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Developing a Book Creator-Based Interactive E-Module to Enhance Numeracy and Green Economy Awareness Among Elementary Students Ratih Purnamasari; Nurlinda Safitri; Rukmini Handayani; Siti Maysarah; Ilham Abdulrahman
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 4 (2025): DECEMBER 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i4.8187

Abstract

Integrating sustainability themes into mathematics education can enhance both cognitive and environmental competencies. This study aimed to develop and evaluate an interactive e-module using Book Creator that combines fraction-ordering concepts with green economy themes to improve elementary students’ numeracy skills and environmental awareness. The module was developed using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) and featured multimodal content including text, visuals, video narration, and interactive tasks designed for fifth-grade learners. A limited trial was conducted with 75 students from a public elementary school in Indonesia. Expert validation and a pretest–posttest design were used to assess feasibility and learning outcomes. Expert validation indicated excellent feasibility in content (97.9%), media (96%), and language (98%). Student responses showed high engagement and perceived usefulness (average score: 88.6%). Quantitative analysis revealed a moderate increase in numeracy skills, with an average N-gain of 0.597. Qualitative observations indicated improved understanding, enthusiasm, and active participation. The findings demonstrate that interactive, contextually relevant digital modules can effectively support numeracy development and environmental education. Grounded in Piagetian and Vygotskian principles, the module encourages concrete operational thinking and social learning. Its digital format allows for flexible integration in both blended and remote learning settings. The Book Creator-based module offers promising pedagogical value for integrating mathematics and sustainability in primary education. Future studies should investigate broader application and long-term impacts on student learning and behavior.
Penguatan Kompetensi Guru SD melalui Media Pembelajaran Digital Kartu Domino AR Yuyun Elizabeth; Suci Siti Lathifah; Dita Destiana; Dendy Saeful Zen MF; Siti Fadilah; Siti Maysarah
El-Mujtama: Jurnal Pengabdian Masyarakat  Vol. 6 No. 5 (2026): El-Mujtama: Jurnal Pengabdian Masyarakat 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/elmujtama.v6i5.13199

Abstract

This community service program aimed to strengthen the competencies of teachers at SDN Tunas Cendikia in developing interactive digital learning media based on Augmented Reality (AR) Domino Cards. This topic was selected due to the limited digital competencies of teachers in designing innovative learning media, despite the availability of technological facilities at the school. The program employed a participatory and collaborative approach, including needs analysis and socialization, training on learning media development and AR digital literacy, mentoring and classroom implementation, and program evaluation. The results indicated a significant improvement in teachers’ digital competencies, as reflected by an increase in the average pre-test score from 45 to 84 in the post-test, with an N-Gain value of 0.71 (high category) and supported by a paired sample t-test (p < 0.05). Teachers successfully produced AR Domino Card learning media with good to very good quality (average score of 84). Furthermore, 88% of students reported that learning activities were more engaging and easier to understand. This program effectively improved learning quality and has strong potential for replication in similar elementary school contexts.