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Development e-module through problem-based learning on ecosystem concepts to improve environmental literacy Lubis, Silvi Puspa Widya; Handika, Handika; Samsuar, Samsuar
Biosfer: Jurnal Pendidikan Biologi Vol. 19 No. 1 (2026): Biosfer: Jurnal Pendidikan Biologi
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/biosferjpb.63603

Abstract

This study developed an e-module based on problem-based learning (PBL) on ecosystem materials to enhance environmental literacy using the 3D model. The research novelty lies in the systematic integration of environmental literacy indicators directly into the PBL syntax, synchronizing ecosystem problem-solving with ecological knowledge. The development progressed through define, design, and development stages, involving rigorous competency analysis, interactive storyboarding, and expert validation. Results demonstrated an overall feasibility score of 74.8% (feasible), with the material expert rating it at 66.6% (Feasible) and the media expert at 83.3% (very Feasible). Based on these findings, it is recommended that educators utilize this e-module as a supplementary tool to foster environmental awareness. Furthermore, future development should refine the material depth by incorporating recent local ecological data and expanding into the Dissemination stage through large-scale field testing to measure long-term behavioral impacts. This digital-interactive approach effectively bridges abstract biological concepts with real-world environmental challenges for students.
Pemanfaatan Media Pembelajaran Interaktif Berbasis Gamifikasi dengan Pendekatan Deep Learning bagi Guru SD Lubis, Silvi Puspa Widya; Musriandi, Riki; Tamarli, Tamarli; Miswar, Miswar; Syahfitri, Nila; Lembong, Riska Muliana
Rengganis Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): Mei 2026
Publisher : Pendidikan Matematika, FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/rengganis.v6i1.866

Abstract

Digital transformation in primary education requires teachers to adopt more innovative and adaptive learning methods. This Community Service (PKM) aims to enhance the competence of primary school teachers in utilizing interactive gamification-based learning media combined with a deep learning approach. The activity was conducted at SD Negeri Ulee Paya, Pulo Aceh District, involving teachers from the school. The implementation methods included surveys, counseling, face-to-face training, practice creating media using the Wordwall and Gimkid platforms, and an introduction to implementing simple deep learning to personalize learning materials. Evaluation was carried out through pre-tests and post-tests, observation of practice, and satisfaction questionnaires. The results showed an increase in participants' average knowledge, from 65 to 90, with 90% of teachers at Ulee Paya State Elementary School understanding the concept of gamification and the basic principles of deep learning. Teachers can create learning media using Wordwall and Gmkit applications. This activity increased motivation and understanding of technology among teachers at Ulee Paya State Elementary School, while also opening opportunities to apply adaptive learning at the elementary school level. Future recommendations include ongoing mentoring, the provision of computing infrastructure, and policy support to enable the widespread implementation of this innovation.