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THE EFFECTIVENESS OF GAME-BASED COLLABORATIVE LEARNING ON JUNIOR HIGH SCHOOL STUDENTS’ NARRATIVE READING COMPREHENSION Sharla Febriana Mutia Yahya; Anik Nunuk Wulyani; Hasti Rahmaningtyas
The Journal of English Literacy Education: The Teaching and Learning of English as A Foreign Language Vol. 12 No. 2 (2025): The Journal of English Literacy Education: The Teaching and Learning of Englis
Publisher : ENGLISH EDUCATION STUDY PROGRAM, FACULTY OF TEACHER TRAINING AND EDUCATION, UNIVERSITAS SRIWIJAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jele.v12i2.84

Abstract

Game-Based Collaborative Learning incorporates peer interaction with motivational game elements to support students’ engagement and reading development, grounded in social constructivist theory, collaborative learning, and game-based learning principles. Previous research has widely examined game-based learning and collaborative learning independently, while studies integrating both approaches for narrative reading comprehension at the junior high school level remain limited, particularly in Indonesia. This study explores the effectiveness of game-based collaborative learning in improving eighth-grade students’ reading comprehension of narrative texts. A quasi-experimental design was employed involving two classes. The experimental group engaged in game-based collaborative learning activities, including Narrative Puzzle, Kahoot!, and Narrative Video Detective, whereas the control group received the conventional method. Data were collected using pre-tests and post-tests and analyzed with IBM SPSS 23. The findings indicate that this method improves reading comprehension, engagement, motivation, and collaboration. Pedagogically, incorporating structured game-based collaborative activities into reading lessons can effectively enhance learning and classroom engagement, making game-based collaborative learning a practical instructional strategy for secondary education.
Karakteristik Visual Gambar Hewan Realistis Karya Anak Usia 10-11 Tahun Emalia Destianti; Rahina Nugrahani; Hasti Rahmaningtyas
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 5 No. 1 (2026): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v5i1.9067

Abstract

This study is motivated by the importance of understanding the visual characteristics of drawings produced by children aged 10–11 years within the context of non-formal learning. Children’s drawings not only represent objects but also reflect stages of visual development and learning experiences. This research draws upon theories of children’s artistic development and visual analysis in fine arts. The study employs a descriptive qualitative method with a visual analysis approach. The subjects consist of children aged 10–11 years who participate in private drawing lessons. Data were collected through observation, documentation of students’ artworks, and brief interviews with the instructor. The findings indicate that variations in drawing outcomes are influenced by the duration of learning, practice habits, and the teaching methods applied. Furthermore, the study reveals that children’s ability to produce simple realistic drawings is shaped by their learning experiences and instructional guidance during the learning process, resulting in diverse visual characteristics that remain within a developmental stage.
Designing an Activity Book as a Batik Education Medium for Children Aged 6-12 Years at the Batik Museum Irene Lidwina Hutahaean; Rahina Nugrahani; Hasti Rahmaningtyas
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.287

Abstract

The low level of focus among elementary school-aged children when observing the static collections at the Indonesian Batik Museum presents a challenge in effectively conveying cultural information. Children tend to miss complex historical narratives and only interact briefly with the exhibits. This study aims to design an interactive activity book as an adaptive educational companion for children aged 6-12 years. The design method used is the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model with a qualitative approach. The analysis phase identified children's visual needs, who tend to prefer interactive elements and storytelling. In the development phase, an activity book was produced with mascot characters, simplified batik motif illustrations, and a bright color palette to maintain audience attention. The results of implementation in the field showed that the use of the activity book significantly increased children's focus duration and independence in exploring the museum's collections. Through a series of visual and motor challenges, children were able to understand the philosophy of batik in a more enjoyable and participatory way. In conclusion, the integration of interactive media into museum visits has proven effective in transforming passive learning patterns into active exploration. This design contributes to efforts to preserve batik culture through visual communication media that suits children's cognitive characteristics.