Vicky Dwi Wicaksono
Program Studi Pendidikan Guru Sekolah Dasar, Universitas Negeri Surabaya

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Technological Innovation in Anti-Bullying Education: A Systematic Review Based on Prisma Vicky Dwi Wicaksono; Ika Rahmawati
Jurnal Kiprah Pendidikan Vol. 5 No. 2 (2026): Jurnal Kiprah Pendidikan | April 2026
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i2.p106-113

Abstract

This systematic review aims to identify the most effective types of technology applied in the context of anti-bullying education over the past ten years. Using the PRISMA approach and thematic synthesis, eight scientific articles were analyzed to evaluate the effectiveness of various forms of technological innovation, including educational games, mobile applications, interactive multimedia, and artificial intelligence (AI). The primary focus of this research is on how these technologies can enhance students' understanding, empathy, engagement, and intervention capabilities regarding bullying cases in school environments, particularly in elementary and secondary education settings. The findings indicate that gamification-based and interactive multimedia technologies are the most effective approaches in enhancing students' conceptual understanding, motivation, and prosocial attitudes. Educational games such as interactive e-books and digital simulations demonstrate significant improvements in students' social competencies and awareness of bullying issues. On the other hand, mobile applications and AI have high functional potential, but their effectiveness depends on participatory design, cultural sensitivity, and guarantees regarding user ethics and privacy.  Therefore, the integration of technology in anti-bullying education must be carried out strategically, based on educational psychology theories such as Social Emotional Learning and Self-Determination Theory, and involve the active participation of the school community. This research provides conceptual and practical contributions in designing technology-based policies and intervention programs oriented towards student well-being.
Technological Innovation in Anti-Bullying Education: A Systematic Review Based on Prisma Vicky Dwi Wicaksono; Ika Rahmawati
Jurnal Kiprah Pendidikan Vol. 5 No. 2 (2026): Jurnal Kiprah Pendidikan | April 2026
Publisher : Program Studi Pendididikan Guru Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/kpd.v5i2.p106-113

Abstract

This systematic review aims to identify the most effective types of technology applied in the context of anti-bullying education over the past ten years. Using the PRISMA approach and thematic synthesis, eight scientific articles were analyzed to evaluate the effectiveness of various forms of technological innovation, including educational games, mobile applications, interactive multimedia, and artificial intelligence (AI). The primary focus of this research is on how these technologies can enhance students' understanding, empathy, engagement, and intervention capabilities regarding bullying cases in school environments, particularly in elementary and secondary education settings. The findings indicate that gamification-based and interactive multimedia technologies are the most effective approaches in enhancing students' conceptual understanding, motivation, and prosocial attitudes. Educational games such as interactive e-books and digital simulations demonstrate significant improvements in students' social competencies and awareness of bullying issues. On the other hand, mobile applications and AI have high functional potential, but their effectiveness depends on participatory design, cultural sensitivity, and guarantees regarding user ethics and privacy.  Therefore, the integration of technology in anti-bullying education must be carried out strategically, based on educational psychology theories such as Social Emotional Learning and Self-Determination Theory, and involve the active participation of the school community. This research provides conceptual and practical contributions in designing technology-based policies and intervention programs oriented towards student well-being.
PENGEMBANGAN MEDIA PEDESA (PETUALANGAN EDUKASI PEMERINTAHAN DESA) UNTUK MEMBANTU SISWA MEMAHAMI MATERI PEMERINTAHAN DESA KELAS IV DI SEKOLAH DASAR Sherina Amalia Septiani; Hendrik Pandu Paksi; Vicky Dwi Wicaksono; Maretha Dellarosa
Dinamis : Jurnal Inovasi dan Transformasi Pendidikan Vol. 1 No. 3 (2026): September: Dinamis: Jurnal Inovasi dan Transformasi Pendidikan
Publisher : Lembaga Penerbit Penelitian Multidisipliner

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67096/dinamis.v1i3.380

Abstract

Penelitian ini dilatarbelakangi oleh masih rendahnya pemahaman peserta didik kelas IV sekolah dasar terhadap materi Pemerintahan Desa pada mata pelajaran Pendidikan Pancasila. Proses pembelajaran masih didominasi oleh penggunaan media konvensional, seperti buku ajar, presentasi PowerPoint, dan metode ceramah sehingga pembelajaran kurang interaktif dan belum mampu memfasilitasi peserta didik dalam memahami materi secara optimal. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan media PEDESA (Petualangan Edukasi Pemerintahan Desa) untuk membantu siswa memahami materi Pemerintahan Desa kelas IV di sekolah dasar yang memenuhi kriteria valid, praktis, dan efektif. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi lima tahapan, yaitu Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian terdiri atas 25 peserta didik kelas IV SDN Banjarbendo Kabupaten Sidoarjo. Teknik pengumpulan data dilakukan melalui observasi, wawancara, validasi ahli materi dan ahli media, angket respons guru dan peserta didik, serta tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media PEDESA (Petualangan Edukasi Pemerintahan Desa) memenuhi kriteria valid, praktis, dan efektif untuk digunakan dalam pembelajaran. Hasil validasi ahli materi memperoleh persentase sebesar 81,54%, sedangkan validasi ahli media memperoleh persentase sebesar 92%, yang keduanya termasuk dalam kategori sangat valid. Hasil uji kepraktisan menunjukkan bahwa persentase respons guru mencapai 96% dan respons peserta didik sebesar 94%, sehingga media termasuk dalam kategori sangat praktis. Keefektifan media ditunjukkan oleh peningkatan rata-rata nilai peserta didik dari 61,00 pada pretest menjadi 89,60 pada posttest. Selain itu, hasil uji Paired Sample t-Test menunjukkan adanya perbedaan yang signifikan antara nilai pretest dan posttest, sedangkan hasil perhitungan N-Gain sebesar 0,73 berada pada kategori tinggi. Berdasarkan hasil tersebut, media PEDESA (Petualangan Edukasi Pemerintahan Desa) dinyatakan valid, praktis, dan efektif, sehingga layak digunakan untuk membantu siswa memahami materi Pemerintahan Desa kelas IV di sekolah dasar.