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ANALISIS KEMAMPUAN LITERASI DIGITAL MAHASISWA DALAM PEMBELAJARAN DARING KOLABORATIF PADA MATA KULIAH KONSEP DASAR IPS Ismuwardani, Zakiyah; Dole, Frumenius B; Sholeha, Herisa Hardiyanti
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 5 No. 2 (2024): Volume 5 Nomor 2 Tahun 2024
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v5i2.3646

Abstract

The aim of this research is to analyze and describe students' digital literacy abilities in collaborative online learning. This research uses qualitative methods with data collection in the form of observations, interviews and documentation studies. The sample in this research was first semester students who took part in a collaborative online learning program with basic social studies concepts courses, consisting of PGSD students at the Institut Pendidikan dan Bahasa Invada Cirebon, as well as PGSD students at the Universitas Flores. The data analysis technique in this research uses qualitative descriptive analysis; the Miles & Huberman model includes data collection, reduction, presentation and drawing conclusions. The research results show that first semester students already have good digital literacy skills. It can be seen from the results of data analysis carried out by researchers in the form of interviews and documentation studies during the implementation of collaborative online learning.
Development of Augmented Reality-Based Game-Based Learning Integrated with Character Values to Improve Literacy and Problem-Solving Skills of Elementary School Students Hardiyanti Sholeha, Herisa; Ismuwardani, Zakiyah; Guntur, Mochamad; Putri Febigyo, Anasya; Nur Syah Lukiyah, Nonih
Al-Bidayah : Jurnal Pendidikan Dasar Islam Vol. 17 No. 1 (2025): Al-Bidayah : jurnal pendidikan dasar Islam
Publisher : UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/al-bidayah.v17i1.10299

Abstract

Conventional learning practices are often ineffective in building values such as responsibility, honesty, cooperation, and discipline. Meanwhile, normative verbal moral approaches are also unable to touch on students' real experiences. Therefore, alternative learning media are needed that can integrate cognitive and affective learning simultaneously through a contextual and enjoyable approach. This research aims to develop game-based learning based on augmented reality integrated with character values as an alternative learning method that is more interactive, interesting, and easily accessible by teachers and students. The method used in this research is the ADDIE development method (analysis, design, development, implementation, and evaluation). Integrated with NIS, this research was conducted in elementary schools in the Cirebon district. The instruments include validation sheets, observations, literacy and problem-solving tests, and character value measurement questionnaires. The results showed that the augmented reality-based educational game developed met the eligibility criteria in terms of learning content, visual appearance, and integrity of character values. This can be seen from the results of literacy skills obtained, showing that the student's pretest score was 60, which increased to 85 in the posttest, an increase of 41.7%. And problem-solving skills were obtained by students' pretest score of 55, which increased to 80 in the posttest, with a rise of 45.5%. This study presents a novel integration of augmented reality with game-based learning and character Education at the elementary level, which has rarely been explored in previous research. Theoretically, it contributes to the intersection of digital pedagogy and frameworks for character development. Practically, it offers an innovative and empirically tested learning medium that supports literacy and problem-solving enhancement while fostering values such as responsibility, cooperation, and discipline. Thus, the results of game-based learning based on augmented reality prove that this medium is efficacious in improving students' literacy and problem-solving skills while strengthening the character of discipline, responsibility, and cooperation.
THE OVERLAY BRICK METHOD: AN ATTEMPT TO REDUCE THE ORGANIC WASTE FROM HOME Durahman, Eva Utami; Anwar, Aulia Arifbillah; Ismuwardani, Zakiyah
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2025): Volume 6 No. 1 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i1.39979

