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Inovasi Membaca Permulaan melalui Media Kartu Kata Bergambar Safitri, Wa Ode Arniati; Nurlina, Nurlina; Risnajayanti, Risnajayanti; Rohmiati, Rohmiati
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 9 No. 6 (2025)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v9i6.7438

Abstract

Pembelajaran membaca permulaan bagi anak usia dini menuntut pendekatan yang inovatif dan menyenangkan. Penelitian ini bertujuan mendeskripsikan implementasi inovasi pembelajaran membaca permulaan melalui media kartu kata bergambar di TKIT Al Qalam Kendari. Berbeda dari penelitian sebelumnya yang lebih banyak menggunakan pendekatan kuantitatif untuk menilai efektivitas media, penelitian ini menekankan eksplorasi kualitatif terhadap proses implementasi dan respon anak secara mendalam. Penelitian menggunakan pendekatan kualitatif dengan teknik wawancara, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa guru merancang pembelajaran secara sistematis dan kontekstual, serta mengembangkan media bergambar yang tematik dan menarik. Anak-anak memberikan respon positif berupa antusiasme, partisipasi aktif, dan minat belajar yang tinggi. Dukungan kepala sekolah, tim kurikulum, dan keterlibatan orang tua juga berkontribusi dalam mengatasi keterbatasan waktu dan sumber daya. Secara keseluruhan, penggunaan kartu kata bergambar terbukti efektif menciptakan pengalaman membaca permulaan yang menyenangkan dan bermakna bagi anak usia dini.
Pengembangan Produk Tablet Oral Disintegrasi Piroksikam Rohmiati, Rohmiati; Wahyuningsih, Iis; Guntarti, Any; Narwanti, Iin; Putri, Hilma; Anwar, Shinta Desy; Rahmadani, Firda; Rustandi, Tedi; Islamy, Muhammad Rido
Media Farmasi: Jurnal Ilmu Farmasi Vol. 15 No. 1: Maret 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/mf.v15i1.12307

Abstract

Piroksikam digunakan sebagai analgetik dan antiinflamasi yang sering dialami oleh kalangan lansia yang mempunyai kesulitan menelan. Salah satu upaya yang dapat dilakukan untuk mengatasi masalah tersebut yaitu dengan sediaan Orally Disintegrating Tablet (ODT). Avicel PH 102 merupakan bahan disintegran yang biasa digunakan sebagai penyusun ODT, karena mempunyai daya disintegran yang sangat baik. Tujuan penelitian ini untuk mengembangkan piroksikam menjadi bentuk sediaan ODT. Metode pembuatan ODT dilakukan dengan metode kempa langsung. Variasi konsentrasi Avicel PH 102 yang digunakan untuk formula 1 sebesar 15% dan formula 2 sebesar 20%. Tablet hasil formulasi diperiksa karakteristik fisik yang meliputi identifikasi tablet, kerapuhan, kekerasan, ketebalan, waktu hancur, bentuk dan ukuran tablet, laju disolusinya serta dilakukan penetapan kadar. Metode analisa kadar piroksikam baik pada penentuan disolusi maupun pada penentuan kadar, dilakukan verifikasi metode spektrofotometri UV-Vis terlebih dahulu meliputi spesifisitas, presisi, dan akurasi. Formula terbaik selanjutnya dilakukan uji hedonik. Hasil verifikasi untuk ketiga uji memenuhi persyaratan sehingga dikatakan metode uji valid. Hasil uji fisik tablet dikatakan memenuhi syarat kecuali untuk uji kerapuhan. Data laju disolusi dan penetapan kadar tablet piroksikam memenuhi syarat FI V yaitu laju disolusi tidak kurang dari 75%(Q + 5%) dan hasil penetapan kadar F1 dan F2 berturut-urut sebesar 95,22 ± 3,09% dan 95,14 ± 4,26%. Dari penelitian ini dapat disimpulkan bahwa piroksikam dapat dibuat dalam bentuk sediaan ODT karena menghasilkan sediaan tablet dengan sifat fisik yang baik kecuali pada uji kerapuhan. Formula yang dipilih yaitu formula 2, karena waktu hancur dan disolusi tablet lebih baik dibandingkan dengan formula 1.
Pemanfaatan Artificial Intelligence dan Literasi Digital untuk Pembelajaran Menulis di Sekolah Dasar Rahmayantis, Marista Dwi; Pitoyo, Andri; Sujarwoko, Sujarwoko; Ramdani Putra, Chelya Ilham; Firmansyah, Achmad Fathoni; Gigik, Yolanda Rensia; Dinso, Junio Boy Smara; Rohmiati, Rohmiati; Pratiwi, Wahyu Adi
Jurnal Pengabdian UNDIKMA Vol. 6 No. 1 (2025): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v6i1.14529

