Interactive E-Book Model Based on Local Wisdom as a Media for Learning Exposition Text Reading Skills
This study aims describes the process of designing an interactive e-book model based on the local wisdom of Minangkabau culture. This type of research is mixed methods or commonly known as mixed research methods. The mixed model used is a 4-D model consisting of four stages, namely define, design, develop, and disseminate. This research was conducted on students of class X of State High School 2 Padang. Innovative learning media are indispensable by students to be used independently in the learning process Indonesian. Therefore, research in interactive e-book models is used as one of the alternatives to overcome the limitations of learning media in exposition text reading skills. The results of this study describe the making of an interactive e-book model based on local wisdom of exposition text reading skills with a validity value of 94.44% with a very valid category. Based on the feasibility aspect of content obtained validity value of 97.50% with a very valid category. Based on the aspect of eligibility of validity, obtained a validity value of 89.28% with a very valid category. Based on the results of the study, it can be concluded that the interactive e-book for reading skills reading the exposition text of students of class X is valid and can be continued to the next stage.
- Research Article
- 10.36989/didaktik.v9i3.1615
- Aug 19, 2023
- Didaktik : Jurnal Ilmiah PGSD STKIP Subang
This research is motivated by the lack of learning media in accordance with the needs of schools needed by these schools, namely learning media in Indonesian language learning. So the effort made is to develop word card learning media on the material of the five senses in class I elementary school. So that it helps teachers and students in carrying out the teaching and learning process. Research used by research is research development type of development research or in English Research and Development (R&D) Is a research method used to produce certain products, and test the effectiveness of these products needs and to test the effectiveness of products. Based on the results of trials on the development of word card learning media for the five senses in Indonesian language learning in class I SDN 03 Koto Besar, it meets the valid, practical, and effective categories. Based on the results of the assessment of the 3 validators, the five senses word card media in learning Indonesian obtained an assessment percentage of 86.66%. After being analyzed by category, namely: the content of the material gets a very valid category with a score of 21 with a percentage of 84%, the language category gets a very valid category with a score of 23 with a percentage of 92%, with a very valid category, the graphic category gets a very valid category with a score of 21 with a percentage 84% with very valid category.
- Research Article
1
- 10.22219/kembara.v10i2.36775
- Oct 31, 2024
- KEMBARA Journal of Scientific Language Literature and Teaching
The development of learning media that integrates local wisdom has an important role in enriching the learning process, especially in poetry writing skills that reflect local cultural values. This research aims to (1) develop learning media based on local wisdom, and (2) test the validity and effectiveness of learning media based on local wisdom in improving the poetry writing skills of grade VIII junior high school students. This study used a research and development (R&D) approach with a 4-D model consisting of (1) Define, (2) Design, (3) Develop, and (4) Disseminate. The subject of this study is students of grades VIII Junior High School of the University of Muhammadiyah Makassar which consists of 5 classes. The data collection method in the study used questionnaires used to analyze student needs, product validity tests by experts, and product effectiveness tests. The analysis technique used in this study was quantitative descriptive. The results of the study show that learning media based on local wisdom has a valid category, which is evidenced by a percentage of 90% with a very valid category from media experts. The results of the validity test from material experts showed a percentage of 92% with a very feasible category. The results of the validity test from linguists showed a percentage of 92.5% with a very valid category. The results of the effectiveness test were carried out by involving individual subjects, small groups, and large groups. The results showed that the percentage of effectiveness was 88% with a valid category for individual trials, the results of small group trials were 92% with a very valid category, and the results of large group trials were 94% with a very valid category. The development of learning media based on local wisdom has proven to be effective in improving the poetry writing ability of Class VIII students as well as fostering appreciation for regional culture.
