Augmented Reality Flipbook as a Guide to Determining the Main Idea of Paragraphs in Indonesian Language Learning

Authors

  • Melly Ekasafitri Universitas Negeri Semarang, Semarang, Indonesia
  • Nugraheti Sismulyasih SB Universitas Negeri Semarang, Semarang, Indonesia
  • Panca Dewi Purwati Universitas Negeri Semarang, Semarang, Indonesia

DOI:

https://doi.org/10.23887/ijee.v8i2.77338

Keywords:

Flipbook, Augmented Reality, digital teaching materials, Indonesian language

Abstract

In the learning process, students still have difficulty in understanding the material well. In its implementation, the teacher uses conventional teaching materials, less varied and not yet digital-based by actively involving students. The purpose of this study was to develop and test the effectiveness of augmented reality-based flipbooks on the main idea of paragraphs of Indonesian language learning content in grade V elementary school. The type of research is the Research & Development (R&D). The subjects of this study were teachers, 1 media expert, 1 material expert, and fifth-grade students, namely 6 initial trial students and 13 usage trial students. The data collection methods used include observation, interviews, questionnaires, and tests. Data analysis techniques used include qualitative data analysis, quantitative data analysis, normality test, N-Gain, and inferential statistical analysis (t-test). The results of the study are the feasibility test by media experts obtained a percentage of 92% (very feasible), material experts are 91.25% (very feasible), student and teacher response trials obtained a percentage of 95.31%, and 92.5% (very feasible). The results of the t-test (paired t-test) obtained differences in results between before (pretest) and after (posttest) grade V students using augmented reality-based flipbooks. N-Gain test results 0.61 (medium). It is concluded that the augmented reality-based flipbook is very feasible and effective to use in learning. This research implies that augmented reality-based flipbooks can facilitate students' understanding of learning materials so that they can improve students' cognitive abilities in determining the main idea of paragraphs in Indonesian language learning.

References

Ade Sofyan, & Amin Hidayat. (2023). Dampak Perkembangan Teknologi Peningkatan Kualitas Pendidikan. Jurnal Satya Informatika, 7(02), 16–24. https://doi.org/10.59134/jsk.v7i02.163.

Aisyah, S., Noviyanti, E., & Triyanto. (2020). Bahan Ajar Sebagai Bagian Dalam Kajian Problematika Pembelajaran Bahasa Indonesia. Jurnal Salaka, 2(1), 62–65. https://doi.org/10.33751/jsalaka.v2i1.1838.

Al-Ansi, A. M., Jaboob, M., Garad, A., & Al-Ansi, A. (2023). Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Social Sciences & Humanities Open, 8(1), 100532. https://doi.org/10.1016/j.ssaho.2023.100532.

Alamanda, M. P., Ramdani, N. P. A., Utami, S. N. I., & Aeni, A. N. (2023). Pengembangan Media Flipbook Animation Untuk Meningkatkan Karakter Siswa Kelas V Sekolah Dasar. Evaluasi: Jurnal Manajemen Pendidikan Islam, 7(1), 34–47. https://doi.org/10.32478/evaluasi.v7i1.989.

Amanullah, M. A. (2020). Pengembangan Media Pembelajaran Flipbook Digital Guna Menunjang Proses Pembelajaran Di Era Revolusi Industri 4.0. Jurnal Dimensi Pendidikan Dan Pembelajaran, 8(1), 37. https://doi.org/10.24269/dpp.v0i0.2300.

Angreni, S., Sari, R. T., & Masyitah, I. (2023). Development of Augmented Learning Media Reality for Students Learning Difficulties in Elementary School. Journal of ICSAR, 7(2), 271. https://doi.org/10.17977/um005v7i22023p271.

Annisa Salsabila, Nurlinda Safitri, & Yudhie Suchyadi. (2023). Pengembangan Bahan Ajar E-Book Menggunakan Flipbook Pada Subtema Daerah Tempat Tinggalku. Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 9(04), 2305–2317. https://doi.org/10.36989/didaktik.v9i04.1886.

Arifitama, B. (2020). Pelatihan Pembuatan Model 3D Alat Peraga Edukasi Hidrologi Berbasis Augmented Reality Untuk Guru. Jurnal Pengabdian Masyarakat Multidisiplin, 4(2), 110–117. https://doi.org/10.36341/jpm.v4i2.1263.

