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PENGEMBANGAN MEDIA INTERAKTIF MENGGUNAKAN QUIZIZZ UNTUK MENINGKATAKAN HASIL BELAJAR SISWA SMPN 1 LAMBITU Salmawati; Ahyar; Ika Irawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.31872

Abstract

The lack of digital-based learning media used in informatics learning is one of the main problems faced by SMPN 1 Lambitu. This study aims to develop interactive learning media using Quizizz to improve student learning outcomes at SMPN 1 Lambitu. This research is a development research with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The product feasibility test was conducted by two material experts and two media experts. The results of the feasibility test by the media experts showed that the product was included in the Very Feasible category with percentages of 91.43% and 88.57%, respectively, while the results of the feasibility test by the material experts were also in the Very Feasible category with percentages of 87.5% and 90%. The results of the product effectiveness test through pretest and posttest on 20 grade VII students showed an average N-gain of 0.73 which is included in the high category. Therefore, this product is proven to be effective in improving student learning outcomes. These results indicate that the use of Quizizz media can significantly improve student learning outcomes, as well as increase motivation and participation in the learning process. This media also supports the implementation of the Independent Curriculum, which emphasizes active and interactive learning.
PENGARUH MEDIA MICROSOFT OFFICE SWAY UNTUK MENINGKATKAN MINAT BELAJAR SISWA Sri Wulandari; Ahyar; Ita Fiitriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 3 (2025): Volume 10 No3 September, 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i3.32188

Abstract

Students’ learning interest is a crucial factor influencing the success of the learning process. The lack of variety in engaging learning media often becomes an obstacle in enhancing students’ interest in learning. This study aims to investigate the effect of implementing the “Microsoft Office Sway” media on improving students’ learning interest at SMPN 4 Bolo. The research employed an experimental method (True Experimental Design) with a Non-Equivalent Control Group Design, comparing a control group that used conventional learning methods with an experimental group that utilized Microsoft Office Sway media. The population of this study consisted of all eighth-grade students at SMPN 4 Bolo, totaling 67 students. The sample included two class groups: class VIII-2 as the experimental group and class VIII-3 as the control group, selected based on purposive sampling criteria. The criteria determined that the selected classes were considered representative of the population. To measure the influence of Sway media on students’ learning interest, the researchers used questionnaire instruments consisting of 25 items for the “Sway Media Implementation” questionnaire and 25 items for the “Learning Interest” questionnaire, analyzed using a Likert scale. Descriptive analysis was conducted to compare the mean scores from both questionnaires. Hypothesis testing was carried out using Simple Linear Regression analysis with Inferential Statistics through SPSS 21. Prior to hypothesis testing, prerequisite analyses, namely normality and homogeneity tests, were conducted to determine whether the null hypothesis (H0) would be rejected and the alternative hypothesis (Ha) accepted, or vice versa.
STRATEGIES FOR STRENGTHENING ACADEMIC AND NON-ACADEMIC EXCELLENCE THROUGH THE INTERNALIZATION OF CULTURAL VALUES AT MAN 2 MATARAM CITY Ardi; Muhammad; Ahyar
Multidisciplinary Indonesian Center Journal (MICJO) Vol. 2 No. 4 (2025): Vol. 2 No. 4 Edisi Oktober 2025
Publisher : PT. Jurnal Center Indonesia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62567/micjo.v2i4.1560

Abstract

This study analyzes the strategies for internalizing cultural values at MAN 2 Kota Mataram and their contribution to educational quality. The study is based on the strategic role of madrasahs in integrating religious, academic, and social dimensions as a response to globalization and character crises. A descriptive qualitative method was applied, using in-depth interviews, participatory observation, and documentation, analyzed through the Miles, Huberman, and Saldaña model. The findings reveal that religious values are reinforced through routine religious activities, discipline is enhanced by school regulations and digital attendance systems, academic culture is promoted through advanced classes and competitions, and social responsibility is cultivated through community service programs. Visionary leadership of the principal was found to be the dominant factor ensuring the consistency of these implementations. The study concludes that internalizing madrasah cultural values fosters positive habitus, enhances educational quality, and provides a replicable model for other institutions. Its contribution lies in strengthening the literature on Islamic education management by offering an integrative, culture-based approach to quality development.
Collective Digitalisation System (SiDiK): Digital Transformation of Thohir Yasin Islamic Boarding School, East Lombok Hidayah, Hairul; Muhammad; Ahyar
eL-HIKMAH: Jurnal Kajian dan Penelitian Pendidikan Islam Vol. 19 No. 1 (2025): June
Publisher : UIN Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/elhikmah.v19i1.12646

