Pengembangan Aplikasi Android dalam Pembelajaran Menulis Cerita di Sekolah Dasar

Authors

DOI:

https://doi.org/10.47200/aoej.v15i1.2135

Keywords:

Android application, Learning media, Primary school

Abstract

This study aims to enhance fifth-grade students' story-writing skills by developing a Android application called Whepture, based on the analysis of prevalent issues. The application is designed using Canva, Construct 2, and Netlify. Data were collected from interviews, questionnaires, test results, and documentation. This study employed the ADDIE research model, which includes five stages: analysis, design, development, implementation, and evaluation. The Android application product assessment questionnaire was distributed to lecturers, teachers, and fifth-grade students. The results indicated that the Android application met the eligibility criteria, with a score of 95% in the material expert assessment, classified as very feasible, and 96.42% in the media expert assessment, also classified as very feasible. The student assessment evaluation yielded a 95.67% score rating the app in the very feasible category. The average student learning score was 89.11, indicating the app's effectiveness in the learning process. Despite the categorization by material and media experts and student users, other primary  school students can still add value to the development of this application.

Downloads

Download data is not yet available.

References

Abdullah, A. (2020). EFL learners’ experience of a MALL-based vocabulary learning tool. Indonesian Journal of Applied Linguistics, 10(2), 283–291. https://doi.org/10.17509/ijal.v10i2.28590

Abdurrochim, P. L., Khairunnisa, Y., Nurani, M., & Aeni, A. N. (2022). Pengembangan Aplikasi BEAT (Belajar Asyik Tentang) Pendidikan Agama Islam untuk Meningkatkan Hasil Belajar Pendidikan Agama Islam Siswa Sekolah Dasar Putri Laisya Abdurrochim 1  , Yuniar Khairunnisa 2 , Mughni Nurani 3 , Ani Nur Aeni 4. 6(3), 3972–3981.

Aeni, A. N., Aprilia, Z. D., Suhartini, D. Y., & Suistiani, R. (2022). Pengembangan Aplikasi “Cermin” untuk Menanamkan Pendidikan Karakter dalam Perspektif Islam di Sekolah Dasar Kelas V. Jurnal Riset Pendidikan Dasar, 05(1), 89–99.

Aeni, A. N., Djuanda, D., Maulana, M., Nursaadah, R., & Sopian, S. B. P. (2022). Pengembangan Aplikasi Games Edukatif Wordwall Sebagai Media Pembelajaran Untuk Memahami Mater Pendidikan Agama Islam Bagi Siswa Sd. Primary: Jurnal Pendidikan Guru Sekolah Dasar, 11(6), 1835. https://doi.org/10.33578/jpfkip.v11i6.9313

Aeni, A. N., Pratidina, S. K., Ananda Awaliyah Rahmah, & Irma Nurhalimah. (2022). Pengembangan Video Animasi Kayla Berbicara Sebagai Media Dakwah Untuk Meningkatkan Perilaku Terpuji Siswa Sekolah Dasar. Al Yasini : Jurnal Keislaman, Sosial, Hukum Dan Pendidikan, 7(1), 57. https://doi.org/10.55102/alyasini.v7i1.4601

Anderson, T., & Dron, J. (2023). International Review of Research in Open and Distributed Learning Three Generations of Distance Education Pedagogy. 12(3).

Aura, I., Hassan, L., & Hamari, J. (2021). Teaching within a Story : Understanding storification of pedagogy. International Journal of Educational Research, 106(January), 101728. https://doi.org/10.1016/j.ijer.2020.101728

Azwar. (2019). Analisis Kualitas Layanan Sistem Manajemen Aparatur Responsif Terpadu (SMART) Menggunakan Metode Servqual (Studi Kasus : Kantor Dinas Perumahan , Kawasan Permukiman dan Pertanahan). Computation Technology and Its Application, 1(1), 1–5. https://ejurnal.umri.ac.id/index.php/CTIA/article/view/1812

Cahyadi, R. A. H. (2019). Pengembangan Bahan Ajar Berbasis Addie Model. Halaqa: Islamic Education Journal, 3(1), 35–42. https://doi.org/10.21070/halaqa.v3i1.2124

Camayang, J. G., & Bautista, R. G. (2022). Teaching in the midst of the pandemic: Insights and perspectives from the lenses of the pre-service teachers. International Journal of Evaluation and Research in Education, 11(4), 1664–1672. https://doi.org/10.11591/ijere.v11i4.23016

Djaali. (2008). Skala Likert. Pustaka Utama.

Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy? British Journal of Educational Technology, 46(2), 412–422. https://doi.org/10.1111/bjet.12135

Francisca, F., Zahra, J. O. V., Anggraeni, S. H., & Aeni, A. N. (2022). Pengembangan E-book BUDIMAS “Buku Digital Agama Islam” untuk Pembelajaran PAI pada Siswa Sekolah Dasar. Jurnal Basicedu, 6(3), 5268–5277. https://doi.org/10.31004/basicedu.v6i3.3043

Hafour, M. F., & Al-Rashidy, A. S. M. (2020). Storyboardingbased collaborative narratives on Google Docs: Fostering EFL learners′ writing fluency, syntactic complexity, and overall performance. JALT CALL Journal, 16(3), 123–146. https://doi.org/10.29140/jaltcall.v16n3.393

Huizenga, J., Admiraal, W., Akkerman, S., & Ten Dam, G. (2009). Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game: Original article. Journal of Computer Assisted Learning, 25(4), 332–344. https://doi.org/10.1111/j.1365-2729.2009.00316.x

Komarawan, Y. (2019). Constructing interpersonal meaning in Indonesian science classrooms through language, space and gaze. Kemanusiaan, 26(1), 1–23. https://doi.org/10.21315/kajh2019.26.1.1

Komaruddin. (2001). Ensiklopedia Menejemen (5th ed.). Bumi Aksara.

Means, B., Toyama, Y., Murphy, R., Bakia, M., & Jones, K. (2009). Evaluation of Evidence-Based Practices in Online Learning. Structure, 66. www.ed.gov/about/offices/list/opepd/ppss/reports.html

Meiklejohn, C., Westaway, L., Westaway, A. F. H., & Long, K. A. (2021). A review of South African primary school literacy interventions from 2005 to 2020. South African Journal of Childhood Education, 11(1), 1–11. https://doi.org/10.4102/sajce.v11i1.919

Mudlofir, A., & Rusydiyah, E. F. (2016). Desain Pembelajaran Inovatif dari Teori ke Praktik.

Murtiwiyati, & Lauren, G. (2013). Rancang Bangun Aplikasi Pembelajaran Budaya Indonesia Untuk Anak Sekolah Dasar berbasis Android. Jurnal Ilmiah, 12, 2,3.

Powell, J. V., Aeby, V. G., & Carpenter-Aeby, T. (2003). A comparison of student outcomes with and without teacher facilitated computer-based instruction. Computers and Education, 40(2), 183–191. https://doi.org/10.1016/S0360-1315(02)00120-3

Prensky, M. (2014). Digital Natives, Digital Immigrants. From Digital Natives to Digital Wisdom: Hopeful Essays for 21st Century Learning, 67–85. https://doi.org/10.4135/9781483387765.n6

Purnamasari, N. L. (2019). Metode Addie Pada Pengembangan Media Interaktif Adobe Flash Pada Mata Pelajaran TIK. Jurnal Pendidikan Dan Pembelajaran Anak Sekolah Dasar, 5(1), 23–30. https://jurnal.stkippgritulungagung.ac.id/index.php/pena-sd/article/view/1530

Riduwan. (2014). Metode dan Teknik Menyusun Tesis (H. Akdon & Z. Arifin (eds.); cet. 10). Alfabeta.

Simatupang, K. M. (2021). Tinjauan Yuridis Perlindungan Hak Cipta dalam Ranah Digital. Jurnal Ilmiah Kebijakan Hukum, 15(1), 67. https://doi.org/10.30641/kebijakan.2021.v15.67-80

Suryabrata, S. (2011). Metodologi Penelitian (cet. 22). Rajawali Pers.

Suwarni, A. Z. J., Rahman, R., & Iswara, P. D. (2019). Improving second grade elementary students’ writing and storytelling skills through digital literacy. Journal of Physics: Conference Series, 1402(6). https://doi.org/10.1088/1742-6596/1402/6/066072

Teo, P. (2019). Learning, Culture, and Social Interaction, 21, 170-178. 170–178.

Verheijen, L., & Spooren, W. (2023). PDF hosted at the Radboud Repository of the Radboud University The impact of WhatsApp on Dutch youths ’ school writing and spelling.

Wright, B. M. (2017). Blended learnings student perception of face-to-face and online EFL lessons. Indonesian Journal of Applied Linguistics, 7(1), 64–71. https://doi.org/10.17509/ijal.v7i1.6859

Published

2024-01-01

How to Cite

Nurhalimah, I., Iswara, P. D., & Aeni, A. N. (2024). Pengembangan Aplikasi Android dalam Pembelajaran Menulis Cerita di Sekolah Dasar. Academy of Education Journal, 15(1), 102–120. https://doi.org/10.47200/aoej.v15i1.2135