Atut, R., Patonah, S., & Agustini, F. (2023). Pengembangan Media Flipbook Berbasis Augmented Reality Pada Materi Siklus Air Kelas V Sdn Bugangan 01. Indonesian Journal of Elementary …, 3(24), 263–274.

Charisma Annuritza Arliana, Iin Purnamasari, Suyoto, & Maflakhah. (2023). Analisis Kemampuan Kognitif Peserta Didik Dengan Media Berbasis Augmented Reality Di Sekolah Dasar. Didaktik : Jurnal Ilmiah PGSD STKIP Subang, 9(04), 1483–1492. https://doi.org/10.36989/didaktik.v9i04.1733.

Crew, M., Siregar, T. M., Ritonga, A., Darma, J., & Dongoran, F. R. (2022). The Development of Digital Books Aided Augmented Reality (AR) to Improve Self Efficacy in Favor of Distance Learning. Journal of Education, Health and Sport, 12(9), 61–67. https://doi.org/10.12775/jehs.2022.12.09.008.

Dhahrani Al Jasmine, Rahayu S, S. D. (2024). Meningkatkan Kemampuan Komunikasi Siswa Vokasi Menggunakan Flipbook dengan Augmented Reality. Ideas: Jurnal Pendidikan, Sosial Dan Budaya, 10, 69–82. https://doi.org/10.32884/ideas.v10i1.1669.

Dzakiyah, M., Shidiq, A., & Permana, R. (2023). Development of Flipbook-Based Thematic Learning to Improve Elementary School Students Learning Outcomes. Indonesian Journal of Classroom Action Research Journal Homepage, 1(1), 22–26. https://doi.org/10.53866/ijcar.v1i1.300.

Estheriani, N. G. N., & Muhid, A. (2020). Pengembangan Kreativitas Berpikir Siswa Di Era Industri 4.0 Melalui Perangkat Pembelajaran Dengan Media Augmented Reality. Insight: Jurnal Ilmiah Psikologi, 22(2), 118. https://doi.org/10.26486/psikologi.v22i2.1206.

Fatih, M., Khomaria, A., Aswitama, L. D., Al Latif, N., & Hidayat, M. M. (2023). Flip Book Digital Berbasis Aughmented Reality Materi Balok dan Kubus Siswa Kelas V SDN Sumberjo 01 Kabupaten Blitar. Jurnal Pendidikan : Riset Dan Konseptual, 7(3), 524. https://doi.org/10.28926/riset_konseptual.v7i3.770.

Fauziyyah, N. (2019). the Potential of Augmented Reality To Transform Education Into Smart Education: Sebuah Review. Jurnal Pajar (Pendidikan Dan Pengajaran), 3(4), 966–973. https://doi.org/10.33578/pjr.v3i4.7433.

Fitriani, A., & Lubis, R. (2023). Analisis Kebutuhan Flipbook-Augmented Reality Berbasis Kearifan Lokal. BIOEDUSAINS:Jurnal Pendidikan Biologi Dan Sains, 6(2), 559–570. https://doi.org/10.31539/bioedusains.v6i2.7684.

G.A.P.E. Juniati, I.B. Putrayasa, & I.G. Margunayasa. (2023). Pengembangan Bahan Ajar Digital Berorientasi Wana Kerthi Loka Bali Pada Pembelajaran Ipas Kelas Iv Sekolah Dasar. PENDASI: Jurnal Pendidikan Dasar Indonesia, 7(1), 94–106. https://doi.org/10.23887/jurnal_pendas.v7i1.2018.

Helen, H., Marlina, L., & Fathurohman, A. (2023). Penggunaan Media Flashcard Berbasis Augmented Reality untuk Meningkatkan Hasil Belajar Peserta Didik. JIIP - Jurnal Ilmiah Ilmu Pendidikan, 6(10), 7699–7702. https://doi.org/10.54371/jiip.v6i10.2896.

Indahsari, L., & Sumirat, S. (2023). Implementasi Teknologi Augmented Reality dalam Pembelajaran Interaktif. Cognoscere: Jurnal Komunikasi Dan Media Pendidikan, 1(1), 7–11. https://doi.org/10.61292/cognoscere.v1i1.20.

