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.