Kurniana Bektiningsih
Universitas Negeri Semarang, Semarang, Indonesia

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Journal : Journal of Educational Research and Evaluation

My Indonesia is Rich in Culture: Problem-based Articulate Storyline on Social Sciences Lesson Content Farah Ariadiny; Kurniana Bektiningsih
Journal of Education Reseach and Evaluation Vol 7 No 4 (2023): November
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v7i4.67978

Abstract

Natural and social science is content of lessons that require memorization. Therefore, in delivering material, it is necessary to use tools that can increase the success of the teaching and learning process. Articulate Storyline is one of the popular e-learning software and has several advantages that make it a good choice in developing interactive learning content. Articulate storyline has an intuitive and easy-to-use interface, enabling users to create interactive learning content without having a strong programming or graphic design background. This makes it very suitable for teachers, instructors, and learning designers. The aim of this study is to develop Articulate Storyline media based on problem-based learning in fourth grade in science content. The research method used is Research and Development (R&D) based on ADDIE research. The data collection techniques used are test and non-test. Meanwhile, the data analysis technique used is qualitative and quantitative data analysis. The research results show that the Articulate Storyline media is very suitable for use with a percentage of material experts of 92% and media experts of 91%. Meanwhile, the effectiveness of using Articulate Storyline media in learning activities was stated to be quite effective based on an average increase (n-gain) in student learning outcomes of 0.61 and an increase in the average pre-test score of 58 to 84 during the post-test. From these results, it can be concluded that problem-based learning-based Articulate Storyline media is very feasible and quite effective for use in fourth grade Science learning.
Genially Interactive Media: Improving Learning Outcomes of Indonesian Cultural Wealth Nurul Afni; Kurniana Bektiningsih
Journal of Education Reseach and Evaluation Vol 8 No 2 (2024): May
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v8i2.77004

Abstract

Education in Indonesia has shown progress in the last few decades. However, the education system in Indonesia still needs to overcome several challenges, especially in the context of teaching Natural and Social Sciences in Elementary Schools. This research aims to develop Genetically-based interactive media on Indonesian Cultural Wealth material in Natural and Social Sciences Subjects. This type of research is development research using the ADDIE model. The research subjects are learning materials experts and learning media experts. The test subjects were 19 class IV students and teachers. Data collection methods include observation, questionnaires, documentation, and tests. The data collection instrument uses a questionnaire sheet. Data analysis techniques use qualitative and quantitative descriptive analysis. N-gain is used to test media effectiveness. The validity test results show that genetically interactive media is very suitable for use. The use of this media also significantly improves student learning outcomes; student responses to the use of this media are also positive. Thus, Generative interactive media is effective and suitable for learning natural and social sciences in fourth-grade elementary school.