Istiq’faroh, N., & Aliyah, A. (2022). Pengembangan Media Flipbook Pada Pembelajaran Bahasa Indonesia Materi Fabel Pada Siswa Kelas Iv Sekolah Dasar. Jurnal Muassis Pendidikan Dasar, 1(1), 1–9. https://doi.org/10.55732/jmpd.v1i1.3.

Jenita, Harefa, A. T., Pebriani, E., Hanafiah, Rukiyanto, B. A., & Sabur, F. (2023). Pemanfaatan Teknologi Dalam Menunjang Pembelajaran : Pelatihan Interaktif Dalam. Communnity Development Journal, 4(6), 13121–13129. https://doi.org/10.31004/cdj.v4i6.23614.

Juliani, R., & Ibrahim, N. (2023). Pengaruh Media Flipbook Terhadap Hasil Belajar Bahasa Indonesia Siswa Kelas IV Di Sekolah Dasar. ELSE (Elementary School Education Journal), 7(1), 20–26. https://doi.org/10.30651/else.v7i1.14065.

Kamińska, D., Zwoliński, G., Laska-Leśniewicz, A., Raposo, R., Vairinhos, M., Pereira, E., Urem, F., Ljubić Hinić, M., Haamer, R. E., & Anbarjafari, G. (2023). Augmented Reality: Current and New Trends in Education. Electronics, 12(16), 3531. https://doi.org/10.3390/electronics12163531.

Lestari, Y., & Sb., N. S. (2020). Development Of Crossword Puzzles In The Learning Of Explanatory Text Summarization. Elementary School Teacher, 3(1), 75–76. https://doi.org/10.15294/est.v3i1.27912.

Logayah, D. S., Salira, A. B., Kirani, K., Tianti, T., & Darmawan, R. A. (2023). Pengembangan Augmented Reality Melalui Metode Flash Card Sebagai Media Pembelajaran IPS. Jurnal Basicedu, 7(1), 326–338. https://doi.org/10.31004/basicedu.v7i1.4419.

Lubis, M. U., Siagian, F. A., Zega, Z., Nuhdin, N., & Nasution, A. F. (2023). Pengembangan Kurikulum Merdeka Sebagai Upaya Peningkatan Keterampilan Abad 21 Dalam Pendidikan. ANTHOR: Education and Learning Journal, 2(5), 691–695. https://doi.org/10.31004/anthor.v1i5.222.

Mantau, B. A. K., & Talango, S. R. (2023). Pengintegrasian Keterampilan Abad 21 Dalam Proses Pembelajaran (Literature Review). Irfani, 19(1), 86–107. https://doi.org/10.30603/ir.v19i1.3897.

Margaretha, D. A., Nadlif, A., Astutik, A. P., & Hasan, S. (2023). Independent Learning-Independent Campus Policy Innovation at State Aliyah Madrasas. Nidhomul Haq : Jurnal Manajemen Pendidikan Islam, 8(1), 1–13. https://doi.org/10.31538/ndh.v8i1.2942.

Mariantini, L., Wibawa, I. M. C., & Suarjana, I. M. (2022). Media Buku Pintar Meningkatkan Hasil Belajar Keterampilan Dasar Siswa Kelas I Sekolah Dasar. MIMBAR PGSD Undiksha, 10(3), 550–558. https://doi.org/10.23887/jjpgsd.v10i3.49510.

Marisa, M., Putri, D. A. P., Prabowo, S., Nafsiah, S., & Sutaryanto, S. (2023). Pengembangan Bahan Ajar Digital: Upaya Mendorong Kreativitas Guru-Guru Di Kota Tangerang Selatan. Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal, 6(2), 287–294. https://doi.org/10.33330/jurdimas.v6i2.2219.

Martatiyana, D. R., Novita, L., & Purnamasari, R. (2022). Pengembangan Bahan Ajar Flipbook Manfaat Energi Kelas IV Di Sekolah Dasar. Jurnal Madrasah Ibtidaiyah, 8(1), 44–57. https://doi.org/10.31602/muallimuna.v8i1.7244.

Meilindawati, R., Zainuri, Z., & Hidayah, I. (2023). Penerapan Media Pembelajaran Augmented Reality (Ar) Dalam Pembelajaran Matematika. JURNAL E-DuMath, 9(1), 55–62. https://doi.org/10.52657/je.v9i1.1941.

