This research aims to develop an Android-based e-textbook for a learning media course to enhance student learning outcomes. The learning media course was selected because students require an e-textbook to improve their comprehension of the criteria and creation techniques of learning media during online learning. This study utilized the research and development method with the 4D model created by Thiagarajan and Semmels. Six learning media expert validators tested the product’s feasibility, and the product’s effectiveness was tested on students through experiment research. Descriptive statistics and an eligibility criteria table were used to determine the product’s feasibility and usability. In addition, an independent sample t-test was used to determine the product’s effectiveness. According to the expert evaluation results, the product validity falls into the "very good" category (4.50 out of 5, or 90%) in aspects of language, presentation, appearance, and usefulness. The effectiveness test results indicated that the Android-based e-textbook significantly affects student learning outcomes. In addition, students’ perceptions of the usefulness, ease of use, and satisfaction of the Android-based e-textbook are also in the "very good" category (4.27 out of 5, or 85%). According to a qualitative data survey, students mentioned that the most useful aspects of the product were the tutorial videos, quizzes, menus, and page markers. Nevertheless, a few students experienced difficulties with their internet connection and reading limitations.
Industrial Revolution 4.0, accompanied by an environmental crisis, shows that modernization and technological sophistication do not make harmonization between nature and humans more closely intertwined. This harmony needs ecological consciousness nurtured from an early age which is a challenge for the Industrial Revolution 4.0. Using technology in this research aimed to examine enhancing student environmental awareness affected by ecolabel with web-based augmented reality at elementary schools in Setia Budi subdistrict in South Jakarta in Indonesia. Environmental awareness of the students was indicated by student environmental action related to solving the environmental problems, environmental manner of doing environmental activities, and noble values of sustainability to have conservation. This research population is elementary school students in Setia Budi subdistrict in South Jakarta in Indonesia with simple random sampling utilizing the Slovin Formula sampling technique. Data analysis procedure executed independent samples t-test. The decisions reveal that the average value for environmental awareness for the experimental class arrives at 56.406, significantly larger than that for the control group of 55.063 at a 0.05 significance level. The investigation found that ecolabel using augmented reality attached on the website can raise student environmental awareness.
7 December 2022 in Environmental Science and Pollution Research
This study aims to analyze the effectiveness of digital teaching materials oriented to multicultural education in improving students' pluralist attitudes. The type of research method used is a quantitative method with a quasi-experimental design and a one-group pretest-posttest design with a control group design. The sample used was 108 grade V elementary school students in Setiabudi sub-district who were selected by the probability sampling technique. The results of this study prove that the use of digital teaching materials oriented to multicultural education has a significant value so that it is effectively used in improving students' pluralistic attitudes. This digital teaching material allows students to analyze moral values conveyed through story content. The results of this study can provide contributions and solutions for education practitioners in order to instill multicultural education since elementary school age so as to create a pluralist generation of youth with diversity.
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.