Abstract

This community service programme aims to improve the writing skills of elementary school students through the integration of Artificial Intelligence (AI) and digital literacy. The method of implementing this activity uses training with the target, namely teachers at SDN Kampungdalem 1 Tulungagung, East Java. The evaluation instrument uses observation sheets and questionnaires which are then analyzed descriptively quantitatively and qualitatively. The results of this service showed that teacher competence and student writing skills improved through integrating AI and digital literacy in writing learning, as shown by an increase in the average writing score from 65.5 to 84.2. In addition, the success of this activity is supported by a holistic approach that combines teacher training, implementation assistance, and continuous evaluation.
The Application of Augmented Reality Media to Improve Cognitive Abilities in Early Childhood Juliasari, Nurlela; Rohmiati, Rohmiati; Esita, Zulaeni
Edunesia : Jurnal Ilmiah Pendidikan Vol. 6 No. 3 (2025)
Publisher : Research, Training and Philanthropy Institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v6i3.1260

Abstract

The purpose of this study was to determine the effect of applying Augmented Reality media in improving the cognitive abilities of early childhood students at Aisyiyah Bustanul Athfal 1 Kendari Kindergarten. This study employs a quantitative research approach using a pretest-posttest experimental design. The instrument used in this study is an observation assessment sheet using a Likert scale. This study employs total population sampling, so all 16 children in Class B of Aisyiyah Bustanul Athfal 1 Kendari Kindergarten were included as the sample. The data analysis techniques used in this study include: (1) calculating the average change in scores, and (2) the cognitive development index of children. Based on the results of the cognitive development calculation, a percentage of 81.25% was obtained. This indicates a significant improvement in children's cognitive abilities following the use of Augmented Reality (AR) media. The children demonstrated better ability in recognising objects, such as fruits, vegetables, animals, and vehicles, as well as in following instructions given through the AR medium. Moving forward, more schools should consider integrating AR technology into their teaching and learning processes. Additionally, it is crucial to continually enhance the infrastructure and accessibility of AR devices, ensuring that all children can benefit from them.
Peningkatan Numerasi Awal Anak Usia Dini melalui Media Gambar Berbasis Lintasan Belajar Enaktif–Ikonik–Simbolik Rostika, Sri; Rohmiati, Rohmiati; Idhayani, Nurul; Sitti Fatimah, Waode; Baen, Faldin
Diniyah: Jurnal Pendidikan Dasar Volume 6 Nomor 2, 2025
Publisher : IAIN Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31332/dy.v6i2.12958