Millati, F. A., & Setyasto, N. (2023). Pengembangan Bahan Ajar Elektronik Berbasis Flipbook Untuk Meningkatkan Hasil Belajar Ipa Sekolah Dasar. Prima Magistra: Jurnal Ilmiah Kependidikan, 4(3), 451–460. https://doi.org/10.37478/jpm.v4i3.2947.

Nafiah, N., Syamsul Ghufron, Sri Hartatik, Pance Mariati, & Afib Rulyansah. (2023). The effect of flipbook-based digital books on elementary school students’ interest in learning. World Journal on Educational Technology: Current Issues, 15(4), 342–354. https://doi.org/10.18844/wjet.v15i4.7833.

Ningtyas, H. A., & Rahmawati, L. E. (2023). Kelayakan Isi, Penyajian, Kebahasaan, dan Kegrafikan Bahan Ajar Teks Deskripsi di SMP Kelas VII. Imajeri: Jurnal Pendidikan Bahasa Dan Sastra Indonesia, 6(1), 52–71. https://doi.org/10.22236/imajeri.v6i1.10977.

Nistrina, K. (2021). Penerapan Augmented Reality dalam Media Pembelajaran. Jurnal Sistem Informasi, J-SIKA, 03(01), 1–6. http://e-journal.hamzanwadi.ac.id/index.php/infotek/article/view/16830.

Nuraini, S. N. (2023). Pengembangan Bahan Berbasis Project Based Learning Berbantuan Augmented Reality Untuk Meningkatkan Hasil Belajar. Laplace : Jurnal Pendidikan Matematika, 6(2), 335–344. https://doi.org/10.31537/laplace.v6i2.1446.

Parinduri, W. M., Lubis, R. R., Rambe, T. R., & Rambe, N. (2022). Development of Flipbook Based Smart Card Learning Media in Science Learning To Improve Student Learning Motivation Class Iii Sd. School Education Journal Pgsd Fip Unimed, 12(3), 232–239. https://doi.org/10.24114/sejpgsd.v12i3.40164.

Pujiatna, T., Rosmaya, E., & Wahyuningsih, N. (2020). Pengembangan Bahan Ajar Simak Berorientas Kearifan Lokal untuk Meningkatkan Kemampuan Literasi Mahasiswa pada Mata Kuliah Menyimak. Deiksis: Jurnal Pendidikan Bahasa Dan Sastra Indonesia, 7(1), 91. https://doi.org/10.33603/deiksis.v7i1.2804.

Putra, A. D., Yulianti, D., & Fitriawan, H. (2023). Pengembangan Bahan Ajar Berbasis Flipbook Digital untuk Meningkatkan Efektivitas Pembelajaran pada Siswa Sekolah Dasar. Jurnal Ilmiah Ilmu Pendidikan, 6(4), 2173–2177. https://doi.org/10.54371/jiip.v6i4.1748.

Putra, A., Sidiq, F., & Mahlianurrahman, M. (2023). Development of Flipbook-Based Teaching Materials for Learning in Elementary School’s. Jurnal Penelitian Pendidikan IPA, 9(9), 7651–7657. https://doi.org/10.29303/jppipa.v9i9.5141.

Putri, A. D. A., & Sumardi, S. (2022). Pengembangan Bahan Ajar Digital Flipbook untuk Siswa SD. PEDADIDAKTIKA: Jurnal Ilmiah Pendidikan Guru Sekolah Dasar, 9(1), 173–186. https://doi.org/10.17509/pedadidaktika.v9i1.53130.

Putri, A. E., & Hendriyani, Y. (2023). Pengembangan E-Modul Berbasis Augmented Reality Untuk Mata Pelajaran Komputer dan Jaringan Dasar Siswa Kelas X TKJ di SMK Negeri 3 Seluma. JAVIT : Jurnal Vokasi Informatika, 56–63. https://doi.org/10.24036/javit.v3i1.70.

Qorimah, E. N., & Sutama, S. (2022). Studi Literatur: Media Augmented Reality (AR) Terhadap Hasil Belajar Kognitif. Jurnal Basicedu, 6(2), 2055–2060. https://doi.org/10.31004/basicedu.v6i2.2348.

