Claim Missing Document
Check
Articles

Found 24 Documents
Search

Pendampingan Penguatan Literasi Digital di Lingkup Yayasan Rumah Komunitas Kreatif Kota Bekasi Wa Ode Sitti Nurhaliza; Wichitra Yasya
Jurnal Karya untuk Masyarakat (JKuM) Vol 4 No 1: JANUARI 2023
Publisher : Universitas Tarakanita

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36914/7jxxv494

Abstract

Pemberdayaan masyarakat ini memiliki tujuan untuk membantu permasalahan komunitas mengenai program literasi di Yayasan Rumah Komunitas Kreatif kota Bekasi. Yayasan Rumah Komunitas Kreatif (YRKK) merupakan organisasi yang bergerak di bidang pemberdayaan dan penguatan pembelajaran literasi, numerasi dan budaya; keterampilan dan kreativitas; Science-Technology-Engineering-Art-Mathematics (STEAM), bengkel alam dan toy library; serta pendidikan anak usia dini, parenting dan pendidikan karakter. Hasil menunjukkan bahwa guru-guru di sekolah kurang memiliki literasi digital dan keterampilan mengelola pembelajaran berbasis digital. Anak didik mengalami kesulitan belajar literasi karena adanya hambatan pandemi Covid-19. Program ini menemukan beberapa permasalah di antaranya adalah (1) guru-guru di sekolah mitra binaan kurang memiliki literasi digital dan keterampilan mengelola pembelajaran berbasis digital. (2) Anak didik mengalami kesulitan belajar literasi dengan adanya pandemi Covid-19. Kegiatan pemeberdayaan masyarakat ini bertujuan untuk memberikan pendampingan dalam merancang program pengembangan literasi yang inovatif dan berkelanjutan bagi mitra. Metode pelaksanaannya yaitu tahap persiapan, pelaksanaan dan evaluasi. Manfaat literasi digital bagi anak didik PAUD/TK adalah mampu mengaplikasikan penggunaan pembelajaran berbasis teknologi melalui aplikasi Sekolah ENUMA. Selain itu, pengembangan pendidikan berbasis teknologi tersebut memerlukan literasi digital sebagai pemenuhan dasar pendidikan anak sehingga guru jadi lebih mudah mengatur skema pembelajaran mandiri (berbasis digital) untuk meningkatkan perkembangan anak.
Menavigasi Komunikasi Bajo Mola di Dua Ruang Wa Ode Sitti Nurhaliza; Syahrul Hidayanto; Wichitra Yasya; Aan Widodo; Harnina Ridwan
Jurnal Communio : Jurnal Jurusan Ilmu Komunikasi Vol 15 No 1 (2026): January
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jikom.v15i1.10009

Abstract

Penelitian ini bertujuan untuk (1) memahami perubahan pola komunikasi masyarakat Bajo Mola setelah mengenal teknologi digital; (2) mengidentifikasi dan menganalisis bentuk interkasi sosial masyatakat Bajo dalam platform digital seperti WhatsApp. Melalui pendekatan deskriptif kualitatif, penelitian ini menemukan bahwa Penggunaan WhatsApp telah mengubah pola komunikasi masyarakat Bajo Mola dari yang sebelumnya berbasis tatap muka menjadi komunikasi digital yang lebih cepat, praktis, dan luas. Melalui WhatsApp, masyarakat dapat menyampaikan informasi, mengatur kegiatan sosial, serta memperkuat hubungan dengan warga desa maupun pihak luar seperti masyarakat darat. Interaksi melalui WhatsApp menunjukkan bahwa masyarakat Bajo kini hidup dalam dua ruang sekaligus yaitu ruang fisik dan ruang digital. Informasi sering dibagikan melalui grup WhatsApp dan kemudian ditindaklanjuti secara langsung dalam bentuk pertemuan atau kegiatan nyata. Ini mencerminkan terjadinya integrasi antara ruang tradisional dan digital dalam kehidupan sosial mereka. Namun, tidak semua warga memiliki akses atau keterampilan digital yang sama, sehingga muncul kesenjangan partisipasi. Kondisi tersebut menyebabkan sebagian anggota komunitas tidak terjangkau oleh arus informasi yang beredar cepat di WhatsApp. Dampaknya terhadap integrasi ruang fisik dan digital tervalidasi yakni integrasi tetap berjalan, tetapi bergantung pada mekanisme kompensasi.
“INDONESIA COULD NEVER”: VICARIOUS POLITICAL ENGAGEMENT AND THE DIGITAL SPECTRE OF COMPARISONS IN INDONESIAN NETIZENS’ DISCOURSE ON ZOHRAN MAMDANI Muhammad Rafly Akbar; Wichitra Yasya
Multidisciplinary Indonesian Center Journal (MICJO) Vol. 3 No. 3 (2026): Vol. 03 No. 3 Edisi Juli 2026
Publisher : PT. Jurnal Center Indonesia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62567/micjo.v3i3.2883