Abstract

Early numeracy is a critical foundation for young children’s readiness to learn mathematics. This study aimed to enhance early numeracy through picture media implemented gradually using an enactive–iconic–symbolic learning trajectory. A two-cycle classroom action research design was conducted in a preschool group at PAUD Ummushabri Kendari, involving 15 children. Data were collected through observations of instructional implementation and children’s development, performance and product assessments (matching quantities to number symbols, ordering numbers, and tracing number forms), and documentation. Data were analyzed descriptively using quantitative and qualitative procedures. Results showed steady improvements from the pre-intervention phase to Cycle I and further gains in Cycle II, reaching full class mastery. The strongest progress appeared in one-to-one correspondence and number ordering, while number symbol recognition improved after strengthening quantity–symbol mapping activities. Instructional implementation also improved, especially in consistent gradual support and managing transitions from pictorial representations to number symbols. These findings indicate that picture media is effective when positioned as a representational tool that connects counting experiences, visual representations, and number symbols through repeated, meaningful practice. Keywords: early numeracy; picture media; enactive iconic symbolic; number symbols; one-to-one correspondence; number ordering
Cultural Sustainability through Digital Learning: Integrating Technology in Lulo Dance Education A. Nongko, Pahenra; Salma, Sitti; Said, Hasmira; Usman, Usman; Rohmiati, Rohmiati
Journal of Leadership, Management and Policy in Education Vol. 3 No. 1 (2025): Journal of Leadership, Management and Policy in Education, June 2025
Publisher : Magister Administrasi Pendidikan, Universitas Muhammadiyah Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/jlmpedu.v3i1.1350

Abstract

The rapid development of technology offers new possibilities for preserving and promoting local cultural wisdom in the modern education system. This research explores the integration of technology into the learning of Lulo, a traditional dance from Southeast Sulawesi, as a means to improve education and cultural preservation. The aim is to examine how digital devices such as virtual reality, mobile apps, and online platforms can effectively engage students in learning traditional cultural practices. This study used 67 respondents, data was collected by qualitative analysis through interviews, observations, and surveys involving educators and students in schools that incorporate technology in the teaching of Lulo dance. Thematic analysis is used to identify key patterns in the use of technology for cultural education and their impact on student engagement and cultural understanding. The results of the study were in the aspects of technology integration (63.18%), learning experience (65.17%), cultural preservation (58.21%), and quality of education (61.69%) were very effective. shows that technology significantly improves student engagement and learning outcomes. However, challenges such as the digital divide and the need to maintain cultural authenticity are also identified. The study concludes that integrating technology in cultural education presents an effective strategy for cultural preservation, with implications for education policy, curriculum development, and the creation of culturally sensitive digital learning tools.
Literasi Iklan dan Cara Belanja Sehat Siswa SMP di Jakarta Selatan Rohmiati, Rohmiati; Br. Karo, Sadakita; Dita, Rohmadtika
Jurnal ISIP: Jurnal Ilmu Sosial dan Ilmu Politik Vol. 15 No. 2 (2018): Jurnal ISIP: Jurnal Ilmu Sosial dan Ilmu Politik
Publisher : Institute of Social and Political Science Jakarta (Institut Ilmu Sosial dan Ilmu Politik Jakarta - IISIP Jakarta)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36451/jisip.v15i2.566

Abstract

Dunia periklanan berkembang pesat mengikuti perkembangan teknologi komunikasi terutama di era digital yang serba mudah, cepat, dan murah untuk menggunakannya. Pesan iklan menekankan strategi rasional dan emosional. Iklan yang diwacanakan menjadi berbeda-beda sebagai upaya pembangunan opini publik bahwa produk yang ditampilkan terkesan sangat menarik. Kenyataan- nya iklan sangat mempengaruhi pola pikir masyarakat, terutama remaja yang memiliki sifat labil dan mudah dipengaruhi oleh pesan-pesan iklan. Tujuan Pengabdian kepada masyarakat ini agar remaja dapat memahami bahwa pesan iklan tidak seutuhnya seperti apa yang disampaikan tapi mampu merangsang emosi untuk membeli produk yang diiklankan walaupun tidak dibutuhkan. Artinya iklan mampu mempengaruhi pengambilan keputusan yang dikonstruksi oleh iklan dengan memanfaatkan kekuatan media sehingga dapat membentuk gaya hidup cenderung konsumtif. Hasilnya menunjukkan bahwa pemahaman siswa terhadap iklan lebih kritis serta perilaku belanja lebih selektif serta gaya hidup yang lebih positif. Artinya siswa lebih selektif dalam menentukan pilihan produk yang dibutuhkan serta memilih kualitas yang lebih baik.
Strategi Rebranding E-Commerce Blanja.com Meningkatkan Brand Awareness melalui Iklan Televisi Seftiandy , Sherlyta; Rohmiati, Rohmiati
Jurnal ISIP: Jurnal Ilmu Sosial dan Ilmu Politik Vol. 15 No. 1 (2018): Jurnal ISIP: Jurnal Ilmu Sosial dan Ilmu Politik
Publisher : Institute of Social and Political Science Jakarta (Institut Ilmu Sosial dan Ilmu Politik Jakarta - IISIP Jakarta)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36451/jisip.v15i1.569