Rahmawati, Y., Komariah, K., & Kurniawan, D. T. (2022). The Development of Flipbook Based on the Addie Model in Science Learning for Elementary School Students. International Journal of Learning and Instruction (IJLI), 4(2), 56. https://doi.org/10.26418/ijli.v4i2.59356.

Rahmayantis, M. D., & Nurlailiyah, N. (2021). Pengembangan materi bahan ajar menulis puisi dengan menggunakan teknik pemodelan di SMPN 1 Tulungagung. KEMBARA Journal of Scientific Language Literature and Teaching, 6(2), 243–254. https://doi.org/10.22219/kembara.v6i2.14025.

Rizal, R. S. (2022). Peningkatan Hasil Belajar melalui Bahan Ajar Flipbook Siswa Sekolah Dasar. Arus Jurnal Pendidikan, 2(3), 252–256. https://doi.org/10.57250/ajup.v2i3.141.

Rukayah, Daryanto, J., Atmojo, I. R. W., Ardiansyah, R., Saputri, D. Y., & Salimi, M. (2022). Augmented Reality Media Development in STEAM Learning in Elementary Schools. Ingenierie Des Systemes d’Information, 27(3). https://doi.org/10.18280/isi.270313.

Salahuddin, A., Friska, S. Y., & Okta Dilla, A. A. (2023). Pengembangan E-Book Cerita Bergambar Pembelajaran Bahasa Indonesia Pada Elemen Membaca Berbantukan Flipbook Maker. Attadrib: Jurnal Pendidikan Guru Madrasah Ibtidaiyah, 6(1), 149–158. https://doi.org/10.54069/attadrib.v6i1.456.

Santia, E., & Nurmayani, N. (2023). Bahan Ajar Flipbook Interaktif Berbasis Problem Based Learning Untuk Meningkatkan Pemahaman Materi Siswa Sekolah Dasar. Paedagogi: Jurnal Kajian Ilmu Pendidikan (e-Journal), 9(1), 116. https://doi.org/10.24114/paedagogi.v9i1.46101.

Sapulette, V. (2023). Penggunaan Media Pembelajaran Augmented Reality (AR) dalam Meningkatkan Hasil Belajar Siswa. Journal on Teacher Education, 5, 208–213.

Sari, W. N., & Ahmad, M. (2021). Pengembangan Media Pembelajaran Flipbook Digital di Sekolah Dasar. Edukatif : Jurnal Ilmu Pendidikan, 3(5), 2819–2826. https://doi.org/: https://doi.org/10.31004/edukatif.v3i5.1012.

Setiawan, B., Rachmadtullah, R., Farid, D. A. M., Sugandi, E., & Iasha, V. (2023). Augmented Reality as Learning Media: The Effect on Elementary School Students’ Science Processability in Terms of Cognitive Style. In Journal of Higher Education Theory and Practice (Vol. 23, Issue 10, pp. 58–69). https://doi.org/10.33423/jhetp.v23i10.6182.

Setiawan, I., & Martin, N. (2023). Pengembangan Bahan Ajar Bahasa Indonesia Berbasis Augmented Reality Pada Guru Sdn 2 Pancor. SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan, 7(2), 898. https://doi.org/10.31764/jpmb.v7i2.14909.

Setiyadi, B. (2023). Pemanfaatan dan Pengelolaan Teknologi Informasi dan Komunikasi dalam Menunjang Proses Pembelajaran. KONSTELASI: Konvergensi Teknologi Dan Sistem Informasi, 3(1), 150–161. https://doi.org/10.24002/konstelasi.v3i1.6948.

Sudiarti, D., Ashilah, N. M., & Nurjanah, U. (2023). Implementation of flipped learning with flipbook media assistance on learning outcomes and critical thinking abilities. Jurnal Inovasi Teknologi Pendidikan, 10(4), 385–394. https://doi.org/10.21831/jitp.v10i4.58191.

Sugiyono. (2019). Metode Penelitian Kuantitatif, Kualitatif dan RnD. Alfabeta.

Susiliastini, N. K. T., & Sujana, I. W. (2022). Flipbook: Media Pembelajaran Inovatif Berbasis Etnomatematika pada Muatan Pelajaran Matematika Kelas V Sekolah Dasar. Jurnal Pendidikan Multikultural Indonesia, 5(2), 105–118. https://doi.org/10.23887/jpmu.v5i2.54596.

