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Sosialisasi Penanaman Karakter dan Literasi Melalui Jurnal Siswa (Pelita Jiwa) Pada Siswa Kelas 6 SD Negeri Neglasari Firman; Riska, Muhammad; Aulia; Dewi; Akhyar
Jurnal Pengabdian Masyarakat Vol. 3 No. 1 (2025): Jurnal Pengabdian Masyarakat (AbdiMas)
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/abdimas.v3i1.6531

Abstract

Penanaman Karakter dan Literasi melalui Jurnal Siswa (PELITA JIWA) merupakan upaya inovatif yang dirancang untuk menanamkan nilai-nilai karakter dan literasi pada siswa kelas 6 SD Negeri Neglasari. Latar belakang program ini adalah tantangan di era digital, di mana siswa lebih sering terpapar teknologi seperti game dan media sosial, sehingga kurang memiliki tanggung jawab, empati, dan minat membaca. Program ini menggunakan Buku Jurnal Siswa sebagai alat pembiasaan untuk mencatat aktivitas ibadah wajib, budi pekerti, literasi, dan refleksi harian. Pelaksanaan program melibatkan beberapa langkah strategis, seperti menentukan perilaku pembiasaan, menyosialisasikan rencana kepada orang tua, memberikan contoh keteladanan, hingga mengevaluasi secara berkala. Kolaborasi antara guru, siswa, dan orang tua menjadi aspek penting dalam program ini menunjukkan peningkatan signifikan pada perilaku siswa selama empat bulan pelaksanaan. Data mencatat kenaikan persentase siswa yang rutin melaksanakan shalat wajib dari 79% menjadi 96,6%, aktivitas membaca buku meningkat, dan kebiasaan menjaga kebersihan seperti mencuci piring dan merapikan tempat tidur juga mengalami tren positif. Selain itu, program ini meningkatkan kerjasama antara orang tua dan guru, serta kesadaran siswa terhadap pentingnya literasi. PELITA JIWA efektif dalam membentuk kebiasaan positif siswa melalui pembiasaan yang terstruktur dan prinsip keteladanan. Strategi yang berkelanjutan mampu mengubah pembiasaan menjadi kebiasaan yang tertanam (habituasi). Dengan pendekatan ini, dapat dijadikan referensi praktik baik untuk mendukung pendidikan karakter dan literasi di sekolah lainnya
Development of Augmented Reality Based Simulation Media For Computer And Network Engineering Competency in Vocational High Schools Riska, Muhammad; Syahrul; Mappalotteng, Abdul Muis
International Humanity Advance, Business & Sciences Vol 3 No 1.1 (2025): Special Issue
Publisher : PT Maju Malaqbi Makkarana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59971/ijhabs.v3i1.1.336

Abstract

This study aimed to develop and evaluate Augmented Reality (AR)-based simulation media to enhance the Computer and Network Engineering (TKJ) competency in Vocational High Schools (SMK). Employing a Research and Development (R&D) approach, the product was designed as an Android application that integrates interactive 3D models of networking devices, marker-based visualization, and guided configuration tutorials. The development process included needs analysis, design, systematic development, implementation, evaluation, and revision stages. Participants were TKJ teachers and Grade XI students from three SMKs in South Sulawesi, Indonesia. Data were collected through interviews, questionnaires, expert validation, and pre-test/post-test assessments. The results showed a validity score of 98.14% (very valid), practicality score of 97.09% (very practical), and effectiveness with an N-Gain of 0.97 (high). User responses recorded 85.88% positive feedback, indicating high engagement and perceived usefulness. The findings demonstrate that AR simulation media can effectively bridge the gap between theoretical instruction and practical skill development, especially in schools with limited physical resources. Its portability, ease of use, and alignment with vocational learning principles make it a promising solution for improving instructional quality and supporting the revitalization of vocational education.
Development of Augmented Reality Learning Media for Computer Network Topics in Junior High School Riska, Muhammad; Muis Mappalotteng, Abdul; Mutmainna, Mutmainna
IJORER : International Journal of Recent Educational Research Vol. 7 No. 3 (2026): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v7i3.1408

Abstract

Objective: This study aimed to develop and analyze the effectiveness of Augmented Reality (AR)-based learning media for computer network topics at the junior high school level. The background of this research is based on students’ difficulties in understanding abstract computer network concepts when taught using conventional methods. Method: The research employed a Research and Development approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. AR learning media were developed using paper-based markers that can be scanned via smartphones to display interactive three-dimensional representations of computer network components. Result: The research subjects were ninth-grade students and information and communication technology teachers. Data were collected through observations, questionnaires, and learning outcome assessments. The results indicate that the AR-based learning media were validated by material and media experts and were considered practical for classroom implementation. Furthermore, AR media significantly improved students’ conceptual understanding and learning engagement compared to conventional instructional methods. Novelty: This study introduces innovation through the development of AR learning media that transform abstract concepts of computer networks, which are usually difficult to visualize, into interactive three-dimensional objects that can be directly manipulated by students. Unlike previous research that generally targets higher education or general hardware materials, this study specifically integrates the junior high school informatics curriculum with an ADDIE-based instructional design that emphasizes active engagement and conceptual understanding of students through personal mobile devices.