DEVELOPING A DIGITAL POCKETBOOK IN LEARNING FABLE TEXTS TO IMPROVE STUDENTS' READING INTEREST JUNIOR HIGH SCHOOL SMP SWASTA MUSYAWARAH
DOI:
https://doi.org/10.53806/ijcss.v7i3.1623Keywords:
Digital Pocket Books, Fable Texts, Learning Media, R&D, Reading Interest.Abstract
This study aims to develop a digital pocketbook for learning fable texts to increase students' interest in reading at SMP Swasta Musyawarah. The method used in this research is Research and Development (R&D) with the 4D development model, which consists of four stages: define, design, develop, and disseminate. The research subjects involved 32 students from class VII A at SMP Swasta Musyawarah. Data collection was conducted through observations, validation sheets from media experts, material experts, and language experts, as well as student response questionnaires, teacher response questionnaires, and pretest and posttest scores. The results of the study showed that the digital pocketbook developed had a good level of feasibility based on validation results from the experts. Media expert validation received a percentage of 92.30% with a very valid category, material expert was 80% with a valid category, and language expert was 93.75% with a very valid category. Student responses to the use of digital pocket books showed a percentage of 83.90%, and teacher responses reached 87.50%, both in the very good category. In addition, the effectiveness test using N-Gain showed an increase in student learning outcomes, with an average score of 0.5666 or 56.66%. Based on these results, it can be concluded that digital pocket books in fable text learning are feasible to use as a learning medium and can help increase students' reading interest as well as their understanding in Indonesian language learning.
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