- Research Article
- 10.34312/geojpg.v1i2.17742
- Jan 2, 2023
- Geosfera: Jurnal Penelitian Geografi
This research is a research that aims to develop an animated learning media Videoscribe on Natural Resources Management material. Videoscribe is one of the most effective tools to use to make complex concepts more interesting and fun. The research method is the ADDIE method. The ADDIE model is a learning design/model that can facilitate students in developing the scientific process, is flexible. The location of the research is carried out at SMA Negeri 1biluhu. Data collection methods are observation, interviews, questionnaires, documentation. This study uses two types of data, namely quantitative data and qualitative data. This learning media was tested on a limited basis to the number of students 26 students from a total of 63 students in SMA Class XI Social Sciences using a questionnaire. The data collected is in the form of research results regarding the quality of learning media as well as suggestions for product revision. The validation results from material experts show that the media validation value given by validator 1 or material / content expert with a very valid category is 92%, validator II or product design expert provides a valid assessment of 79% while validator III or subject matter expert in this case is a teacher of geography lessons to give an assessment with a very valid category that is equal to 100%. The average student response to learning media is 87%..This research is a research that aims to develop an animated learning media Videoscribe on Natural Resources Management material. Videoscribe is one of the most effective tools to use to make complex concepts more interesting and fun. The research method is the ADDIE method. The ADDIE model is a learning design/model that can facilitate students in developing the scientific process, is flexible. The location of the research is carried out at SMA Negeri 1biluhu. Data collection methods are observation, interviews, questionnaires, documentation. This study uses two types of data, namely quantitative data and qualitative data. This learning media was tested on a limited basis to the number of students 26 students from a total of 63 students in SMA Class XI Social Sciences using a questionnaire. The data collected is in the form of research results regarding the quality of learning media as well as suggestions for product revision. The validation results from material experts show that the media validation value given by validator 1 or material / content expert with a very valid category is 92%, validator II or product design expert provides a valid assessment of 79% while validator III or subject matter expert in this case is a teacher of geography lessons to give an assessment with a very valid category that is equal to 100%. The average student response to learning media is 87%..
- Research Article
- 10.23887/jpi-undiksha.v14i3.93747
- Sep 25, 2025
- JPI (Jurnal Pendidikan Indonesia)
Reading comprehension skills are crucial in Indonesian language learning, particularly for understanding explanatory texts that require logical analysis of cause-and-effect relationships. However, low student engagement and limited access to interactive learning media often hinder learning outcomes. This study aims to develop interactive 3D flashcard media using the Assemblr Edu application with Augmented Reality (AR) features. This media aims to improve student understanding through an immersive, constructivist-based learning experience. The study employed a quantitative method with a Research and Development (R&D) approach, following the ADDIE model. Data was collected through observation, interviews, needs surveys, expert validation, documentation, and learning outcome tests. Data analysis included normality tests and t-tests to compare the control and experimental groups. The results showed that AR-based media significantly improved students' reading skills. These findings suggest that AR can enhance motivation, engagement, and learning effectiveness. This study contributes to developing innovative technology-based learning media for language education. The implications of this study indicate that innovative learning media can significantly improve students' understanding of the structure and content of explanatory texts. These results indicate that teachers must consider integrating visual and interactive technology in language learning, especially in informative and complex materials.
- Research Article
- 10.53797/icccmjssh.v3i3.14.2024
- Jul 5, 2024
- ICCCM Journal of Social Sciences and Humanities
This research aims to develop things such as: 1. Producing a product in the form of developing diorama learning media in natural and social science lessons in elementary schools. 2. The effectiveness of diorama learning media in learning natural and social sciences for the fourth grade of elementary school. In this research, we adapted the development procedure developed by Borg and Gall. This procedure was chosen because it has detailed but simple steps. The procedures consist of ten, namely gathering information, research planning, developing initial products, field testing, revision, product testing, revision of field product test results, validation, final improvements, and implementation. This research adapts to the research objective, namely developing diorama learning media for the fourth grade of elementary school, so the researcher uses ten existing steps. Data collection techniques used are observation techniques, interviews, and questionnaires. Data analysis in this research includes needs analysis, carried out by determining the characteristics of needs according to the perceptions of teachers and students. Followed by analysis of validity test data using qualitative descriptive data analysis to process data from interviews, observations, criticism and suggestions from experts. Next, quantitative descriptive data analysis to analyze data collected from questionnaires consisting of validation questionnaires for media experts, material experts and questionnaires for students. Followed by the analysis of the effectiveness of using Diorama Learning media using the N-Gain score test. While the comparative analysis of the average achievement of learning objectives between the control class and the experimental class uses the T test. The results of the development of diorama learning media in fourth grade natural and social science learning can improve student learning outcomes after being declared by the validator to get a score of 83.3 in the valid category. Then the diorama media was applied to experimental class students with a calculation result of 0.57 in the medium category. The effectiveness test was carried out by comparing the test results of students in the control class and the experimental class. It was obtained that the score was 7.2 so that the diorama learning media was very effective in being used in fourth grade natural and social science lessons chapter 6 material on various types of typical Indonesian culture.
