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Enhancing Student Learning Outcomes in Social Studies: An Investigation Into The Lazarus Educational Game Burhan; Runniarsiti; Arsyad, Susalti Nur; Putri, Fina Melani; Malik, Agung Rinaldy
MIMBAR PGSD Undiksha Vol. 12 No. 1 (2024): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjpgsd.v12i1.67414

Abstract

The rapid advancement of technology gives the opportunity to incorporate digital games and other technology-driven tools into the IPS curriculum. This study aimed to analyze the influence of the Lazarus educational game on enhancing social and cognitive learning outcomes in the subject of Social Studies elementary school. A quantitative experimental approach was employed, with a sample of 53 fourth-grade students divided into two groups: an experimental group (IV-B) and a control group (IV-A). Data were collected through tests, interviews, and documentation, and analysed using simple linear regression and t-test. The research findings revealed a positive impact of the Lazarus educational game on students' social development, indicating an improvement in student engagement and social interactions. Additionally, a significant difference in cognitive learning outcomes was observed between two groups. The experimental group (IV-B) exhibited higher learning outcomes compared to the control group (IV-A), underscoring the effectiveness of the Lazarus game as a learning tool. This study makes a valuable contribution to the advancement of teaching methods, particularly in the context of the IPS subject. The use of the Lazarus educational game serves as an effective alternative for enhancing student learning outcomes, particularly in their social development. Practical implications of this research suggest that educators can consider incorporating the Lazarus educational game as a teaching strategy to improve classroom learning, particularly in the field of IPS.
Digital-Based Learning in Lagging Area: Students' Problems and Expectations Swandi, Ahmad; Fauzan, Arief; Arsyad, Susalti Nur; Rahmadhanningsih, Sri
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 3 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i3.2875

Abstract

Digital-based learning required by the government since the Covid-19 pandemic in early 2020 until mid-2022 is not fully implemented by teachers and students in lagging area. There are several problems and challenges faced by students in digital-based learning. This study aims to identify the causes of not implementing digital-based learning in the lagging area and analyze the expectations of students. This study was conducted by using quantitative methods. Data were obtained by giving questionnaires, conducting observations and interviews and then analyzed and explained narratively. The results of this study reveal that limited facilities and infrastructure, frequent power outages, limited internet access, there are still many students who do not have laptops and smart devices and lack of responsibility, understanding and teacher skills are obstacles for students in utilizing digital media. Students expect the government's attention to improve facilities, digital literacy of teachers and students and teacher professionalism. In addition, they also want teachers to be more creative in carrying out classroom learning such as the use of various digital media, learning videos, and various online learning technologies.
Pendampingan Pembuatan Game Edukasi dan Animasi Pembelajaran untuk Mereduksi Dampak Negatif TIK dan Meningkatkan Literasi Digital Guru di Kabupaten Maros Arsyad, Susalti Nur; Zubair, Arie Gunawan Hazairin; SAS, Abdillah; Swandi, Ahmad; Putri, Fina Melani
Jurnal Pengabdian Kepada Masyarakat (MEDITEG) Vol. 9 No. 2 (2024): Jurnal Pengabdian Kepada Masyarakat (MEDITEG)
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat (P3M) Politeknik Negeri Tanah Laut (Politala)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34128/mediteg.v9i2.279

Abstract

This community service activity aims to improve the quality and creativity of teachers to develop and implement educational games and learning videos/animations that are more interesting and can replace online games that have been widely used by students. With the existence of learning animation videos developed by teachers, misuse of TikTok among students can be minimized. The methods used in this activity include 5 stages, namely socialization, training, technical assistance, technology transfer, and evaluation of the implementation of educational games and learning videos/animations. The results of this activity indicate mastery of counseling materials on limiting the use of games and applications that are not useful on students' smart devices. Overall, this mentoring activity has succeeded in encouraging better technology integration in the educational environment at UPTD SMP Negeri 2 Maros. In addition to producing 41 educational games and 32 learning animations, there has also been an increase in teachers' understanding of the development and implementation of educational games and videos in learning with a value of 0.30 which is in the moderate category.
PENERAPAN ARTIFICIAL INTELLEGENCE (AI) BERBASIS EDAPP DAN WEBSITE PEMBELAJARAN UNTUK MENINGKATKAN LITERASI DIGITAL DAN MEDIA PEMBELAJARAN DI UPT SMPN 2 MAROS Nursamsilis Lutfin; Susalti Nur Arsyad; Nurwidyayanti Nurwidyayanti; Ahmad Swandi; Sri Rahmadhanningsih
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 5 (2024): Vol. 5 No. 5 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i5.35166

