Sep 2026· International Journal of Post Axial: Futuristic Teaching and Learning· pp. 2144-2156· 0 citations· 13 references
TL;DR
The findings indicate that the developed medium was feasible and practical for early reading instruction and was interpreted in the thesis as effective in supporting Phase A students’ reading development.
Abstract
Mastering early reading is a crucial foundation for Phase A students. Initial mapping at SDN Pacet 2 Mojokerto showed that many of the 13 first-grade students experienced difficulties identifying letters, spelling syllables, and constructing functional words. The study aimed to develop “Cakram Kata” as a non-digital manipulative learning medium for early reading through a multisensory approach. Research and Development (R&D) was conducted using the ADDIE model: analysis, design, development, implementation, and evaluation. Product feasibility was examined through expert validation of instructional design, content, and learning media, while practicality was examined through teacher and student responses. Early reading performance was described using pretest and posttest scores. The product obtained an overall expert-validation score of 90.9%, categorized in the thesis as “Highly Valid.” Teacher response reached 90% and student response reached 98%, both categorized as “Highly Practical.” The class mean increased from 66.15 in the pretest to 86.32 in the posttest, while classical mastery increased from 46.15% (6 students) to 84.61% (11 students). The findings indicate that the developed medium was feasible and practical for early reading instruction and was interpreted in the thesis as effective in supporting Phase A students’ reading development
Mastering early reading is a crucial foundation for Phase A students. Initial mapping at SDN Pacet 2 Mojokerto showed that many of the 13 first-grade students experienced difficulties identifying letters, spelling syllables, and constructing functional words. The study aimed to develop “Cakram Kata” as a non-digital ma...
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This study developed and evaluated the "Summit Attack: Menuju Puncak" board game as a classical guidance service medium for academic guidance to support elementary school students' memory skill practice. Adopting an adapted Four-D (4D) Research and Development (R&D) model, the study executed the Define, Design, and Dev...
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Vocabulary mastery is essential for achieving proficiency in a foreign language and enabling effective communication. However, fourth-grade students at SDN 27 Mataram face several challenges in learning vocabulary, such as poor memory retention, confusion between spelling and pronunciation, and passivity resulting from...
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Japanese language learning at the senior high school level remains challenged by students’ limited mastery of kana writing and kaiwa (speaking) skills, both of which require coordinated psychomotor performance in handwriting and pronunciation. Existing web-based learning media rarely integrate gamification with learnin...
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Vocabulary mastery constitutes a foundational linguistic pillar in English as a Foreign Language (EFL) education, yet seventh-grade students at SMPK St. Isodorus Lewotala consistently faced acute challenges in word retention and active classroom engagement. This classroom action research examined how the integration of...
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Eleventh-grade students at MA NWDI Ketangga struggle with reading comprehension due to limited vocabulary, difficulty identifying the main idea, and low motivation when encountering unfamiliar texts. This two-cycle Classroom Action Research (CAR) based on the Kemmis & McTaggart model tested the effectiveness of Context...