- Research Article
- 10.58432/mahir.v3i1.1099
- Jun 20, 2024
- Mahir : Jurnal Ilmu Pendidikan dan Pembelajaran
Research was conducted due to the lack of interesting learning media, making students' interest in physics subjects to study physics low and resulting in unsatisfactory student learning outcomes. This research aims to develop android-based learning media using kodular as a learning media to improve student learning outcomes on temperature, expansion and heat material for high school class XI. This research is a Research & Development (R & D) study using the ADDIE model which consists of stages (Analyze, Design, Development, Implementation and Evaluation). The subjects of this research were students of class XI SMA The results of material expert validity have a percentage of 91.11% with a very valid category and media expert validity has a percentage of 90% with a very valid category. The results of practicality by students in small groups of 87.95% (very practical), medium groups of 85.54% and limited groups of 94.75% (very practical) and in the effectiveness test obtained the results of the gain score of the difference between the pretest and protest scores showed an average in the small group of 0.7707, medium group 0.7777 while in the limited group of 0.8348 in the high category. Based on this information, it is concluded that the android-based student learning media using codular to improve student learning outcomes on temperature, expansion and heat material at SMAN 5 Medan developed by researchers get results that are feasible to use with valid, very practical and effective categories. ABSTRAK Penelitian dilakukan karena kurangnya media pembelajaran yang menarik menyebabkan minat siswa terhadap mata pelajaran fisika untuk mempelajari fisika rendah dan mengakibatkan hasil belajar siswa kurang memuaskan. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis android dengan menggunakan kodular sebagai media pembelajaran untuk meningkatkan hasil belajar siswa pada materi suhu, muai dan kalor SMA kelas XI. Penelitian ini merupakan penelitian Research & Development (R&D) dengan menggunakan model ADDIE yang terdiri dari tahapan (Analisis, Desain, Pengembangan, Implementasi dan Evaluasi). Subyek penelitian ini adalah siswa kelas XI SMA. Hasil validitas ahli materi mempunyai persentase sebesar 91,11% dengan kategori sangat valid dan validitas ahli media memiliki persentase sebesar 90% dengan kategori sangat valid. Hasil praktikalitas siswa pada kelompok kecil sebesar 87,95% (sangat praktis), kelompok sedang sebesar 85,54% dan kelompok terbatas sebesar 94,75% (sangat praktis) dan pada uji keefektifan diperoleh hasil gain score selisih pretest dan skor protes menunjukkan rata-rata pada kelompok kecil sebesar 0,7707, kelompok sedang sebesar 0,7777 sedangkan pada kelompok terbatas sebesar 0,8348 dengan kategori tinggi. Berdasarkan informasi tersebut disimpulkan bahwa media pembelajaran siswa berbasis android menggunakan codular untuk meningkatkan hasil belajar siswa pada materi suhu, muai dan kalor di SMAN 5 Medan yang dikembangkan peneliti mendapatkan hasil yang layak digunakan dengan valid, sangat praktis dan kategori efektif.
- Research Article
- 10.23887/mi.v29i2.63350
- Oct 21, 2024
- Mimbar Ilmu
Currently, learning is more centered on teacher activities. This is because there is no creative and innovative learning media so that can affect student learning outcomes to decline. The purpose of this study is to produce audio-visual poster media based on a scientific approach to water cycle material in elementary school grade V science learning to improve student interest and learning outcomes. The development model used in this study is the ADDIE. The subject of the product trial in this development research is the subject at the expert review stage carried out by two material experts. The types of data used in this study are qualitative data and quantitative data. The results of the study are (1) audio-visual poster media based on a scientific approach. (2) the validity of audio-visual poster media based on a scientific approach by obtaining an average score from material experts, learning media experts, and learning design experts of 4.50 with a very valid category. (3) the practicality analysis filled in by the teacher obtained an average score of 4.81 with a very valid category. (4) the practicality analysis filled in by students individually and in small groups obtained an average score of 4.59 and 4.56 with a very valid category. Based on this, it can be concluded that the audio-visual poster media based on a scientific approach to the water cycle material in grade V of elementary school is declared valid with a very good qualification.