Abstract

Kegiatan pengabdian ini bertujuan untuk mendampingi guru-guru di SMAN 1 Pinrang dalam mengoptimalkan penerapan Artificial Intelligence (AI) dalam meningkatkan literasi digital dan mengembangkan media pembelajaran digital berbasis AI. Penggunaan teknologi AI dalam pendidikan semakin berkembang dan dapat menjadi alat bantu yang efektif dalam meningkatkan kualitas pembelajaran, mempersonalisasi materi, serta memberikan umpan balik yang cepat dan akurat kepada siswa. Selain itu, media pembelajaran digital memungkinkan proses pembelajaran menjadi lebih interaktif, fleksibel, dan mudah diakses oleh siswa kapan saja. Metode yang digunakan dalam kegiatan ini meliputi 5 tahapan yaitu sosialisasi, pelatihan, pendampingan teknis, transfer teknologi, dan evaluasi penerapan AI serta media pembelajaran digital. Hasil dari kegiatan ini menunjukkan adanya peningkatan pemahaman guru terhadap penerapan teknologi AI dalam pembelajaran, serta peningkatan efektivitas dan efisiensi proses belajar-mengajar di kelas. Dampak positif juga dirasakan oleh siswa, terutama dalam hal keterlibatan dan partisipasi aktif mereka selama proses pembelajaran. Secara keseluruhan, kegiatan PKM ini berhasil mendorong integrasi teknologi yang lebih baik dalam lingkungan pendidikan di SMPN 2 Maros, serta memberikan model pembelajaran yang lebih modern dan relevan dengan perkembangan zaman. Selain dihasilkannya 45 media pembelajaran digital berbasis AI, juga terjadi peningkatan literasi digital guru berdasarkan tes awal dan akhir dengan masing-masing nilai yaitu 84,44 dan 96,00 berdasarkan hasil analisis diperoleh nilai gain yaitu 0,74 yang berada pada kategori sedang.
PEMAHAMAN TERHADAP PERLINDUNGAN HAK CIPTA ATAS BUKU PADA MAHASISWA FAKULTAS ILMU SOSIAL UNIVERSITAS NEGERI MAKASSAR Arsyad, susalti Nur
Madani Legal Review Vol. 4 No. 1 (2020): Madani Legal Review
Publisher : FAKULTAS HUKUM UM PAREPARE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/malrev.v4i1.542

Abstract

The research aimed at identifying the students understanding to the book in copyright protection, the factors that influence the students understanding to the book in copyright and improving the students understanding to the book in copyright protection. Kind of this research is qualitative description. The research used juridical empiricism approach that analyzed aspect of law related to the statue number 19 year 2002 about copyright and regulations that related to the statue and notice the phenomenon that happened to the students in faculty of social sciences that related with their understanding to the book in copyright protection. Whereas, data process and data analyze used qualitative analyze. The results of this research are: (1) The students understanding about the book copyright protection, so it can divide into four points, are the students know and followed the copyright statue, the students know but did not followed the copyright statue, the students did not know but followed the copyright statue and the students did not know and did not followed the copyright statue. (2) The factor that influence students understanding to the book in copyright protection, namely functional factor that from needed and experienced and personal factor or factors inherent of individual that had relation when to interpret the rule. (3) The effort are made for improved the understanding to the book in copyright protection with socialization and education, and synergy with other stakeholder in book utilization associated with the optimization the information technology in learning process.
The Effectiveness Of Implementing Gdevelop-Based Educational Games In Learning Science With The Theme Of Light And Sound Waves In Elementary Schools Swandi, Ahmad; Arsyad, Susalti Nur; Fauzan, Arief; Viridi, Sparisoma; Rahmadhanningsih, Sri; Iren, Febrianti
JPF (Jurnal Pendidikan Fisika) Universitas Islam Negeri Alauddin Makassar Vol 11 No 2 (2023)
Publisher : Pendidikan Fisika UIN Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/jpf.v11i2.33615