Talitha, S., Rosdiana, R., Mukhtar, R. H., & Suhilman. (2023). Pengembangan Bahan Ajar Digital Flipbook Dalam Meningkatkan Kompetensi Guru Mgmp Bahasa Indonesia Sma Kota Bogor. SWARNA: Jurnal Pengabdian Kepada Masyarakat, 2(1), 169–177. https://doi.org/10.55681/swarna.v2i1.314.

Tantri, D. A., Agung, A., Agung, G., Wayan, A. I., & Yuda, I. (2023). Media Video Pembelajaran Indonesia Kelas V pada Mata Pelajaran Bahasa. Mimbar PGSD Undiksha, 11(1), 100–109. https://ejournal.undiksha.ac.id/index.php/JJPGSD/article/view/57719.

Tikson, S. D. S., Samintang, Firdaus, Andi Khaerun Nisa, Wahda, & Mustafa, F. (2023). The Reactualization of Sipakatau, Sipakalebbi, and Sipakainge’ Values Using La Galigo Comic with Augmented Reality. International Journal of Elementary Education, 7(4), 666–676. https://doi.org/10.23887/ijee.v7i4.59779.

Usmaedi, U., Fatmawati, P. Y., & Karisman, A. (2020). Pengembangan Media Pembelajaran Berbasis Teknologi Aplikasi Augmented Reality Dalam Meningkatkan Proses Pengajaran Siswa Sekolah Dasar. Jurnal Educatio FKIP UNMA, 6(2), 489–499. https://doi.org/10.31949/educatio.v6i2.595.

Utomo, M. G. N., Degeng, I. N. S., & Praherdiono, H. (2022). Pengembangan Kartu Dengan Teknologi 3D Augmented Reality Sebagai Media Visual Tematik Untuk Siswa Kelas VI SD. JKTP: Jurnal Kajian Teknologi Pendidikan, 5(2), 162–171. https://doi.org/10.17977/um038v5i22022p162.

Widyaningrum, D. A., Kamunggul, R. A. L., & Sari, N. K. (2022). Pengembangan Flipbook Berbasis Think Pair Share Pada Materi Pertumbuhan dan Perkembangan Pada Tumbuhan. Paradigma: Jurnal Filsafat, Sains, Teknologi, Dan Sosial Budaya, 28(1), 61–68. https://doi.org/10.33503/paradigma.v28i1.1952.

Wiraha, M. A., & Sudarma, I. K. (2023). Augmented Reality-Oriented Problem-Based Learning in Natural Science Materials. International Journal of Elementary Education, 7(3), 458–466. https://doi.org/10.23887/ijee.v7i3.60618.

Yamtinah, S., Elfi Susanti, V. H., Saputro, S., Ariani, S. R. D., Shidiq, A. S., Sari, D. R., & Ilyasa, D. G. (2023). Augmented reality learning media based on tetrahedral chemical representation: How effective in learning process? Eurasia Journal of Mathematics, Science and Technology Education, 19(8). https://doi.org/10.29333/ejmste/13436.

Yulaika, N. F., Harti, H., & Sakti, N. C. (2020). Pengembangan Bahan Ajar Elektronik Berbasis Flip Book Untuk Meningkatkan Hasil Belajar Peserta Didik. JPEKA: Jurnal Pendidikan Ekonomi, Manajemen Dan Keuangan, 4(1), 67–76. https://doi.org/10.26740/jpeka.v4n1.p67-76.

Yusuf, N., Setyawan, H., Immawati, S., Santoso, G., & Usman, M. (2022). gembangan Media Flipbook Berbasis Fabel untuk Meningkatkan Pemahaman Pesan Moral pada Peserta Didik Kelas Sekolah Dasar. Jurnal Basicedu, 6(5), 8314–8330. https://doi.org/10.31004/basicedu.v6i5.3735.

Downloads

Published

2024-06-28

How to Cite

Ekasafitri, M., Sismulyasih SB, N. ., & Purwati, P. D. (2024). Augmented Reality Flipbook as a Guide to Determining the Main Idea of Paragraphs in Indonesian Language Learning. International Journal of Elementary Education, 8(2), 218–228. https://doi.org/10.23887/ijee.v8i2.77338

Issue

Section

Article