- Research Article
- 10.36456/buanamatematika.v14i1.8864
- Jun 30, 2024
- Buana Matematika : Jurnal Ilmiah Matematika dan Pendidikan Matematika
The purpose of this research is to produce of learning media that uses construct 2 to meet valid and practical categories. This research uses the type of research and development by adopting the ADDIE model. The subjects of this study were students of grade VII class students of mts. Assa'adah II by using an initial needs questionnaire instrument, interview guidelines, validation sheets and response questionnaires for students. This validity analysis is obtained from the results of validation sheet research by media and material expert validators. Media expert validators and material experts showed that the learning media learning media using construct 2 gets an average score of 3.74, which is in the very valid category. Is in the very valid category. Meanwhile, the practicality analysis was carried out through the results of the response questionnaire assessment by students which resulted in an average score of 3.27 including in the practical category. Average score of 3.27 included in the practical category. The results of this study shows that the learning media for building space using construct 2 is declared valid and practical. So it is expected to make it easier for teachers in delivering delivery of material and as an innovation in learning.
- Research Article
- 10.52403/ijrr.20221246
- Dec 21, 2022
- International Journal of Research and Review
This study aims to analyze the effect of fishbone learning media on the theme of animal and human movement organs with a problem-based learning model in improving critical thinking skills of elementary school students. This development research used the Research and Development (R&D) method. The subjects of a small-scale test were conducted at Asem Elementary School with 15 students in class V, and a large-scale test was conducted at SDN 1 Sidanglaut with 30 students in class V. The average media feasibility value is 85.9, which is a very valid category. The average validity value of a material is 87.5, which is a very valid category. The average validity value of the RPP is 85.1, which is a very valid category. Fishbone diagrams with the theme of animal and human movement organs and problem-based learning models effectively improve students' critical thinking skills both from the results of small-scale and large-scale tests. The small-scale test and T-test result (2-tailed) is 0.000 <0.05, a significant difference between students' pre-test and post-test. Keywords: Learning Media, Fishbone, Critical Thinking
- Research Article
- 10.21009/jpepa.0502.07
- Aug 4, 2024
- Jurnal Pendidikan Ekonomi, Perkantoran, dan Akuntansi
This study aims to analyze the development of Scratch-based learning media in online business subjects in class XI Retail Business (BRI) 2 SMK Tamansiswa 1 Jakarta and analyze the validity of the Scratch-based learning media that has been developed. The research method used by the researcher is Research and Development (R&D) only up to Level 3, at this level the researcher develops existing products, research and development at level 3 is the researcher tests the product in order to develop existing products. The development model used is ADDIE which is modified according to the needs of the researcher into Analysis, Design, Development, and Implementation. The results of the media expert validation analysis obtained a percentage of 72% included in the valid category. Further validation by material experts produced a score of 60% which fell into the fairly valid validity category. The results of the questionnaire assessment given to educators showed a level of achievement reaching 78% which fell into the valid category. Based on the validity results obtained, the Scratch-based online business material learning media is included in the valid category and is suitable for use as a learning medium in the student learning process.
- Research Article
2
- 10.23887/jet.v5i3.36110
- Aug 17, 2021
- Journal of Education Technology
The obstacle faced in the learning process so far is the low interest in student learning. Many factors affect interest in learning, one of which is the lack of variety of teaching materials or learning media used by teachers in schools. The use of augmented reality (AR) in education is an important topic of research although its use is still in its infancy. The purpose of this research is to develop learning media, AR-based e-magazine to increase students' interest in learning high school students, on the material of the digestive system. The development of the e-magazine is carried out using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The parameters in this study are the quality of the e-magazine and interest in learning. Testing interest in learning is done using an interest questionnaire given to students for the control class consisting of 36 students and the experimental class consisting of 36 students. The results of the development of AR-based e-magazines are relatively good. This can be seen from the validation results with a very valid category. Based on the didactic aspect, a score of 3.82 was obtained in the very valid category, the constructive aspect was 3.85 in the very valid category and the technical aspect was 3.78 in the very valid category. The results showed that the use of AR-based e-magazines increased interest in learning. Interest in learning obtained a score of 0.342 in the high category. Thus, it can be concluded that the use of AR-based e-magazines as digital learning media can be used in the learning process.