Abstract

Artikel ini bertujuan untuk mendiskusikan strategi rebranding e-commerce Blanja.com melalui televisi dalam meningkatkan Brand Awareness. Jenis penelitian yang digunakan adalah penelitian deskriptif kualitatif . Dalam penelitian ini digunakan metode studi kasus dimana fokus penelitian ini adalah 3 strategi rebranding e-comerce Blanja.com melalui iklan di televisi. Hasil Penelitian menunjukkan bahwa faktor rebranding yang dilakukan Blanja.com karena adanya perubahan pada strategi perusahaan. Sedangkan tujuan rebranding tersebut ialah untuk meningkatkan brand awareness pada stakeholders. Proses Rebranding yang dilakukan Blanja.com melalui 4 tahapan yaitu, repositioning berdasarkan keaslian produk, redesigning logo dengan menggunakan warna light ruby dengan font FS Hackney serta tampilan website yang banyak menampilkan promo, renaming dengan mengubah tagline “Blanja Tanpa Batas”, dan relaunching yang dilakukan dengan cara internal launching serta eksternal launching dengan bentuk media gathering yang mengundang media dan stakeholders.
Mapping Traditional Games as Ethnopedagogical Resources for Cultural Sustainability in Southeast Sulawesi, Indonesia Rusli, Tri Indah; Sain, Yuliyanah; Rohmiati, Rohmiati; Zanzali, Noor Azlan Ahmad
IJECA (International Journal of Education and Curriculum Application) Vol 9, No 1 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/ijeca.v9i1.38303

Abstract

Traditional games represent an important repository of local wisdom and serve as ethnopedagogical resources that transmit cultural values, social norms, and indigenous knowledge across generations. Their decline therefore poses a serious threat not only to cultural continuity but also to culturally grounded learning practices. In Southeast Sulawesi (Bumi Anoa), Indonesia, the increasing dominance of digital play has significantly reduced children’s engagement with traditional games, weakening ethnopedagogical transmission. This study addresses this gap by examining: (1) The distribution and currenct status of traditional games in South east Sulawesi, (2) Their embedded ethnopedagogical values and (3) their continuity in children’s practices. Employing a qualitative multiple-site case study design, data were collected across 17 regencies and cities through field observation, semi-structured interviews with 20 cultural practitioners and community members, educator, researcher and document analysis. The data were analyzed thematically to reveal cultural meanings, pedagogical values, and transmission patterns embedded in the games. The results show that 38 traditional games were identified across 17 regencies and cities in Southeast Sulawesi, with approximately 90% no longer actively played by children, indicating a significant disruption in ethnopedagogical transmission. While many games share structural similarities with traditional games from other regions, linguistic variations reflect strong localized cultural identities. Only about 10% of the games persist, primarily through adult-led cultural performances or competitions, and institutional documentation remains fragmented and limited. This study contributes a comprehensive regional mapping that bridges cultural documentation and integration of Traditional games into culturally responsive learning to sustain local wisdom in digitalized context.