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PERANCANGAN PROTOTYPE APLIKASI SAME US SEBAGAI MEDIA PEMBELAJARAN Nur Laila Komariah; Celine Aloyshima Haris; Haliza Syaddat; Ridho Muarifan; Nur Ifansyah; Nadya Arifah Refiyani; Ilda Sendy Aulya Putri; Nabila Safithri; I Made Arya Wedastera Putra; Ayu Salsabilla
Jurnal Media Informatika Vol. 6 No. 6 (2025): Edisi Desember 2025
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v6i6.7489

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mengimplementasikan prototype aplikasi Same Us sebagai media pembelajaran interaktif berbasis video pendek dengan menggunakan model pengembangan Research and Development (4D), yang terdiri dari tahap Define, Design, Develop, dan Disseminate. Aplikasi ini dirancang untuk menjawab tantangan pembelajaran modern yang dihadapkan pada fenomena short attention span serta kebutuhan terhadap media belajar yang fleksibel, inklusif, dan kolaboratif. Pada tahap Define, dilakukan analisis kebutuhan pengguna melalui kajian literatur dan observasi untuk mengidentifikasi permasalahan dalam aksesibilitas dan motivasi belajar. Tahap Design berfokus pada pembuatan antarmuka pengguna (User Interface) dan pengalaman pengguna (User Experience) yang menarik serta mudah digunakan. Hasil perancangan menunjukkan bahwa Same Us mampu memfasilitasi pembelajaran melalui video interaktif, forum diskusi, sistem poin/reward, serta peluang monetisasi bagi kreator edukasi. Implementasi model 4D terbukti efektif dalam menghasilkan prototype aplikasi yang relevan dengan kebutuhan pendidikan digital masa kini, sekaligus mendukung pembelajaran aktif, kolaboratif, dan berkelanjutan.                                                                                                    
REVITALISASI PERMAINAN TRADISIONAL SEBAGAI SARANA UNTUK MEMPERKUAT NATIONALISME DAN KARAKTER SISWA DI SMP NEGERI 9 SAMARINDA Nasywaa Nabila Fauziyyah; Khairun Nadiya Dzakirah; Ridho Muarifan; Nurul Azizah; Thasya Ishya Hardiyanti; Rani Debora Sembiring; Muhammad Azmi; Reni Mulyati
Jurnal Ilmiah Mandala Education (JIME) Vol 12 No 4 (2026): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/5ex4vq73

Abstract

Traditional games are part of cultural heritage that not only function as entertainment, but also contain social values and character education. Technological developments have caused traditional games to be played less frequently, so revitalization efforts are needed through the school environment. This study aims to describe the revitalization of traditional games through the Gema Merdeka program and identify characters that appear during activities at SMP Negeri 9 Samarinda. The research method used is qualitative descriptive with a case study approach. Data were collected through observation and documentation of the implementation of three traditional games, namely gobak sodor, sack racing, and tug-of-war. The results of the study show that the Gema Merdeka program can be a means of reviving traditional games through fun activities and involving active participation of students. During the activity, students showed enthusiasm, interaction, and involvement in participating in games. The characters that emerged included cooperation, mutual cooperation, sportsmanship, discipline, responsibility, and honesty. Students learn to coordinate with friends, obey the rules, carry out their respective roles, respect each other, and accept the results of the competition sportively. Thus, the revitalization of traditional games through the Gema Merdeka program not only supports cultural preservation but also has the potential to be a medium for strengthening students' character and sense of nationality through school activities that combine culture, creativity, and direct play experiences