- Research Article
- 10.57235/jamparing.v3i1.5395
- Jan 29, 2025
- JAMPARING: Jurnal Akuntansi Manajemen Pariwisata dan Pembelajaran Konseling
This study aims to see how social problems occur in grade V elementary school students with video-based learning media. The research method uses the (RD) Research and Development method with the ADDIE approach. The subject of this study is a grade V student of State Elementary School 024 Tarai Bangun Tambang District, Kampar Regency. Data collection used a questionnaire that was distributed to 29 students in class V . The results of the study showed that the feasibility data of video media showed an average score of 90% with a very valid category. The second aspect of assessment, the language aspect, obtained an average score of 80% with a very valid category. The third aspect is the media aspect, which has an average score of 86.36% with a very valid category. From these three aspects, the average final score of the validation assessment was obtained by showing a score of 88.41% with a very valid category. The results of the research from the learning media can be seen as follows: the validation of material experts got a score of 90%, the validation of linguists 88%, the validation of media experts 86.36%, the validation of practitioners I got a percentage score of 90.83%, the validation of ptactification II 100%, the one-on-one trial got a score of 88.33%, and the small group trial got a percentage score of 86.12%. Thus, it can be concluded that the application of learning video media is very feasible to improve the way students learn actively.
- Research Article
4
- 10.21070/halaqa.v5i1.1209
- Jan 28, 2021
- Halaqa: Islamic Education Journal
An Education in the 4.0 era requires teachers and students to be literate in technological developments. Conventional methods that are not relevant to technological advances must be updated. There are many teachers who have not mastered information technology in the learning process. Boredom to do learning activities that emphasize student textbooks and worksheets, ultimately have an impact on students’ enthusiasm for learning that that are less than optimal. In order to achieve the maximum learning process, one of the alternatives offered is to use learning media with the help of the Flipbook application. This study aims to determine the validity of flipbook-based learning media and to measure the practicality of flipbook-assisted learning media in overcoming boredom. This research is a research and development that uses the ADDIE model (analyzing, design, development, implementation, evaluation). Researcher Collected data by means of observations, interviews, and distributing questionnaires, then analyzed descriptively quantitatively and qualitatively. The research subjects were 30 students of grade V SDN Sumput Sidoarjo. Based on the validation test from material experts, the average value is 84% which means very valid, while the media expert test is 80% with the valid category. The practicality test of the development product obtained an average score of 80% in the attractive category. The results of the study showed that the development product is in the valid and attractive category. It can be concluded that the flipbook-based PAI learning media is practical and interesting to use as learning media.
 Keywords: Learning Media, PAI, Flipbook
- Research Article
- 10.37134/ejsmt.vol8.2.4.2021
- Dec 30, 2021
- EDUCATUM Journal of Science, Mathematics and Technology
Analytical thinking is an ability that is really needed in facing the future challenges, including in the industrial era 4.0. The ability to think analytically is important for students to solve problems in a lesson, including the plant structure and function material which is commonly carried out through observation and practicum activities. Limited conditions during the Covid-19 pandemic require mastery of analytical thinking skills in students through innovative learning media. For this reason, the Virtual Reality 360 Interactive Spherical Panorama Slide Presentation (VR360-INSPIRATION) learning media was developed with a 4D research and development model which aims to improve students' analytical thinking skills. Based on the results of the media validation test, the average value was 3.53 in the valid category. The results of the parametric descriptive test and the effectiveness of the media showed that the use of VR360-INSPIRATION media was significantly different from the results of the control group and had high effectiveness in improving students' analytical thinking skills.
- Research Article
1
- 10.55215/jber.v4i1.3748
- May 13, 2023
- Journal Of Biology Education Research (JBER)
The excretory system is material that is considered relatively difficult by students, because teachers experience limitations in using learning media. Therefore, learning media are needed to attract students' attention such as E-Leaflets. This study aims to develop media-based learning E-Leaflet on excretory system material in improving student learning outcomes. This study uses research methods Research and Development using the ADDIE model. The subject of this study were 34 students. Limited trials in this study using the design one group pretest-postest. The instruments used in this study consisted of expert validation sheets, multiple choice instruments and student response questionnaires E-Leaflet. The multiple choice instrument is used to measure all levels of learning objectives. While the student questionnaire sheet is used to determine student responses to learning media. The expert validation instrument is used to find out. The results of the study show that media validationE-Leaflet expert included in the valid category without revision. While the validation of material content experts gets valid and appropriate category for use in the learning process. The results of the student response questionnaire received a positive response . The results of the N-Gain analysis show that the criteria are moderate. This shows that learning media E-Leaflet can improve students' biology learning outcomes.
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