以当地为基础的数字Flipbook开发,以提高Covid-19世纪帕拉扬村小学生的识字能力

T. Cholifah, Adzimatnur Muslihasari
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引用次数: 4

摘要

本研究的目的是制作一本基于本地游戏的数字动画书,以提高阅读素养和阅读素养。所使用的方法是研究方法(研发)、研究潜力和问题、收集信息、产品设计、设计验证、设计修订、初步试验、产品修订、使用试验和产品修订。数据分析采用描述性百分比和N增益检验。该研究的结果基于基于本地游戏的数字动画书在媒体领域94%、材料领域93%、阅读识字工具领域93%和学生反应领域95%的有效性测试的平均值,并使用了所有领域“非常可行”的标准。小学生的阅读能力有所提高,平均前测成绩为66.63分,平均后测成绩为86.63分,N增益值为0.71,属于高类别成绩。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pengembangan Digital Flipbook berbasis Dolanan Lokal untuk Meningkatkan Literasi Membaca Siswa SD di Desa Palaan pada Era Covid-19
The purpose of this study was to produce a digital flipbook based on local games to improve the reading literacy and reading literacy. The method used is the research method (R&D), researching potential and problems, gathering information, product design, design validation, design revision, initial trial, product revision, usage trial, and product revision. Data analysis used descriptive percentage and N-gain test. The results of the study were based on the average value of the validity test on digital flipbooks based on local games in the media field 94%, material field 93%, reading literacy instrument field 93%, and student response field 95%, with criteria for all fields "very feasible" used. There is an increase in the reading literacy of elementary school students and the average pretest score is 66.63 to an average posttest score of 86.63 with an N-gain value of 0.71 which is included in the high category score.
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