Yuli Satriyani, Febrianti
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PENGEMBANGAN AUDIOBOOK DIGITAL BERBANTUAN PUZZLE FLASHCARD UNTUK MENINGKATKAN PEMAHAMAN IDE POKOK PARAGRAF DI KELAS IV SDN KEBON BARU 07 JAKARTA Monika, Sindi; Yuli Satriyani, Febrianti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.41057

Abstract

This study aimed to develop an innovative learning medium in the form of a digital audiobook assisted by puzzle flashcards to improve students’ understanding of paragraph main ideas in Indonesian language learning. The research used a Research and Development (R&D) approach with the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The ADDIE model was chosen to ensure a systematic and structured development process.The study was conducted in Grade IV of SDN Kebon Baru 07 Jakarta with 27 students. Data were collected through observation, interviews, and documentation. Expert validation results indicated that the media were categorized as very valid. Product trials at both small-scale and large-scale levels, along with student and teacher responses, showed that the media were very effective. The N-gain analysis revealed an average score of 0.65 (65%) in the small-scale trial and 0.68 (68%) in the large-scale trial, indicating that the media were moderately effective.
PENGEMBANGAN KOMIK DIGITAL AUDIOVISUAL UNTUK MENINGKATKAN KETERAMPILAN MEMBACA PEMAHAMAN TEKS NARASI SISWA KELAS V SDN KEBON BARU 07 JAKARTA Khairunnisa, Nurraidah; Yuli Satriyani, Febrianti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 2026.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i1.41030

Abstract

This study was conduct to develop a digital audiovisual comic as a learning medium aimed at improving narrative text read comprehensions skill of fifth-grade student at SDN Kebon Baru 07. The study adopted a Research and Development (R&D) approach utilizing the ADDIE model, which consist of the analys, design, developmen, implementations, and evaluation stage. The research subject included media, material, and language experts, a classroom teacher, and 23 fifth-grade students. Data were gathered through observations, interview, expert validation sheets, questionnaires for teachers and students, and learning achievement tests. The validations result indicated that the developed product achieved feasibility scores of 96% from media experts, 98% from language experts, and 93% from material experts, all of which fell into the very valid category. The effectiveness test show a significant improvement in students’ average scores, increasing from 57.5 on the pretest to 86.5 on the posttest, with an N-Gain score of 0.74, classified as fairly effective. Furthermore, teacher and student responses reached 90% and 93%, respectively, indicating very positive perceptions. These findings suggest that the digital audiovisual comic developed in this study is both feasible and effective for use in Indonesian language learning to enhance student narrative text reading comprehension skills.