimensional visualization. This study developed and evaluated Assemblr Edu-based Augmented Reality (AR) learning media for the five senses topic in fourth-grade science education. Employing the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the research was conducted at Karuna Dipa Elementary School, Palu, involving 16 fourth-grade students. Expert validation assessed media validity through structured questionnaires. Practicality was evaluated via user response questionnaires from six students and one teacher. Effectiveness was measured through pre-test/post-test design with Normalized Gain (N-Gain) analysis. Expert validation yielded exceptional validity scores: material expert (99.3%) and media expert (91.6%), with a combined average of 95.45%. User practicality assessments showed high scores from students (90.41%) and teacher (92.5%). Learning outcomes demonstrated substantial improvement, with average pre-test scores of 65.3% increasing to 94% post-test, resulting in an N-Gain of 0.827, categorized as high effectiveness. The Assemblr Edu-based AR media proved highly valid, practical, and effective for enhancing elementary students' science learning outcomes. The systematic ADDIE-guided development process produced instructional media that significantly improved student engagement and conceptual understanding, providing a replicable model for integrating immersive technologies in resource-constrained educational contexts.