Syifa Urrahmah
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BOARD GAME DIGITAL BERBASIS CERITA RAKYAT ACEH SEBAGAI MEDIA BIMBINGAN KONSELING DALAM UPAYA PENANAMAN NILAI KARAKTER ANAK USIA DINI Dwi Adhinda Junaidi Putri; Berliantika Putri Aswir; Syifa Urrahmah
Jurnal Pelita PAUD Vol 10 No 2 (2026): Jurnal Pelita PAUD
Publisher : Universitas Muhammadiyah Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33222/pelitapaud.v10i2.5717

Abstract

Abstrak: Cerita rakyat Aceh mengandung nilai moral dan budaya lokal yang relevan dengan pembentukan karakter anak, sehingga berpotensi diintegrasikan dalam media bimbingan konseling. Penelitian ini bertujuan untuk (1) mengembangkan media bimbingan konseling berupa board game digital berbasis cerita rakyat Aceh untuk menanamkan nilai karakter anak usia dini; (2) menguji tingkat kelayakan board game digital yang dikembangkan. Penelitian ini menggunakan metode Research and Development (R&D), dengan model pengembangan ADDIE. Teknik pengumpulan data yang digunakan adalah observasi, wawancara dan kuesioner. Teknik analisis data yang digunakan adalah analisis deskriptif kualitatif untuk menggambarkan tingkat validitas media berdasarkan skor penilaian validator. Hasil validasi board game digital berbasis cerita rakyat Aceh memperoleh skor sebesar 92% dari ahli materi, 85% dari ahli media; dan 90% dari guru. Hasil validasi ini menunjukkan board game digital berbasis cerita rakyat Aceh memperoleh kriteria sangat valid sehingga layak digunakan sebagai media bimbingan konseling dalam upaya penanaman nilai karakter anak usia dini. Kata kunci: Board Game Digital, Media Bimbingan Konseling, Nilai Karakter
From Newsroom to Metaverse: Media Human Resource Transformation and Organizational Communication among Generation Z Rizky Muharram; Afwan Syahril Manurung; Syifa Urrahmah; Yoserizal Saragih; Zanniro Sururi Hsb
Jurnal Peurawi: Media Kajian Komunikasi Islam Vol. 8 No. 2 (2025): Jurnal Peurawi: Media Kajian Komunikasi Islam
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/k49ecw32

Abstract

This study aims to analyze the transformation of human resource (HR) management in the media industry, which is now dominated by Generation Z, a digital-native generation that brings new values, behaviors, and expectations to work systems. Amidst the acceleration of digitalization and the emergence of technologies such as the metaverse, augmented reality, and artificial intelligence, HR management in newsrooms is required to adapt not only technologically but also culturally. This study uses a qualitative approach with descriptive methods, supported by in-depth interviews and observations with ten informants from the Gen Z group working in the digital media sector. The results show that Gen Z is not only an implementer but also an agent of change that drives a shift in work paradigms: from bureaucratic structures to collaborative systems, from administrative control to a values-based approach. Gen Z demands work flexibility, space for participation, and a management system that values ​​diversity, transparency, and sustainability. By combining Kurt Lewin's Change Management theory with John Kotter's approach, this study finds that most media organizations are still in the "unfreeze" stage and have not yet optimally built work systems that are truly aligned with the characteristics of Gen Z. The transformations that have occurred so far tend to be technical and partial, not addressing comprehensive structural and cultural changes. This study recommends that media companies undertake a strategic reorientation of human resource management as a foundation for industry sustainability in the digital and metaverse era.
Pengaruh E Modul Berbasis Canva terhadap Hasil Belajar Siswa pada Mata Pelajaran SKI di MTsN 1 Lima Puluh Kota Syifa Urrahmah; Puti Andam Dewi
YASIN Vol 6 No 5 (2026): YASIN: Jurnal Pendidikan dan Sosial Budaya
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/yasin.v6i5.11963

Abstract

The use of digital teaching materials is an alternative for improving the quality of the learning process and outcomes in Islamic Cultural History (SKI). However, studies on the use of Canva-based e-modules for the Umayyad Caliphate topic at the Islamic junior secondary school level remain limited. This study aimed to analyze the effect of using a Canva-based e-module on students’ learning outcomes in SKI at MTsN 1 Lima Puluh Kota. This study employed a quantitative approach with a quasi-experimental nonequivalent control group design. The sample comprised 60 students: 30 students from Grade VII C as the experimental group and 30 students from Grade VII D as the control group, selected through purposive sampling. Data were collected through a pretest, posttest, and documentation and subsequently analyzed using normality, homogeneity, N-gain, and independent-samples t-tests with the assistance of IBM SPSS Statistics version 27. The results showed that the experimental group obtained a mean N-gain of 0.7707, which was classified as high, whereas the control group obtained a mean of 0.5592, which was classified as moderate. The independent-samples t-test indicated a significant difference in learning outcomes between the two groups (p < 0.001). These findings indicate that using a Canva-based e-module produced a greater improvement in SKI learning outcomes than the instruction provided to the control group. This study provides empirical evidence for the development of digital teaching materials in SKI instruction and confirms that Canva-based e-modules can be used as an alternative learning resource for teachers and students. Future research should involve a larger sample and a longer intervention period to strengthen the generalizability of the findings.