Writing is a complex process for the EFL learners. Therefore, it needs appropriate and interesting learning media. This research purposes to evaluate and analyze the effects of storyjumper as a ...digital learning media towards narrative writing ability of EFL learners. Classroom action research was chosen as research methodology. There were 32 learners in English Department of Universitas Muhammadiyah Luwuk as the participant of this research. Descriptive statistic for the quantitative data and descriptive analysis for the qualitative data was conducted as analyzing technique. The result found that storyjumper gave positive effects toward narrative writing ability of EFL learners. It can be proven from the improvement of test result in narrative writing. In the preliminary test, it was 57.16 as the mean score result, while in the cycle 1 was 68.33, and in the cycle 2 was 75.22. In addition, storyjumper also affected the writing process, namely they did not take a long time for start writing, active participated, and focused on the writing activity. Finally, the storyjumper gave positive effects towards EFL learners in narrative writing test and process.
Mastery of concepts is necessary for students in learning geometry, particularly in the topic of flat-sided 3D spatial structures. A strong grasp of concepts is achieved through non-routine ...problem-solving exercises, which are an integral part of problem-solving-based learning. According to the OECD (Organisation for Economic Co-operation and Development) of Education and Skills 2030, problem-solving-based learning is considered an important component in the curriculum of 60% of countries worldwide. The use of digital media is an innovative approach in education that can transform abstract geometric forms into real-world situations. The focus of this research is to develop digital media to enhance conceptual understanding among eighth-grade students at Yosowinangun Junior High School. The outcome of this study is a valid, practical, and effective digital learning medium for improving conceptual understanding. The research adopts the ADDIE model as the methodological framework. The research sample consists of twenty eighth-grade students. Data collection instruments include validation sheets, practicality questionnaires, interviews, and tests. The research findings indicate that the learning media is valid based on the analyzed validation sheets. Furthermore, the learning media is considered practical based on student response questionnaires, with an average score of 83.3%. The learning media also has a potential effect on conceptual understanding, as evidenced by the overall test results falling into the good category with an average score of 74.75%. Therefore, problem-solving-based digital learning media becomes an effective tool to assist students in developing their conceptual understanding in the process of learning flat-sided 3D spatial structures in geometry.
Wordwall game digital media is an interesting application, which increases motivation and learning outcomes with an active learning atmosphere in the classroom and learning while playing. The ...research uses the experimental method with the Posttest-Only Control Design. The research population indicates 334 people with purposive sampling, which consists of 28 students of class IIIA as the experimental class and 28 students of class IIIB as the control class. Data collection techniques used are tests and questionnaires. Based on the research results, it is concluded that there is an effect of Wordwall game-based digital learning media on students’ learning outcomes of fractional material with a sig of 0.000. There are differences in learning outcomes based on students’ learning motivation of fractional material with a sig of 0.000. There is no interaction of Wordwall game-based digital learning media on students’ learning motivation and students’ learning outcomes of fractional material with a sig of 0.788 at SDN 17 Prabumulih.
The development of technology in the age of the fourth industrial revolution affects almost every aspect of human lives, including education sector. Therefore, learning innovations are needed in ...order to meet learning objectives. The objectives are coaching people who are competitive and have 4C skills (communication, collaboration, critical thinking and problem solving, creativity and innovation). One of the learning innovations in mathematics is the application of concrete and digital learning media. To explore and summarize the latest facts related to the concrete and digital mathematics learning media during industry 4.0, the authors of this study conducted a research using Systematic Literature Review method. A total of 30 literatures from various databases were interpreted. A review was drawn on the uses, strengths, and weaknesses of digital and concrete mathematics learning media during industry 4.0. The concrete learning media has advantages which include improving students’ problem solving, creative thinking, and visual thinking skills, but it requires more attention and care. Meanwhile, the advantages of digital learning media include increasing the effectiveness and efficiency of learning mathematics, supporting distance learning, and not requiring special maintenance. Nevertheless, there are still students and teachers who are not familiar with technology, some students do not have gadgets, and there are also inadequate internet networks in some areas.
