Cecep Kustandi
Universitas Negeri Jakarta, Indonesia

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NEEDS ANALYSIS FOR DEVELOPING A BOARD GAME TO IMPROVE SPEAKING SKILLS IN THIRD GRADE ELEMENTARY STUDENTS Nurlaela; Gusti Yarmi; Cecep Kustandi
SOSIOEDUKASI Vol 14 No 2 (2025): SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/sosioedukasi.v14i3.5746

Abstract

This research aims to analyze the needs for developing a board game as a learning medium to to enhance the speaking skills of third-grade elementary school students. Speaking is a crucial language skill that supports communication, confidence, and idea expression. However, many students still struggle to speak fluently and confidently, especially especially in storytelling. A fun and interactive learning medium is needed to address this issue, in line with students' cognitive development. This qualitative descriptive study involved interviews, observations, and questionnaires with teachers and students in a public elementary school. The findings reveal a lack of varied and engaging media for speaking activities. Students show strong interest in game-based learning, especially when it includes local cultural content and progressive challenge levels. The results indicate that a well-designed board game can effectively encourage student participation and improve their speaking abilities. This analysis will serve as the foundation for developing a board game prototype for third grade learners’ needs.
Effectiveness of digital storytelling comics based on a deep learning approach in enhancing environmental awareness among elementary school students Wirastusrini Tjakrawerdaja; Firmanul Catur Wibowo; Cecep Kustandi; Beken Arymbekov
Journal of Environment and Sustainability Education Vol. 3 No. 4 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/joease.v3i4.169

Abstract

Environmental awareness in elementary school students generally still focuses on cognitive knowledge, without being followed by reflective understanding or real behavior in daily life. This condition highlights a gap in environmental education practices, particularly the lack of integration between affective and behavioral aspects, indicating a need for a learning strategy that fosters a meaningful attitude of environmental care. This study examined the effectiveness of immersive digital storytelling comics developed based on a deep learning approach in enhancing environmental awareness among elementary school students. The method used is quasi-experimental with a pretest-posttest design model. The research subjects consisted of 34 grade V students at one of the East Jakarta public elementary schools in the even semester of the 2024/2025 school year. The instrument is in the form of an environmental awareness questionnaire compiled based on indicators of environmental care attitudes, supported by observations and interviews. Data were analyzed descriptively, using paired t-tests, and N-Gain calculations. The results revealed a significant increase in environmental awareness, with the average score increasing from 42.06 (pretest) to 83.09 (posttest), and p<0.001. The N-Gain analysis of 71.40% indicates a high level of improvement. These findings demonstrate that integrating digital storytelling comics with a deep learning pedagogical approach effectively fosters environmental understanding, empathy, and pro-environmental behavior among elementary school students.