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PENGARUH MODEL ADVANCE ORGANIZER BERPENDEKATAN WHOLE LANGUAGE BERBANTUAN MEDIA CERITA BERGAMBAR TERHADAP HASIL BELAJAR BAHASA INDONESIA DI SD Letasado, Muhamad Rusadi; Putrayasa, Ida Bagus; Sudiana, I Nyoman
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 11 No. 2 (2024)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v11i2.3078

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model advance organizer berpendekatan whole language berbantuan media cerita bergambar terhadap kualitas hasil belajar Bahasa Indonesia pada siswa kelas III SD Negeri Oehendak kota kupang. Penelitian ini menggunakan metode eksperimen kuasi (quasi experiment) dengan menggunakan rancangan penelitian post-test only control group design. Data hasil belajar Bahasa Indonesia diperoleh melalui tes hasil belajar. Populasi dalam penelitian ini sebanyak 48 siswa. 25 siswa ditetapkan sebagai sampel, yang ditarik dengan teknik random sampling, pengumpulan data dalam penelitian ini menggunakan metode tes objektif. Data yang diperoleh di analisis menggunakan teknik analisis statistic deskriptif dan ANAVA satu jalur. Hasil penelitian ini menunjukan bahwa terdapat pengaruh penerapan model advance organizer berpendekatan whole language berbantuan media cerita bergambar terhadap kualitas hasil belajar Bahasa Indonesia pada siswa SD.
Pemanfaatan Platform Digital di SD INPRES RSS OESAPA Kota Kupang dalam Peningkatan Literasi Digital Kurniawan, Budi; Meilani, Dian; Letasado, Muhamad Rusadi; Bacotang, Bacotang; Nuriyah, Nuriyah
Jurnal Pengabdian Masyarakat: Pemberdayaan, Inovasi dan Perubahan Vol 5, No 6 (2025): JPM: Pemberdayaan, Inovasi dan Perubahan
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpm.v5i6.2304

Abstract

The rapid development of digital technology has significantly transformed the field of education; however, its implementation in elementary schools in Kupang City remains limited, as many teachers are unable to optimize digital platforms in classroom learning. This community engagement study aims to enhance teachers’ digital literacy and skills in using interactive digital learning media. A descriptive qualitative approach was employed through training sessions, observations, interviews, and direct mentoring for elementary school teachers, with data analysis conducted using the interactive Miles Huberman model, which includes data reduction, data display, and conclusion drawing. The results indicate that practice-based training effectively improved teachers’ understanding, skills, and confidence in using digital media such as Wordwall, Bamboozle, and Puzzle.org, while also fostering positive changes in teaching attitudes and creativity. Teachers began integrating digital tools into their lesson plans and demonstrated greater readiness to implement technology-supported learning. These findings suggest that participatory training approaches are effective in cultivating a digital culture within elementary school environments. In conclusion, strengthening teachers’ digital competencies can be achieved through intensive and continuous mentoring; however, sustained support from local government and educational institutions is essential to expand the impact of this program to other regions in East Nusa Tenggara;ABSTRAKPerkembangan teknologi digital telah mendorong transformasi signifikan dalam dunia pendidikan, namun pemanfaatannya pada jenjang Sekolah Dasar di Kota Kupang masih rendah karena banyak guru belum mampu mengoptimalkan platform digital dalam pembelajaran. Penelitian pengabdian masyarakat ini bertujuan meningkatkan literasi digital serta keterampilan guru dalam menggunakan media pembelajaran digital interaktif. Pendekatan kualitatif deskriptif diterapkan melalui pelatihan, observasi, wawancara, dan pendampingan langsung kepada guru-guru SD, dengan analisis data menggunakan model interaktif Miles Huberman yang mencakup reduksi data, penyajian data, dan penarikan kesimpulan. Hasil menunjukkan bahwa pelatihan berbasis praktik langsung meningkatkan pemahaman, keterampilan, dan kepercayaan diri guru dalam mengoperasikan media digital seperti Wordwall, Baamboozzle, dan Puzzle.org, serta memengaruhi perubahan sikap dan kreativitas dalam mengajar. Guru mulai mengintegrasikan teknologi ke dalam Rencana Pelaksanaan Pembelajaran dan menunjukkan kesiapan yang lebih baik dalam menerapkan pembelajaran digital. Temuan ini mengindikasikan bahwa pendekatan pelatihan partisipatif efektif dalam membangun budaya digital di sekolah dasar. Kesimpulannya, peningkatan kompetensi digital guru dapat tercapai melalui pendampingan yang intensif dan berkelanjutan, namun keberlanjutan program membutuhkan dukungan pemerintah daerah dan lembaga pendidikan agar dampaknya dapat diperluas ke wilayah lain di Nusa Tenggara Timur.
Analysis of the Relation Between Learning Environment and Economic Condition on Learning Achievement Imam Hanafi; Donny Dharmawan; Eka Kusumawati; Muhamad Rusadi Letasado; Abdurohim Abdurohim
Edumaspul: Jurnal Pendidikan Vol 7 No 2 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v7i2.7255