Abstract

This study examines how a non-diasporic public in the Global South engages with a foreign election in which it holds no vote, no residence, and no direct material stake. Rather than asking how Indonesian netizens represent Zohran Mamdani, the first Muslim Mayor of New York City, it asks what talking about Mamdani does for these netizens as members of their own polity, and develops the concept of comparative civic imagination: the use of a foreign political figure as a discursive instrument for evaluating, criticising, and re-imagining one’s own democracy. The study applies qualitative Computer-Mediated Discourse Analysis (CMDA) to public Indonesian-language discourse about Mamdani on platform X between 1 November 2025 and 30 June 2026, drawing on a purposively constructed corpus of 213 units—134 citizen-account units as the analytical core and 79 media-account units as contextual triangulation—recoded by comparative function and affective register rather than by stance toward the figure. The findings show that Indonesian netizens engage Mamdani through a comparative architecture organised by the vernacular frame “Mamdani Indonesia” (45% of citizen units) and enacted through three repertoires: analogical personification, institutional benchmarking, and counterfactual transposition. The discourse is animated by civic despair—crystallised in the idiom “Indonesia could never”—which operates as a participatory rather than an apathetic affect, while a domestic value-compatibility filter of doctrinal, sectarian, and purity tests renders the admired model discursively non-transferable, closing a recursive loop theorised here as a digitally networked spectre of comparisons. The article shifts the analysis of transnational digital engagement away from cosmopolitan and diasporic assumptions toward the vicarious engagement of non-diasporic publics, re-theorises despair as a mode of civic engagement, and recovers Benedict Anderson’s spectre of comparisons for platform-era political communication in the Global South.
BloodFlowAR: Development of an Augmented Reality Application as a Visual Learning Medium for the Human Blood Circulation System Reza Andrea; Syamsuddin Mallala; Wichitra Yasya; Sumiaty Sumiaty; Bagus Satria; Hasbi Sjamsir; Yudhy Ariyanto; Eka Arriyanti
Research in Education, Technology, and Multiculture Vol 5, No 3 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i3.pp304-314

Abstract

The human blood circulation system is one of the most abstract and challenging topics for elementary school students, as it involves internal organs and processes that cannot be directly observed. Traditional teaching methods such as textbooks and two-dimensional diagrams are often insufficient to provide meaningful understanding. This study aims to develop BloodFlowAR, an Android-based augmented reality (AR) application built in Unity, designed as an interactive visual learning medium for Grade 5 elementary students. The development followed the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The application enables students to visualize the blood circulation system in three dimensions by scanning a marker card, displaying animated 3D models of the heart, blood vessels, and blood flow direction in real time. Data were collected through expert validation questionnaires (media and material validators), practicality questionnaires (teacher and student responses), and learning outcome tests (pretest and posttest). The validity test results showed that the media validator gave a score of 92.5% and the material validator gave 95.0%, both categorized as very valid. Practicality test results showed teacher responses of 90.6% and student responses of 91.7%, both categorized as very practical. The media's effectiveness was evaluated using the N-Gain formula, which produced a value of 0.37, categorized as moderate improvement. These results indicate that BloodFlowAR is valid, practical, and moderately effective as a visual learning medium for the human blood circulation system at the elementary school level. Keywords: Augmented Reality, Blood Circulation System, Unity, Elementary School, ADDIE