Nurul Zuriah
University of Muhammadiyah Malang

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KOPDAS (Smart Puzzle Comic) AS A READ-ALOUD-BASED LITERACY MEDIUM FOR ENHANCING ELEMENTARY SCHOOL STUDENTS’ READING INTEREST Lirra Zanni; Arina Restian; Nurul Zuriah
JURNAL EDUSCIENCE Vol 13, No 2 (2026): Jurnal Eduscience (JES), (Authors from Malaysia and Indonesia)
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jes.v13i2.8543

Abstract

Purpose – This study aims to develop an innovative learning medium, KOPDAS (Smart Comic Puzzle), as a literacy tool based on read-aloud activities to foster reading interest among elementary school students and to examine its effectiveness. The background of this research stems from students' low interest in reading, driven by the lack of engaging learning media and the underutilization of reading corners in schools.Methodology – The study employs the Research and Development (R&D) method, using the ADDIE development model (Analyze, Design, Develop, Implement, and Evaluate). The research subjects include material experts, media experts, and second-grade students at SD Negeri Maron Kulon 1 in Probolinggo Regency. Data were collected through observation, interviews, validation questionnaires, and product trials, with pre-tests and post-tests.Findings – KOPDAS is effective at enhancing students' reading interest. This medium combines comic visuals with puzzle-solving activities featuring Pancasila symbols, thereby increasing active participation, concentration, and comprehension of reading content. The use of read-aloud techniques also helps improve understanding, pronunciation, and students' confidence in reading. The development of KOPDAS is expected to serve as a reference for the innovation of literacy learning media, creating a fun, communicative, and interactive learning atmosphere.Contribution – This research contributes to the development of an innovative literacy medium, KOPDAS (Smart Comic Puzzle), designed using the read-aloud approach to enhance elementary students' interest and reading habits. The medium integrates the visual and interactive elements of comics and puzzles while strengthening foundational literacy skills through engaging read-aloud activities. Furthermore, this study makes a practical contribution to teachers by offering an alternative literacy learning medium that is creative, appealing, and well-suited to the learning characteristics of young learners.
DIGITAL TRANSFORMATION OF WAYANG BEBER THROUGH CANVA-BASED INTERACTIVE MULTIMEDIA AS A CURRICULUM MANAGEMENT APPROACH FOR ADAPTIVE LEARNING Eka Danik Prahastiwi; Mohammad Syaifuddin; Nurul Zuriah; Fardini Sabilah
TADBIRUNA: Jurnal Manajemen Pendidikan Islam Vol 6 No 1 (2026): TADBIRUNA
Publisher : Program Studi Manajemen Pendidikan Islam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51192/jurnalmanajemenpendidikanislam.v6i1.2950

Abstract

Digital transformation in education requires curriculum management to respond to technological developments while maintaining the relevance of local cultural values. This study aims to develop and examine the feasibility, practicality, and effectiveness of Canva-based interactive multimedia that transforms Wayang Beber into a digital learning resource for adaptive learning at the madrasah ibtidaiyah level. This research employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation. The analysis stage examined curriculum requirements, student characteristics, teacher needs, learning conditions, and the integration of local cultural content. The multimedia was developed using Canva by integrating Wayang Beber with text, illustrations, animations, audio narratives, videos, interactive activities, and evaluations. Data were collected through observation, interviews, documentation, expert validation, student response questionnaires, and learning tests. The findings showed that the developed multimedia achieved a high feasibility level, with an average expert validation score of 92.5%. Student responses were also highly positive, with scores of 96% for attractiveness, 92% for ease of understanding, 95% for enjoyment, 94% for improving local cultural knowledge, and 93% for learning enthusiasm. In addition, student learning outcomes improved, as indicated by an increase in the average score from 68 to 88, learning completeness from 65% to 92%, and student learning activity from 60% to 90%. These findings indicate that the digital transformation of Wayang Beber through Canva-based interactive multimedia can support curriculum implementation by integrating digital technology, local wisdom, and student-centered adaptive learning. The study contributes to curriculum management by providing a culturally responsive digital learning resource that enhances learning relevance, engagement, and the preservation of local cultural heritage