
The learning outcomes of fifth grade students in the subject of Social Studies are still low, this is due to the lack of student learning motivation because the teacher's learning method is still conventional. This study aims to prove the effectiveness of problem-oriented educational games on the material of flora and fauna diversity in Indonesia. This study is a development research using the ADDIE development model. The subjects of this study were 20 fifth grade students. The methods and instruments for data collection used multiple-choice tests, questionnaires, and qualitative descriptive data analysis techniques, quantitative descriptive, and inferential statistics. The results of the one-sample t-test obtained a tvalue of 4.133. The ttable value for db 19 with a significance level of 5% (α = 0.05) is 1.729. This means that tcount> ttable, so H0 is rejected and H1 is accepted. Thus, the results of this study indicate that problem-oriented educational games are effectively applied to the content of science subjects on the diversity of flora and fauna in Indonesia for grade V students. The implications of this study are that it is proven that by utilizing problem-oriented educational games on the diversity of flora and fauna in Indonesia in the learning process, there are positive changes in increasing students' interest in learning and understanding.
The low level of Balinese speaking skills among early childhood children is caused by the lack of engaging and innovative learning media available in early childhood education (ECE) institutions. This study aims to develop an interactive multimedia tool designed to enhance the Balinese speaking abilities of young children, hereafter referred to as Malali (Malajah Bahasa Bali) Interactive Multimedia. The research method used is research and development (R&D) following the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The subjects of this study included 12 experts (comprising 3 content experts, 3 media experts, 3 instructional design experts, and 3 Balinese language experts), 1 teacher, and 31 children from group B. Data were collected through interviews, observations, questionnaires, and a Balinese speaking ability assessment instrument, all of which had undergone validity and reliability testing. The results showed that the Malali interactive multimedia tool demonstrated a high level of validity and was deemed feasible for use in the learning process. Thus, the Malali Interactive Multimedia is effective in developing Balinese speaking skills in early childhood. This media can serve as an alternative, engaging, and innovative tool for enhancing young children's Balinese language speaking abilities in ECE settings.
The learning of regional dances in SBdP (Arts, Culture, and Skills) subjects at elementary schools has not been optimal due to the limited availability of learning media suited to the characteristics of students, particularly deaf students. As a result, students’ understanding of the material remains low. This study aims to develop and test the validity and effectiveness of visual media based on the local wisdom of Janger Kolok Performing Art in regional dance learning. The research employed a research and development (R&D) method using the ADDIE model (Analyze, Design, Development, Implementation, Evaluation). The research subjects consisted of a content expert, an instructional design expert, a learning media expert, and 16 sixth-grade elementary students. Data were collected through expert validation questionnaires, student trials, and learning outcome tests (post-test). Data analysis was conducted using quantitative descriptive techniques and t-tests. The validation results showed an average score of 92.86% (content expert), 90.62% (design expert), and 90.91% (media expert), categorized as "very good." The effectiveness test obtained a tcount = 2.497 > ttable = 1.753, indicating a significant improvement in students’ understanding. The conclusion of this study demonstrates that local wisdom-based media are effective in improving learning outcomes and supporting the preservation of regional culture in schools. The implication is that this media can serve as a reference for developing culture-based learning and as an effort to preserve cultural heritage for younger generations.
Learning media plays an important role in enhancing students’ motivation and interest in learning, which can directly impact their understanding. However, many teachers still neglect the use of learning media in English subjects. This often leads to difficulties in English pronunciation and comprehension among students. This study aims to analyze the effectiveness of animation video-based learning media using a specific approach. The development research employed the ADDIE model, which consists of five main stages: analysis, design, development, implementation, and evaluation. The research subjects were 26 fifth-grade students. Data collection methods and instruments used questionnaires. The results of the study showed that the developed product had high validity, with an average score of 0.86 for the media aspect and 0.9 for the material aspect, indicating that the product is highly feasible for use. The practicality of the media, based on students’ responses, obtained an average score of 90.8%, which falls into the very good category. The results of the correlated t-test showed a significance value (2-tailed) of 0.001 or p < 0.05, thus it can be concluded that the animation video media is effective in improving pronunciation and comprehension of fifth-grade elementary school students. The implication of this research is that it can serve as a reference and reading material for teachers or readers in implementing enjoyable learning through the use of animation video media.
The early reading ability of second-grade elementary school students is still relatively low. The lack of learning media becomes a major obstacle in developing students’ early reading skills. This study aims to develop digital interactive picture card media to improve early reading among second-grade elementary school students. The research employed the 4D model, which includes define, design, develop, and disseminate stages. The subject of the study was the digital interactive picture card media, which was tested on 12 second-grade students. Data were collected through questionnaires, tests, observations, and interviews using instruments validated by two material experts, two media experts, and two teachers. Data were analyzed using both qualitative descriptive and quantitative approaches. The results, analyzed using the mean formula, showed media feasibility at 4.80, material feasibility at 4.95, and teacher practicality at 4.95. A t-test with a significance value (2-tailed) of 0.000 indicated a significant effect of using digital interactive picture card media on students’ early reading skills. These findings imply that the developed media is not only feasible and practical but also capable of improving the quality of early reading instruction. Therefore, it can be concluded that digital interactive picture card media is effective for enhancing early reading ability in second-grade elementary school students.