Indonesian language learning is essential for elementary school students as the starting point for growing interest in reading because learning Indonesian is a learning that can lead students to perceive other learning. There is still a phenomenon of low curiosity in reading in the community in Indonesia, so there are efforts to increase the interest in reading Indonesian people. One of the efforts that can be done is to improve literacy or interest in reading for elementary school students starting from learning Indonesian. Students can get good Indonesian language learning, one of which is by providing suitable learning media. Learning media has also developed in digital-based learning media along with the times. Digital-based learning media that can be used for learning Indonesian are digital comics. This study wants to show the influence of digital comic learning media in Indonesian language learning to increase reading literacy for elementary school students, mainly grade 4 elementary schools. In line with this, the development of digital comic media for Indonesian language learning has been implemented for grade 4 elementary school students in cluster 2, Gandul Village, Depok, West Java. This state is proof that digital comics can increase students’ literacy or interest in reading. This study uses pre-experimental research and pre-test and post-test in a reading interest questionnaire. From the research that has been done, the results show that there is a significant influence through the procurement of digital comic learning media for Indonesian language learning as an effort to increase reading literacy. This is reinforced by various studies that show the benefits of digital comics to improve the reading proficiency of elementary school students in an interesting way in learning.
1 May 2025 in Journal of Education and Learning (EduLearn)
This study aims to create a Genially based interactive multimedia product to increase interest in learning civics among fifth-grade students. This research and development type uses the analyze, design, develop, implement, and evaluate (ADDIE) model. This study used three samples in the one-to-one stage, six in the small group stage, and 26 in the field test stage. This media produces media quality with a total score percentage of 88%, categorized as very feasible through media expert validation. This product also makes material quality with a total score percentage of 94%, classified as very feasible through content expert validation. The product effectiveness test through the N-Gain test obtained a total score percentage of 1%, which was included in the high category. This study concludes that Genially-based interactive multimedia effectively increases students' interest in civics.
10 June 2022 in Environmental Science and Pollution Research
Aims: This study aims to determine the feasibility of emerging technologies of Wordwall learning media to increase student interest in understanding the material of Diversity of Ethnicity and Culture in Indonesia as an impact on SDGs for innovation. Using Wordwall to create educational games as emerging technologies will increase student interest to make innovations achieving SDGs. Method: This study used the Research and Development method, a rigorous approach involving iterative testing and product refinement. In this method, the product, in this case, the Wordwall learning media, is developed, tested, and refined in a cyclical process, ensuring its effectiveness and usability. The population was 100 fourth-grade elementary school students in Babakan Madang District to test the effectiveness of the product created with the One-Group Pretest and Posttest. The data in this study were analyzed using normality tests, homogeneity tests, t-tests, and effectiveness tests. Results: The normality test results achieved a significant p-value of 0.080 > 0.05, indicating the data has a normal distribution. The difference in the substantial value of 0.662 presents greater than 0.05, assuming that the data is homogeneous. Based on paired sample t-test with a significance value (2-tailed) 0.000 <0.05, showing that the value (2-tailed) is less than 0.05. Conclusion: The conclusion is that these results indicate that using the emerging technologies of the Wordwall platform can increase fourth-grade students' learning interest in reaching SDGs on the subject of Ethnic and Cultural Diversity in Indonesia. Research Implications: The research implication of this study is that elementary school teachers can utilize Wordwall learning media to enhance students' interest, improving their engagement in the teaching and learning process. Originality/Value: The originality of this research is that the product displays a variety of local Indonesian wisdom.
2 February 2025 in Journal of Education and Learning (EduLearn)
This study aims to develop a mobile game using the QuizWhizzer application to improve fifth graders’ learning interest in mathematics at Kalibata 04 Elementary School, South Jakarta, Indonesia. The contribution of this study is to enhance the interest in mathematics learning for students in all elementary schools in South Jakarta, Indonesia. This research used the analysis, design, development, implementation, and evaluation (ADDIE) model to develop the product as a systematic approach to instructional development. The experimental design, which helps collect data needed for better decision-making, was utilized for the effectiveness test for fifth graders at Kalibata 04 Elementary School, Jakarta, Indonesia. The results showed that sig (2-tailed) reached 0.000, less than 0.05, meaning there was a significant difference between schooling results in the pretest and posttest data. The N-Gain score obtained in this study was 0.49, so the media developed in this research is compelling enough to increase learning interest in mathematics for fifth-grade elementary school students.