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Pengembangan Media Pembelajaran Wordwall Berbasis Game Edukasi Pada Mata Pelajaran IPS Kelas VI SDN 48 Cakranegara Anugrah, Aldi; Istiningsih, Siti; Zain, Moh. Irawan
Pendagogia: Jurnal Pendidikan Dasar Vol 2 No 3: Desember 2022
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

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

Abstract

The problem that occurs in class VI of SDN 48 Cakranegara is that teachers rarely use learning media, especially learning media that smells of technology in ASEAN learning materials. The research aims to (1) find out how to make educational game-based Wordwall learning media for sixth graders in social studies, (2) find out educational game-based Wordwall learning media for VI elementary school students. This type of research is Research and Development (R&D) using the ADDIE development model with 5 stages, namely analysis, design, development, and implementation. The data collection technique used is using a material expert validation questionnaire, media expert validation questionnaire, and student response questionnaire. Data analysis used qualitative data analysis and quantitative data analysis. The results of this research and development are Wordwall learning media based on educational games, Wordwall learning media in social studies subjects. Based on the assessment of the media expert validator, the criteria are very feasible with an average percentage of 86% and material experts. Criteria are very feasible with a percentage of 96%. The results of the small group trial in stage I got very good criteria with an average of 96% and stage II got very decent criteria with an average percentage of 98%. Therefore, the educational game-based Wordwall learning media is suitable for use in social studies learning.
Strategi Pemasaran Digital Taman Kehati Desa Dukuhdalem Kecamatan Japara Kabupaten Kuningan Jawa Barat Nabilah, Adelia Yuke; Syahputra, Yayat; Romdhon, Wildan Fathu; Septiana, Cantika; Utami, Ovy Dwi; Andrean, Anre; Awalfuady, Muhammad Dede Aufa; H, Iqbal; Anugrah, Aldi; Ayyasy, Muhammad Raihan
Jurnal Pengabdian Masyarakat Bangsa Vol. 2 No. 10 (2024): Desember
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v2i10.1871

Abstract

TAMAN KEHATI (Kawasan Ekosistem Hati) Dukuh Dalem merupakan salah satu destinasi wisata alam yang memiliki potensi keanekaragaman hayati dan keindahan ekosistem yang belum banyak dikenal oleh masyarakat luas. Dalam rangka meningkatkan daya tarik dan jumlah kunjungan wisatawan, diperlukan strategi pemasaran digital yang efektif serta pengembangan website yang informatif dan interaktif. Kegiatan ini bertujuan untuk merumuskan strategi pemasaran digital yang tepat serta merancang dan mengembangkan website wisata alam TAMAN KEHATI Dukuh Dalem. Strategi pemasaran digital yang diusulkan mencakup penggunaan media sosial, optimasi mesin pencari (SEO), konten visual yang menarik, serta integrasi dengan platform wisata digital. Selain itu, pengembangan website dirancang untuk menyajikan informasi lengkap tentang keunikan alam, fasilitas, rute wisata, serta aktivitas yang tersedia di TAMAN KEHATI. Melalui desain yang user-friendly, website ini diharapkan mampu meningkatkan aksesibilitas informasi bagi calon pengunjung sekaligus mendukung pelestarian lingkungan. Hasil dari Kegiatan ini menunjukkan bahwa kombinasi strategi pemasaran digital yang terencana dan pengembangan website yang efektif mampu meningkatkan eksposur TAMAN KEHATI Dukuh Dalem sebagai destinasi wisata alam, baik di tingkat lokal maupun nasional. Dengan demikian, diharapkan terjadi peningkatan jumlah pengunjung serta kesadaran masyarakat terhadap pentingnya menjaga kelestarian lingkungan melalui wisata berkelanjutan.
Penerapan Model Pembelajaran Snowball Throwing Berbantuan Media Ahaslides untuk Meningkatkan Hasil Belajar Siswa pada Materi Desain Grafis Kelas 10 di Smk Negeri 1 Japara Anugrah, Aldi; Lutfi, Ahmad Fajri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (2025): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i6.4246

Abstract

This study aims to improve student learning outcomes in Graphic Design subjects through the implementation of the Snowball Throwing learning model assisted by AhaSlides media in Grade X of SMK Negeri 1 Japara in the academic year 2024/2025. The research employed a quantitative approach using a pre-experimental design with the one group pretest-posttest design. The population of this study consisted of 70 students from Grade X of the Visual Communication Design program at SMK Negeri 1 Japara. The sample was determined through purposive sampling, selecting 35 students from class X DKV 1. Data collection techniques included observation and tests, which were administered as pretests and posttests. Data were analyzed using descriptive statistics and inferential tests with the assistance of SPSS version 26. The findings revealed a significant improvement in students’ learning outcomes after applying the Snowball Throwing model assisted by AhaSlides. The mean pretest score of 51.11 increased to 79.43 in the posttest. The paired sample t-test results confirmed a significant difference between the pretest and posttest scores at the 0.05 significance level. Thus, it can be concluded that the implementation of the Snowball Throwing model assisted by AhaSlides is effective in enhancing student learning outcomes in Graphic Design at SMK Negeri 1 Japara.