Abstract

The purpose of this research is to analyze the relationship between learning environment and economic condition on learning achievement. This research uses quantitative methods. Population used in this research are Medan City Private University students. Based on determining the target sample, sample in the research are 50 students from Medan City Private University. Data analysis in this study used a correlation test. The research results show that there is a relationship between learning environment and learning achievement in Medan City Private University students. There is a relationship between economic condition and learning achievement in Medan City Private University students.
Enhancing Social Studies Outcomes Through Experiential Learning and Social-Emotional Development Using Poster Media in Fifth-Grade Classrooms Muhamad Rusadi Letasado; Julhidayat Muhsam; I Wayan Lasmawan
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 4 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i4.5670

Abstract

This study evaluates the impact of an experiential learning model, supported by poster media, on social studies learning outcomes among fifth-grade students at SD Negeri 1 Sikumana, Kupang City. Social and Emotional Learning (SEL) plays a critical role in primary education, fostering academic and social growth, promoting positive behavior, and creating an inclusive learning environment. A quasi-experimental design with a post-test-only control group was employed. The population consisted of 60 students, with 30 students randomly sampled to ensure equal selection probability. Social studies learning outcomes were assessed through a multiple-choice test, and data were analyzed using descriptive statistics and one-way ANOVA. The analysis revealed a significant effect of the experiential learning model on social studies learning outcomes (F(1, 28) = 19.551, p 0.05). The results indicate that the experiential learning approach, coupled with poster media, meaningfully enhances learning outcomes, with the F value exceeding the F table value and a significance level below 0.05. This led to the rejection of the null hypothesis (Ho) and the acceptance of the alternative hypothesis (H1). The findings suggest that adopting experiential learning models tailored to students' needs can improve engagement and academic performance. Teachers are encouraged to use evidence-based methods that accommodate diverse learning styles, fostering better outcomes. This study highlights the effectiveness of experiential learning enhanced by poster media in improving social studies outcomes, providing a foundation for refining teaching practices and informing educational policies to support student success and well-being.
PENERAPAN INOVASI PEMBELAJARAN MODERN DENGAN PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBANTUAN APLIKASI AUTOPLAY Budi Kurniawan; Nuriyah; Muhamad Rusadi Letasado; Ni Putu Kusuma Widiastuti
Pengabdian Masyarakat Ilmu Pendidikan Vol. 5 No. 1 (2025): JURNAL PEMIMPIN - PENGABDIAN MASYARAKAT ILMU PENDIDIKAN - Edisi Januari 2025
Publisher : FKIP Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penggunaan Multimedia Interaktif diharapkan dapat menjadi media pembelajaran yang efektif dan interaktif khususnya pada materi nilai-nilai Pancasila dengan menggunakan aplikasi autoplay diharapkan peserta didik mendapatkan pembelajaran yang bermakna. Multimedia interaktif yang dikembangkan oleh tim pengabdian masyarakat menggunakan berbagai metode dan fitur yang menarik, seperti music, animasi, video, dan fitur lainnya. Hal ini membuat peserta didik lebih mudah memahami materi dan tidak mudah bosan. Penerapan Multimedia interaktif dalam pembelajaran di SD Negeri Oeba 3 Kota Kupang menunjukkan hasil yang positif serta dapat meningkatkan aktivitas peserta didik saat proses pembelajaran Kata Kunci : Autoplay , Nilai-nilai pancasila , Multimedia Interaktif
PEMANFAATAN PLATFORM DIGITAL UNTUK MENINGKATKAN AKTIVITAS BELAJAR PESERTA DIDIK Kurniawan, Budi; Letasado, Muhamad Rusadi; Nuriyah, Nuriyah; hasyda, Suryadin; Amri, Nurzil
Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi Vol 6, No 1 (2026): Jurnal Pendidikan Indonesia : Teori, Penelitian, dan Inovasi
Publisher : Penerbit Widina, Widina Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59818/jpi.v6i1.2719

