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PENGEMBANGAN GAME LABIRIN EDUKATIF PADA MATERI BAHAYA NARKOTIKA, PSIKOTROPIKA, DAN ZAT ADIKTIF MATA PELAJARAN PJOK KELAS V SD Arsyad, Khairul; Pratiwi, Rahmi; Kurnia, Reni; Alfahani, Khairul
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.54150

Abstract

Drug abuse (NAPZA) among Indonesian adolescents remains a critical issue, necessitating more effective preventive education through formal schooling. This study aims to develop an Educational Maze Game (Game Labirin Edukatif) on the topic of the dangers of Narcotics, Psychotropics, and Addictive Substances (NAPZA) for Class V elementary school students in Physical Education, Sports, and Health (PJOK) subject. The research used the Research and Development (R&D) method with the 4D development model (Define, Design, Develop, and Disseminate). Trial subjects included one material expert validator (PJOK teacher), two media expert validators from Educational Technology lecturers at UNP, and 20 students of Class V at UPTD SD Negeri 03 Andiang as field trial subjects. Data collection used material validation questionnaires, media validation questionnaires, and student practicality response questionnaires. Results showed material validity at 90% ("Very Valid"), media validity at 94.28% ("Very Valid"), and student practicality at 94.48% ("Very Practical"). The Educational Maze Game developed using Visual Studio Code is valid and practical as an innovative learning medium to improve student motivation, active engagement, and understanding of NAPZA dangers in PJOK learning.
PENGARUH LITERASI ARTIFICIAL INTELLIGENCE (AI) TERHADAP KEMAMPUAN BERPIKIR KRITIS PADA PESERTA DIDIK KELAS XI SMA ADABIAH 2 PADANG Wardana, Rizky; Hidayati, Abna; Kurnia, Reni; Masriani, Elsa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.54190

Abstract

This study aims to analyze the effect of Artificial Intelligence (AI) literacy on the critical thinking skills of eleventh-grade students at SMA Adabiah 2 Padang. The background of this study is that the use of AI among students has been high, but it has not been accompanied by adequate AI literacy, which potentially hinders the development of critical thinking skills. This research uses a quantitative approach with a survey method. The population consisted of all Phase F (Class XI) students at SMA Adabiah 2 Padang, with a sample of 175 students selected through proportional random sampling. Data were collected using a Likert-scale questionnaire instrument that had been validated and declared reliable. Data analysis used simple linear regression, which was preceded by normality, linearity, heteroscedasticity, and autocorrelation tests. The results showed that AI literacy had a positive and significant effect on students' critical thinking skills, with a t-value of 5.455 and a significance value of 0.000 < 0.05. The coefficient of determination (R²) obtained was 0.147, meaning that AI literacy contributed 14.7% to the variation in students' critical thinking skills. The remaining 85.3% was influenced by other factors outside this study. This finding confirms that adequate AI literacy encourages students to interact critically and reflectively with AI systems, thereby strengthening their analytical, evaluative, and inferential thinking skills.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS STEM PADA MATA PELAJARAN MATEMATIKA DI KELAS IV SEKOLAH DASAR Ayu Latifa, Dwi; Rayendra; Felicita Amsal, Mutiara; Kurnia, Reni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58777

Abstract

This study aims to develop a STEM-based interactive multimedia product for mathematics, including Equivalent Fractions, at SDN 11 Lubuk Buaya, Padang. The main problem is the low mathematics learning outcomes due to the continued use of conventional notes and the lack of interactive multimedia. The research method used is Research and Development (R&D) with a 4D development model (Define, Design, Development, and Disseminate). The research subjects consisted of a material expert validator, two media expert validators, and fourth-grade students at SDN 11 Lubuk Buaya, Padang. The research instrument used a validity and practicality questionnaire. The results showed that the validity test by the material expert was 97.64%, categorized as very valid, the validity test by the media expert was 96.95%, categorized as very valid, and the practicality test was 97.60%, categorized as very practical. Based on the results of the validity and practicality tests, it can be concluded that STEM-based interactive multimedia in mathematics in fourth-grade elementary school is valid and practical for use in learning.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALITY (AR) PADA PEMBELAJARAN KONSEP ROUTING DALAM MATA KULIAH TEKNIK JARINGAN Raulia Putri, Diva; Anugrah, Septriyan; Kurnia, Reni; Masnur, Alkadri
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62067

Abstract

This study was motivated by students' difficulties in grasping abstract routing concepts. The learning process, which remains dominated by standard presentation media and constrained by limited instructional time, hinders students' ability to visualize routing processes. This study aimed to develop valid and practical augmented reality learning media for teaching routing concepts. It employed the Research and Development (R&D) method using the 4D model, comprising the Define, Design, Develop, and Disseminate stages. A practicality test was conducted with 23 students from the Educational Technology study program. Data collection instruments included validation sheets for subject matter experts and media experts, as well as a practicality questionnaire. The results indicate that the developed augmented reality learning media achieved a 96% validation score from the subject matter expert (categorized as "highly valid"), while media experts I and II awarded scores of 98% and 96%, respectively (also categorized as "highly valid"). Furthermore, the practicality test yielded a score of 87.5%, placing it in the "highly practical" category. Based on these findings, it is concluded that the augmented reality learning media is both valid and practical for use in the learning process.