Abstract

Abstrak: Inovasi digital berupa SiDiK (Sistem Digital Kolektif) di Pondok Pesantren Thohir Yasin ini memberikan ruang baru bagi pesantren dan menjawab tantangan era digital. SiDiK ini menciptakan transparansi pengelolaan keuangan pesantren. Penelitian ini bertujuan untuk mendeskripsikan tentang transformasi digital di pesantren. Metode penelitian yang digunakan adalah kualitatif-deskriptif, dengan teknik observasi, wawancara, dan dokumentasi. Temuan penelitian ini menunjukkan bahwa sistem digital kolektif (SiDiK) adalah term yang mengatasnamakan transformasi digital pesantren dalam pengelolaan pesantren. Implementasinya berupa aplikasi dan kartu seperti ID card santri untuk presensi dan transaksi. Trasnformasi digital SiDiK ini berimplikasi pada penyelenggaraan lembaga pendidikan Islam yang transparan (nilai sifat Sidik) dan akuntabel (nilai sifat amanah dan tabligh). Kesimpulan dari hasil penelitian ini adalah pesantren Thohir Yasin telah merubah pola pengelolaan dari tradisional yang cenderung tertutup kepada digital transaparan. Hasil studi ini dapat membantah teori Terry T. Williams dan M. Natsir yang berpendapat bahwa pesantren di Indonesia cenderung memiliki sistem manajemen yang tertutup dan dominansi kiyai. Kata Kunci: Sistem Digitalisasi Kolektif, Transformasi Digital, Pondok Pesantren Thohir Yasin Abstract: Digital innovation in the form of SiDiK (Collective Digitalisation System) at Thohir Yasin Islamic Boarding School provides new opportunities for Islamic boarding schools and addresses the challenges of the digital era. SiDiK enhances transparency in financial management. This study aims to describe the digital transformation within Islamic boarding schools. The research employed a qualitative-descriptive method, using observation, interviews, and documentation techniques. The findings indicate that the Collective Digitalisation System (SiDiK) represents the digital transformation of boarding school management. Its implementation includes applications and student identification cards used for attendance and financial transactions. The digital transformation through SiDiK has significant implications for the organisation of Islamic education, fostering transparency (reflecting the value of ṣidq) and accountability (reflecting the values of trustworthiness and tablīgh). The study concludes that Thohir Yasin Islamic Boarding School has shifted its management pattern from a traditional, closed system to one characterised by digital transparency. These findings challenge the theory of Terry T. Williams and M. Natsir, who argue that Indonesian Islamic boarding schools tend to maintain closed management systems dominated by the authority of the kiai.
PENGEMBANGAN MEDIA MEDIVERSE ANATOMY BERBANTUAN AR DAN GAMIFIKASI UNTUK MENINGKATKAN KREATIVITAS IMAJINATIF SISWA SEKOLAH DASAR Sulfani; Fitrianingsih, Nur; Hardiansyah; Mariamah; Ahyar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61252

Abstract

The low level of students’ imaginative creativity in learning is often caused by the limited use of interactive learning media, especially in learning human anatomy which tends to be abstract. This study aims to develop MediVerse Anatomy learning media based on Augmented Reality (AR) and gamification to improve students’ imaginative creativity. The research employed a Research and Development (R&D) method using the ADDIE model, which consists of analyze, design, development, implementation, and evaluation stages. The subjects were fourth-grade students at SDN Inpres Rabakodo, involving 39 students in the implementation stage. Data were collected through observation, validation sheets, questionnaires, and pretest-posttest instruments. The results showed that the developed media was highly feasible with an average validation score of 88,75%. The effectiveness test indicated a moderate improvement with an N-Gain value of 0.62 and a significant difference between pretest and posttest results (p < 0.05). In addition, the practicality level reached 92.56% in the very practical category. These findings indicate that the integration of AR and gamification in MediVerse Anatomy can enhance students’ engagement, understanding, and imaginative creativity.
MEDIA AUGMENTED REALITY BERBASIS GAMIFIKASI UNTUK PENINGKATAN BERPIKIR KRITIS DAN SELF-EFFICACY SISWA Ulva, Mariam; Fitriati, Ita; Fitrianingsih, Nur; Muslim; Ahyar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61267