Abstract

The use of digital-based science learning media in elementary schools is currently not maximized and is still monotonous which makes students less interested and quickly feel bored in participating in learning. The application of interactive learning media accompanied by games (educational games) is an alternative learning that needs attention. The purpose of this study was to determine the validity and effectiveness of implementing a GDevelop-based educational game in science learning on the theme of light and sound waves for grade IV in elementary schools. The research sample was 20 fourth grade students of SD Negeri Lariang Bangi. The validity of educational games is determined based on the average percentage of each aspect that contains several criteria. Meanwhile, the effectiveness of educational games can be seen from the increase in learning outcomes obtained after trials. This study uses a pre-experimental research method that uses quantitative data analysis techniques. The data collection technique uses tests, namely pretest and posttest. The results for the validity of educational game programs and materials obtained an average percentage of 86.4 and 88.36 respectively. Meanwhile, the test results showed that the average pretest and posttest scores were 37.5 and 82.5, respectively. Thus it can be concluded that the use of GDevelop-based educational game media on the science learning outcomes of fourth grade students at SDN Lariang Bangi 1 is proven to be valid and effective. This educational game can be used as an alternative learning media to create an active, fun and interesting learning atmosphere
Youth Activists and Democracy : A Literature Review of Contributions to the Transformation of Critical Citizenship Pinandhita, Peni; Rafa; Salsabila, Lubna; Susalti Nur Arsyad
Jurnal Ilmiah Mimbar Demokrasi Vol. 24 No. 2 (2025): Jurnal Ilmiah Mimbar Demokrasi Volume 24 No.2 April 2025
Publisher : Program Studi PPKn FIS UNJ & Asosiasi Profesi PPKn Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jimd.v24i2.54646

Abstract

Effective political socialization fosters strong political awareness, which in turn encourages active and meaningful political participation. A critical citizen not only understands their rights and responsibilities but also possesses the ability to think reflectively and respond to social injustices. To strengthen political awareness among the younger generation, it is necessary to have political socialization agents who can tailor their strategies to the characteristics of youth. In this study, the agent in question is young activists. The method employed in this research is a literature study. The findings indicate that young activists play a significant role in enhancing political awareness among the younger generation and in shaping the character of critical citizens. Although often perceived as lacking experience, young activists have demonstrated a tangible impact in cultivating critical citizenship through various initiatives. This study aims to examine the contribution of young activists as political socialization agents in shaping critical citizens. The findings show that young activists have successfully acted as political socialization agents who strengthen political awareness among youth.
Pelatihan Penerapan Gim Edukasi dalam Pembelajaran Bahasa Indonesia di Sekolah Dasar Swandi, Ahmad; Arsyad, Susalti Nur; Balalembang, Vinsen; Fansury, Andi Hamzah
TONGKONAN: JURNAL PENGABDIAN MASYARAKAT Vol 2 No 1 (2023): Tongkonan: Jurnal Pengabdian Masyarakat
Publisher : FKIP UKI TORAJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (225.117 KB) | DOI: 10.47178/tongkonan.v2i1.1846

Abstract

The use of games has been widely used by elementary school students, but the games used are more entertainment in nature and do not have educational content. This training aims to implement educational games and find out students' perceptions of implementing educational games developed using the GDevelop application. The training participants were fourth grade students at SDN Lariang Bangi 1, Makassar City, for the 2022/2023 Academic Year, totaling 34 respondents. The training uses Goad model. Data collection techniques in the training used are questionnaires, interviews and documentation. The results of this training show that most of the students have been able to use educational games well, besides that students are very enthusiastic and motivated by the implementation of the educational games provided. the application questions in the game can help students to remember the material presented by the teacher. In addition, students also feel challenged when working on questions given by the teacher with a duration of time