Claim Missing Document
Check
Articles

Found 2 Documents
Search

Scribus-Based Learning Media Development for Fictional Works: A Blended Approach using Addie Models M Bambang Purwanto; Satriah Satriah
JURNAL RISET RUMPUN ILMU PENDIDIKAN Vol. 5 No. 1 (2026): April: JURRIPEN : Jurnal Riset Rumpun Ilmu Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurripen.v5i1.8066

Abstract

Teaching fiction in Indonesian language classrooms is often constrained by text-centered instruction and limited use of engaging digital media. In the era of Generation Z learners who are visually and digitally oriented, innovative learning materials are needed to enhance motivation, interpretation, and comprehension of literary texts. This study aims to develop and evaluate a Scribus-based digital magazine for fiction learning by integrating the ADDIE model within a qualitative descriptive framework. The research adopted a qualitative descriptive design comprising five stages of the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. The study was conducted at SMP Negeri 10 Semarang, involving one Indonesian language teacher and fifteen Grade VIII students, who were selected through purposive sampling. Data were collected through observation, interviews, and documentation, and analyzed using the Miles and Huberman model (data reduction, data display, conclusion drawing). Media and content experts conducted validation to assess the feasibility, usability, and pedagogical quality of the content. Findings revealed that the Scribus-based learning media effectively increased students’ engagement and comprehension in analyzing fictional elements such as plot, character, and setting. Expert validation results indicated a high feasibility level, with mean scores above 85% in design and content quality. Teachers reported improved classroom interaction and creativity, while students expressed enthusiasm for the visual and interactive format. The study concludes that open-source tools, such as Scribus, can provide cost-effective and pedagogically sound alternatives for developing literary learning media. The integration of ADDIE and multimodal design promotes contextual, engaging, and sustainable learning experiences. Future research should explore multimedia enhancements, such as audio storytelling and cross-curricular applications, to broaden the pedagogical impact.
Efektivitas Media Game dalam Meningkatkan Keterampilan Berpikir Kritis Siswa pada Mata Pelajaran Pendidikan Agama Islam Laila Laila; Rusmiati Indrayani; Satriah Satriah
CENDEKIA: Jurnal Ilmu Sosial, Bahasa dan Pendidikan Vol. 6 No. 3 (2026): Agustus: CENDEKIA: Jurnal Ilmu Sosial, Bahasa dan Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/cendekia.v6i3.9841

Abstract

This study aims to determine the effectiveness of game media in improving students’ critical thinking skills in Islamic Religious Education subjects at SMPN 5 Sangatta Utara. This research employed a classroom action research (CAR) method conducted through several cycles to improve the learning process and enhance students’ critical thinking abilities. The implementation of game media in Islamic Religious Education learning had a positive impact by increasing students’ involvement, motivation, and active participation during learning activities. Before the implementation of the action, pre-cycle data were collected based on students’ learning outcomes in the material of believing in the books of Allah SWT. The results showed that students’ learning completeness reached 67%, which was still below the Minimum Completeness Criteria (KKM). After implementing game media in cycle I, students’ learning completeness increased to 76%, indicating improvement but still requiring further action. In cycle II, improvements were made through the continued application of game media, resulting in a significant increase in students’ learning completeness to 100%. These findings indicate that game media is effective in improving students’ critical thinking skills and learning outcomes in Islamic Religious Education. Therefore, the use of interactive learning media can be an alternative strategy to create an engaging learning environment and support students’ academic achievement.