Lailati Rohmah
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PERSEPSI MAHASISWA GENERASI Z TERHADAP KARAKTERISTIK DOSEN IDEAL DAN IMPLIKASINYA TERHADAP IKLIM PEMBELAJARAN DI PERGURUAN TINGGI PADA ERA DIGITAL Azizah, Umi Fajar Azizah; Su'ad Jauharoh; Lailati Rohmah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.46641

Abstract

This study aims to analyze the perceptions of Generation Z students regarding the characteristics of an ideal lecturer and their implications for the learning climate in higher education in the digital era. This study employed a qualitative approach with a descriptive design. Data were collected through semi-structured interviews with 23 undergraduate students from the Psychology Study Program at Universitas Tiga Serangkai, selected using purposive sampling. Data were analyzed using thematic analysis. The findings reveal three main themes: (1) ideal lecturer characteristics, including strong interpersonal communication skills, openness to discussion, empathy, clarity in explaining material, and the ability to facilitate interactive learning; (2) meaningful learning methods, where students preferred active, contextual, and experience based approaches such as case discussions, collaborative projects, and the use of digital media; and (3) a supportive learning climate, characterized by psychological safety, positive lecturer-student interactions, and active student participation. These findings are discussed within the framework of Self Determination Theory, which emphasizes the fulfillment of students' basic psychological needs autonomy, competence, and relatedness as key drivers of intrinsic motivation and engagement. The study concludes that lecturers who build positive interpersonal relationships and provide participatory spaces tend to create more conducive and meaningful learning environments for Generation Z students.
PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKATIF BERBASIS ANDROID UNTUK PENGUATAN KARAKTER NASIONALISME SISWA SEKOLAH DASAR Sucilia Tri Lestari; Lailati Rohmah; Rahmatika; Rofi'ah , Intan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60873

Abstract

The utilization of digital learning media in elementary schools remains limited, particularly in teaching Indonesian cultural diversity aimed at strengthening students' nationalism character. This condition reduces students' active engagement in the learning process, highlighting the need for more interactive learning media that align with the characteristics of today's digital generation. This study aimed to develop Edunci (Education Culture of Indonesia), an Android-based educational game designed to support the learning of Indonesian cultural diversity while strengthening the nationalism character of fourth-grade elementary school students. The study employed the Research and Development (R&D) method using the ADDIE model, which consists of the stages of analysis, design, development, implementation, and evaluation. The research was conducted at SD Muhammadiyah Ambarketawang 3 and involved a material expert, a media expert, a learning expert, a fourth-grade teacher, and fourth-grade students as the research participants. Data were collected through observations, interviews, expert validation sheets, and user response questionnaires. The data were analyzed using descriptive quantitative and qualitative techniques. The results indicated that the developed media achieved an average validation score of 88.48%, categorized as Very Good, while the implementation stage obtained an average score of 86.95%, also categorized as Very Good. These findings demonstrate that the developed media met the criteria of validity and practicality, making it suitable as an alternative learning medium for elementary schools. The novelty of this study lies in the development of an Android-based educational game that integrates Indonesian cultural diversity content with nationalism character education into a single interactive, validated, and practical learning medium for elementary school students.