Abstract

This study aims to analyze the improvement of students’ learning activity through the implementation of gamification-based digital platforms Blooket, Wordwall, and Puzzle.org in two elementary schools: UPTD SD Inpres RSS Oesapa (n = 22) and SD Muhammadiyah 1 Kota Kupang (n = 24). The research employed a quasi-experimental method with a one-group pretest–posttest design. Data were collected through activity observations, pretest–posttest assessments, and documentation of classroom learning processes. The effectiveness of the intervention was measured using the N-Gain Score, which evaluates cognitive improvement and learning activity enhancement. The findings indicate a significant increase in students’ learning activity in both schools. The average activity score increased by 48.18% at UPTD SD Inpres RSS Oesapa and 44.44% at SD Muhammadiyah 1. Cognitive improvement measured through the N-Gain analysis showed a moderate category, with 0.62 for UPTD SD Inpres RSS Oesapa and 0.66 for SD Muhammadiyah 1 Kota Kupang. These results confirm that gamification-based digital platforms positively impact student engagement and conceptual understanding. These findings align with Fauziyah et al. (2025), who reported that challenge-based gamification enhances enthusiasm and active participation among elementary students, as well as Amelia et al. (2025), who found that gamification significantly boosts learning motivation at the vocational school level. The mechanisms contributing to the improvements include: (1) motivational effects of gamification elements such as points, challenges, leaderboards, and instant feedback; (2) interactive visual features in Wordwall, Blooket, and Puzzle.org that support deeper conceptual understanding; and (3) the novelty effect observed in classrooms with limited prior exposure to digital learning tools. The study concludes that integrating gamification-based digital platforms is effective in enhancing learning activity, motivation, and academic performance among elementary school students. Practical implications highlight the need for teacher training, adequate digital infrastructure, and the development of continuous interactive learning designs to maximize the benefits of gamification.ABSTRAKPenelitian ini bertujuan untuk menganalisis peningkatan aktivitas belajar peserta didik melalui pemanfaatan platform digital berbasis gamifikasi, yaitu Blooket, Wordwall, dan Puzzle.org, pada dua sekolah dasar: UPTD SD Inpres RSS Oesapa (n = 22) dan SD Muhammadiyah 1 Kota Kupang (n = 24). Metode penelitian menggunakan pendekatan kuasi-eksperimental dengan desain one-group pretest–posttest. Data dikumpulkan melalui observasi aktivitas, tes awal–tes akhir, serta dokumentasi proses pembelajaran. Analisis efektivitas intervensi dilakukan menggunakan N-Gain Score untuk melihat peningkatan hasil belajar dan aktivitas. Hasil penelitian menunjukkan adanya peningkatan signifikan pada aktivitas belajar siswa di kedua sekolah. Rata-rata aktivitas siswa pada UPTD SD Inpres RSS Oesapa meningkat sebesar 48,18%, sedangkan pada SD Muhammadiyah 1 meningkat 44,44%. Analisis kognitif menggunakan N-Gain menunjukkan peningkatan kategori sedang: 0,62 untuk UPTD SD Inpres RSS Oesapa dan 0,66 untuk SD Muhammadiyah 1 Kota Kupang. Peningkatan ini menunjukkan bahwa gamifikasi digital memberikan dampak nyata terhadap keterlibatan dan pemahaman siswa. Temuan ini selaras dengan penelitian Fauziyah et al. (2025) yang membuktikan bahwa gamifikasi berbasis tantangan meningkatkan antusiasme dan partisipasi aktif siswa MI, serta studi Amelia et al. (2025) yang melaporkan bahwa gamifikasi meningkatkan motivasi belajar siswa SMK secara signifikan. Mekanisme peningkatan yang teridentifikasi mencakup: (1) efek motivasional dari elemen gamifikasi seperti poin, kompetisi, tantangan, dan umpan balik instan; (2) visual interaktif Wordwall, Blooket, dan Puzzle.org yang mempermudah pemahaman konsep; dan (3) efek kebaruan (novelty effect) pada sekolah dengan paparan teknologi rendah sebelumnya. Penelitian ini menyimpulkan bahwa integrasi platform digital berbasis gamifikasi efektif meningkatkan aktivitas, motivasi, dan hasil belajar siswa sekolah dasar. Implikasi praktis penelitian ini menekankan pentingnya pelatihan guru, penyediaan infrastruktur digital, serta pengembangan pembelajaran interaktif berkelanjutan untuk memastikan manfaat gamifikasi dapat dimaksimalkan.