Prana Dwija Iswara
Universitas Pendidikan Indonesia, Sumedang

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DEVELOPMENT OF GENIALLY BASED EDUTAINMENT GAMES AS MEDIA TO IMPROVE STUDENT’S LEARNING MOTIVATION Yusti Azra Maulidiyah; Ani Nur Aeni; Prana Dwija Iswara
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 12 No. 3 (2023): June
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/jpfkip.v12i3.9800

Abstract

The low students’ learning motivation influences the suboptimal learning process. The learning activities tend to be monotonous and make the students have a lack of interest in learning. Making creative and innovative media is an effort that can be made to improve students’ learning motivation. The research aims to develop genially based edutainment game learning as media that can encourage and cultivate students' learning enthusiasm. The research used the Research & Development (R&D) method and the Borg & Gall development model. The research instruments used were validation questionnaires, trial sheets, and learning motivation questionnaires. The research results indicate that edutainment games based on Genially are valid and suitable for use as a learning media to help teachers in Civic Education learning activities. This is supported by the validation results from three experts of media, materials, and learning, with an average value of 88% in the highly valid category. The average score of learning motivation before applying media was 3.31 in the "sufficient" category, and there was an increase average score of 4.42 in the "very high" category after carrying out learning activities through edutainment game media based on Genially. It shows that edutainment game media based on Genially can also increase students' learning motivation in Civic Education learning subjects.
IMPLEMENTASI MAHASISWA KAMPUS MENGAJAR 2 DALAM MENINGKATKAN KETERAMPILAN LITERASI DI SEKOLAH DASAR Iis Irma Lisnawati; J. Julia; Prana Dwija Iswara
Primary: Jurnal Pendidikan Guru Sekolah Dasar Vol. 11 No. 5 (2022): October
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/10.33578/jpfkip.v11i5.9016

Abstract

The Indonesian government's attempt to improve the literacy skills of elementary school students is to implement the MBKM (Merdeka Belajar Kampus Merdeka) program for teaching campuses. Hence, the research described in this article is to investigate the information about the implementation of the Teaching Campus Students 2 program to improve elementary school students’ literacy skills. In addition, the research also involved the barriers, strategies, and evaluation results regarding student literacy. The research used a qualitative research method with a case study design through semi-structured interviews to find out the students' barriers, strategies, and evaluation results. The participants involved 20 students in the Teaching Campus program who were based in elementary schools and spread over the West Java provinces. The data used in the research was a qualitative analysis, which consisted of three activity lines, they are the stages of data reduction, data presentation, and conclusion or verification. The results indicate that the improvement of students' literacy skills was increased enough. It can be seen from the increased students’ interest in reading, the skill to process information, how to find out problems, and students’ skills to provide solutions to the problem. Various innovative learning strategies were successfully designed by Teaching Campus Students 2 and made it one of the factors that made students' literacy skills increase well enough.