Abstract

Rendahnya kemampuan berpikir kritis dan efikasi diri siswa dalam pembelajaran informatika menunjukkan belum optimalnya pemanfaatan media pembelajaran yang interaktif dan inovatif. Dominasi pendekatan pembelajaran konvensional cenderung menyebabkan rendahnya partisipasi aktif siswa serta kurangnya kepercayaan diri dalam proses pembelajaran maupun dalam menyelesaikan tugas-tugas akademik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) yang terintegrasi dengan gamifikasi guna meningkatkan kemampuan berpikir kritis dan efikasi diri siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian adalah siswa kelas VIII A SMPN 3 Palibelo. Data dikumpulkan melalui validasi angket ahli, efikasi diri angket , angket respon siswa, serta tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media yang dikembangkan memperoleh tingkat kelayakan sangat tinggi dengan persentase sebesar 94,5%. Keefektifan media ditunjukkan oleh peningkatan kemampuan berpikir kritis siswa dengan nilai N-Gain sebesar 0,76 yang termasuk kategori tinggi, serta peningkatan nilai rata-rata dari 53,53 menjadi 88,53. Selain itu, efikasi diri siswa berada pada kategori tinggi dengan persentase 71,53%, dan respon siswa terhadap media sangat baik dengan persentase 92,35%. Dengan demikian, media pembelajaran berbasis AR dan gamifikasi yang dikembangkan dinyatakan layak, praktis, dan efektif dalam meningkatkan kemampuan berpikir kritis dan efikasi diri siswa.
DIGITAL LEADERSHIP DALAM MANAJEMEN PENDIDIKAN: PENDEKATAN STRATEGIS UNTUK MEWUJUDKAN TATA KELOLA PENDIDIKAN YANG ADAPTIF, INOVATIF, DAN BERKELANJUTAN Ahyar; Azhar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.62987

Abstract

Digital leadership is a key approach in the transformation of educational management in the digital age. This study aims to synthesize various findings regarding the characteristics, implementation, challenges, and contributions of digital leadership in educational management. The study employs a literature review using a descriptive qualitative approach, analyzing 13 scholarly articles published between 2021 and 2026 that were obtained through Google Scholar. The results of the study indicate that digital leadership integrates strategic vision, technology, innovation, and data-driven decision-making. Its implementation enhances the effectiveness of educational governance through the strengthening of organizational culture, the development of human resource competencies, and the optimization of educational services. However, its implementation still faces obstacles in the form of infrastructure limitations, low digital literacy, resistance to change, and suboptimal policy support. These findings underscore that digital leadership serves as the foundation for achieving adaptive, innovative, and sustainable educational governance, with the success of digital transformation determined by leadership capacity in managing organizational change.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS PLATFORM EDUCANDY UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS VIII SMPN 3 MONTA PADA MATERI SOFTWARE Aprilia; Muslim; Ahyar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.63352

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis platform Educandy guna meningkatkan hasil belajar siswa kelas VIII SMPN 3 Monta pada materi software dalam mata pelajaran Informatika. Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa, kurangnya keterlibatan siswa dalam proses pembelajaran, serta belum optimalnya pemanfaatan media pembelajaran berbasis teknologi yang mendukung pembelajaran aktif dan berpusat pada siswa. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Produk yang dikembangkan berupa media pembelajaran interaktif berbasis Educandy yang mengintegrasikan aktivitas game-based learning, seperti kuis, matching pairs, word search, dan anagram untuk membantu siswa memahami materi software. Subjek penelitian terdiri atas 19 siswa kelas VIII SMPN 3 Monta. Kelayakan media dinilai melalui validasi oleh ahli media dan ahli materi, sedangkan efektivitasnya diukur menggunakan tes hasil belajar melalui pretest dan posttest. Hasil penelitian menunjukkan bahwa media memperoleh nilai validasi sebesar 90% dari ahli media dan 83,34% dari ahli materi dengan kategori sangat layak. Nilai rata-rata hasil belajar siswa meningkat dari 55,00 pada pretest menjadi 89,42 pada posttest. Hasil analisis N-Gain sebesar 0,81 termasuk kategori tinggi, yang menunjukkan bahwa media pembelajaran berbasis Educandy efektif dalam meningkatkan hasil belajar siswa. Dengan demikian, media pembelajaran interaktif berbasis Educandy layak digunakan sebagai alternatif pembelajaran digital yang inovatif untuk meningkatkan kualitas pembelajaran Informatika di tingkat SMP.
Hubungan Model Pembelajaran Kontekstual Berbasis Aktivitas Ibu Rumah Tangga terhadap Kemampuan Literasi Matematis Anak Usia Dini Fitriani; Novitasari, Wiwik; Samosir, Benny Sofyan; Dela, Vitria Larseman; Harahap, Fatma Suryani; Zahra, Husni Al; Ahyar
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.5779

Abstract

This study was motivated by the limited use of household activities as a medium for mathematics learning for early childhood children, although daily activities have significant potential to introduce numeracy concepts in a concrete and meaningful manner. The study aimed to analyze the relationship between a contextual learning model based on housewives’ activities and the mathematical literacy skills of early childhood children in Bandar Hapinis Village. This research employed a quantitative approach using a pre-experimental design with a one-group pretest-posttest design. The research sample consisted of 25 housewives and 25 children aged 4–6 years. Data collection was conducted through observation, and the data were analyzed using the Pearson correlation test. The findings revealed that the implementation of the contextual learning model was categorized as good, with an average observation score of 17.92. Children’s mathematical literacy skills improved from an average pretest score of 58.83 to a posttest score of 82.27. The Pearson correlation result (0.687; significance 0.000 < 0.05) indicated a positive and significant relationship between contextual learning and children’s mathematical literacy skills. However, future studies should involve larger samples and stronger research designs.