The purpose of this study is to analyze and demonstrate step-by-step bibliometric data analysis using VOSViewer completely and systematically. Step-by-step analysis was provided to make first-time ...users easily following the way how to use VOSviewers. This report allows and provides an easy way of data analysis by utilizing mapping tools and provide analysis of research developments regarding digital learning media. The method used in this research is to perform bibliometric analysis to produce network visualization of co-work maps and density maps of co-works. The analysis was carried out with the number of publications obtained, relating to the predetermined topics totaling 88 documents in 2017-2021. As practical examples, we evaluated the analysis of digital learning articles in pre and post covid. We found that VOSviewer can be used to give suggestions in the data analysis results.
In response to the COVID-19 epidemic, this study intends to establish a digital learning media for children based on Islamic values utilizing PowToon for Muhammadiyah kindergarten teachers. Online ...learning has replaced traditional classroom for teaching and learning. During the COVID-19 pandemic, an online discussion with TK ABA Nitikan teachers established the significance of this research. They were concerned about propounding digital learning materials with Islamic values to students. The Islamic fundamentals, such as greetings and du'a (prayer), are crucial for the development of Islamic character in young learners. In addition, the digital learning resources were transformed into videos that could be easily accessible, shared, and used publicly to promote the da'wah practice in accordance with Muhammadiyah's guidance. This research employed a Research and Development (R&D) approach utilizing the ADDIE model known as system approach developed by Dick and Carey (2015), which entails a development process comprising five primary stages, namely analyze, design, develop, implement, and evaluate. The research findings indicate that the digital learning materials created using PowToon met the needs of TK ABA Nitikan teachers were relevant. The manufactured product provides a solution to teachers' needs by merging both general English knowledge and Islamic beliefs. Based on the review, it has been determined that the created content is of excellent quality. This material allowed teachers to teach English in an engaging manner.
This research present design, product, and verification of digital learning materials of solar energy conversion efficiency. The solar energy conversion lecture in higher education institution demand ...the learning materials that can be accessed easily, systematic, comprehensive and interesting. In addition, the conceptual explanation is required to build the deep understanding of the lecture to the students, therefore students can easily develop the future research on solar energy conversion especially on efficiency. In this research we develop digital modules of solar energy conversion efficiency with conceptual understanding approach and substitute it on E-Learning system. We also verify the product and reach the total validity of 89,58% which indicates that the product is feasible to use without revision.
A healthy lifestyle is a way of living that helps to keep and improve people's health and well-being. Maintaining a healthy lifestyle is essential and a great way to combat many health issues, ...especially in preparation for the upcoming post-pandemic COVID-19 era. Some studies suggested that animals play a role in spreading SARS-CoV-2, the virus that causes COVID-19, to people. It is thus believed people should be eating more plant-based and less meat diets. Although the development of computer-graphics animation has significantly affected learning media development, there is a lack of evaluative evidence on how it might effectively motivate diet shifts. Therefore, this study explores and analyzes the crucial factors influencing the deliverability and engagement of computer-graphics animation as a learning media to enhance knowledge and promote a plant-based diet. A structured interview, with both closed and open-ended questions, is conducted on various groups of respondents. The analysis results can serve as a guideline for advancing learning media and a basis for future development and research strategies in healthy eating promotion in general.
Education can be implemented through various concepts, one of which is the concept of gamification which is then adopted as a learning medium. Gamification to make a change in the use of ...instructional media, namely of the "conventional" to the more "innovative". This study aims to adopt a concept of gamification into a game of snakes and ladders to support learning about the understanding of Covid- 19. The research method with the waterfall model, which is a simple classic model with a linear system flow, where the output of each stage is input for the next stage, this is done by manipulating program scripts and algorithms to provide novelty to the rules of the snakes and ladders game concept. will attract users and provide an impact of understanding created through the pleasure of playing in solving challenges. The learning of snakes and ladders itself is designed in such a way that the board interface changes randomly every time you play until the base board game becomes a digital game that can be applied n offline and online. The game is developed to the stages of the "Online Play" mode, which allows matches to be played from various devices via the internet. This game uses a box system that functions as a "lobby" in the game, so online players can choose to join or host the game and invite other players through the game code.