Abstract

The household organic waste management often becomes a major challenge in society, especially in urban areas. The insufficient waste management system can cause environmental problems such as soil and water pollution that can threaten public health. This community service program aims to introduce and implement the overlay brick composting method as an innovative and sustainable solution in organic waste management. This method was chosen because it is simple, efficient, and can be adapted by communities with limited space and resources. The implementation of the program includes socialization, training, and assistance to the community in Perum Panorama Bumi Pasalakan 1, Cirebon Subdistrict. The results of the program showed a significant increase in community knowledge regarding the importance of organic waste management and the application of the overlay brick method. However, at this stage, changes are still limited to understanding, and have not created new habits in waste management. In conclusion, this program has succeeded in increasing public awareness and has the potential to encourage sustainable practices in the future with further assistance.
Ketangguhan dan Kedisiplinan Anak dalam Pembelajaran Seni: Perspektif Humanistik Pendidikan Karakter Ismuwardani, Zakiyah; Hartono, Hartono; Rokhman, Fathur; Wagiran, Wagiran
DIKODA JURNAL PENDIDIKAN SEKOLAH DASAR Vol. 6 No. 1S (2025): DIKODA: Jurnal Pendidikan Sekolah Dasar (Special Edition)
Publisher : DPPM Universitas Pelita Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37366/jpgsd.v6i1S.6456

Abstract

Penelitian ini bertujuan mengkaji bagaimana pembelajaran seni berperan dalam menumbuhkan kedisiplinan, ketangguhan, dan tanggung jawab anak. Permasalahan utama terletak pada kurangnya media pembelajaran yang mampu menanamkan nilai karakter melalui pengalaman langsung. Metode penelitian kualitatif dengan pendekatan studi kasus digunakan untuk mengeksplorasi praktik pembelajaran seni pada siswa sekolah dasar. Hasil penelitian menunjukkan bahwa melalui proses kreatif, mulai dari perencanaan, pelaksanaan, hingga penyelesaian karya, anak terbiasa bersikap tekun, disiplin, pantang menyerah, serta bertanggung jawab menyelesaikan tugas hingga tuntas. Pembelajaran seni tidak hanya melatih keterampilan estetik, tetapi juga menja di wahana internalisasi nilai karakter yang kontekstual dan berkesinambungan.
DEVELOPMENT OF AR-COMIC DIGITAL BOOK BASED ON PANCASILA STUDENT PROFILE TO ENHANCE LEARNING INDEPENDENCE Nugraha, Tria Aditia; Ismuwardani, Zakiyah; Guntur, Mochamad; Safitri, Hilda; Maharani, Amanda
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 7 No. 1 (2026): Volume 7 Number 1 (January 2026)
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v7i1.6777

Abstract

This study aims to develop an Augmented Reality-Comic Digital Book based on the Pancasila Student Profile to enhance learning independence. The research employs the Research and Development (R&D) methodology, utilizing the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The R&D process involves expert validation and effectiveness testing, using questionnaires and an independent sample t-test with 51 fifth-grade students. The findings indicate that the media is classified within the "very feasible" category, with a material percentage of 93.75% and a media percentage of 91.67%. The novelty of this research lies in the integration of augmented reality technology, digital comics, and the value of the Pancasila Student Profile in one interactive and fun learning product. The findings of this study suggest that the AR-Comic Digital Book has the potential to serve as an innovative media alternative, with the capacity to enhance students' independent character and improve the quality of learning. The AR-Comic Digital Book has been developed to support learning independence and align with the demands of the Merdeka Curriculum, which emphasizes character-based learning and technology.
Eksplorasi Pengembangan Media Pembelajaran Ramah Anak Dalam Ranah Pendidikan Informal SD Ismuwardani, Zakiyah; Rusilowati, Ani; Trimurtini
Kaisa: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 2 (2025): Kaisa: Jurnal Pendidikan dan Pembelajaran
Publisher : STAIN Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56633/kaisa.v5i2.1290

Abstract

This study aims to explore the development of child-friendly learning media in the context of informal education at the elementary school level. The background of this study is based on the need for learning media that not only supports cognitive aspects but also considers the emotional and social comfort of children in a flexible and non-formal learning process. This study uses a Systematic Literature Review design by tracing various reputable international journal articles published in the last ten years. The analysis procedure was carried out through the stages of identification, selection, and synthesis of data to find patterns and trends in the development of child-friendly learning media in informal education environments. The results of the study show that effective learning media in this context generally have interactive characteristics, are adaptive to children's needs, and support game-based and experiential learning. This study emphasizes the importance of a humanistic and creative approach in designing learning media that is appropriate for the world of children outside the formal classroom. These findings are expected to form the basis for the development of more inclusive and sustainable learning media innovations