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Role Playing for Islamic Values in Early Childhood: An Islamic Education Management Approach Riandini, Monika; Puspitasari, Tuti; Sumarni; Sundari, Las; Al Fathan, Kukuh Maulana
Journal of Advanced Islamic Educational Management Vol. 5 No. 2 (2025): Journal Of Advanced Islamic Educational Management
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/s2ptg502

Abstract

This study examined the effectiveness of the role-playing method in improving the understanding and internalization of basic Islamic values-especially honesty, discipline, politeness, helping, and love of cleanliness-in 31 students of class A/B RA Raudlatul Huda Sukarendah. The researcher implemented a two-cycle classroom action research with a descriptive qualitative approach. Data were collected through observation, field notes, documentation, and attitude assessment, then analyzed thematically with source triangulation. Results showed significant improvement: contextual understanding of Islamic values rose from 35% to 88%, while behavior according to these values increased from 20% to 83% after two cycles. This success reflects the application of Islamic education management principles that are responsive to children's nature, integrate values in curricular planning, and apply character-based holistic assessment. The researcher recommends the integration of participatory methods such as role play as an innovative practice in the management of transformative Islamic learning in early childhood education institutions.
THE USE OF ARTIFICIAL INTELLIGENCE IN THE DEVELOPMENT OF AN ORDERLY TRAFFIC EDUCATION POSTER FOR THE PESAWARAN POLICE BASED ON MOBILE WEB TO IMPROVE STUDENT LITERACY Triyas Hastomo; Tuti Puspitasari
IJISCS (International Journal of Information System and Computer Science) Vol 10, No 1 (2026): IJISCS (International Journal of Information System and Computer Science)
Publisher : Bakti Nusantara Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/ijiscs.v10i1.1881

Abstract

Students' awareness of traffic discipline remains relatively low, as indicated by the high rate of violations and accidents among school-aged individuals. Conventional educational methods are considered less effective in engaging students in the digital era. The research problem focuses on how to develop a technology-based learning media that can enhance students’ understanding and engagement in traffic regulations. This study aims to develop and implement an Artificial Intelligence (AI)-based traffic education application that is interactive, adaptive, and user-friendly for high school students. This research employs the Research and Development (R&D) method, including stages of needs analysis, system design, mobile application development, AI implementation, and user testing. System evaluation was conducted involving 48 student respondents using a Likert-scale questionnaire covering interface, system security, and usability aspects. The results indicate that the application achieved a success rate of 86.00%, categorized as very successful. The usability aspect obtained the highest score of 88.50%, followed by interface (86.50%) and system security (83.00%). These findings demonstrate that the application effectively improves students’ understanding, enhances interactive learning experiences, and is easy to use. Therefore, the application is considered feasible as an AI-based educational tool to improve traffic safety literacy among high school students.
PENDAMPINGAN APARATUR DESA DALAM INPUT DATABASE PENERIMA BANSOS DI KECAMATAN KARYA PENGGAWA KABUPATEN PESISIR BARAT Taufik Taufik; Tri Susilowati; Tuti Puspitasari
PEDAMAS (PENGABDIAN KEPADA MASYARAKAT) Vol. 4 No. 04 (2026): JULI 2026
Publisher : MEDIA INOVASI PENDIDIKAN DAN PUBLIKASI

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

Abstract

Program bantuan sosial merupakan salah satu upaya pemerintah dalam meningkatkan kesejahteraan masyarakat. Namun, pengelolaan data penerima bantuan sosial di tingkat desa masih menghadapi berbagai kendala seperti rendahnya kemampuan pengelolaan data digital, duplikasi data, dan ketidaksesuaian data penerima. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kapasitas aparatur desa dalam melakukan input dan pengelolaan database penerima bantuan sosial secara tepat dan sistematis. Kegiatan dilaksanakan di Kecamatan Karya Penggawa Kabupaten Pesisir Barat dengan melibatkan aparatur desa sebagai peserta utama. Metode yang digunakan meliputi sosialisasi, pelatihan, pendampingan, dan evaluasi. Hasil kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan aparatur desa dalam melakukan input, verifikasi, dan pembaruan data penerima bantuan sosial. Pendampingan yang dilakukan mampu meningkatkan kualitas pengelolaan database sehingga mendukung penyaluran bantuan sosial yang lebih tepat sasaran dan akuntabel.
PELATIHAN PENGEMBANGAN SISTEM INFORMASI DIGITAL LAYANAN ADMINISTRASI PUBLIK PADA PEKON KLATEN, GADING REJO BERBASIS WEB RESPONSIF Taufik Taufik; Rinawati Rinawati; Sri Hartati; Tri Susilowati; Novita Andriyani; Tuti Puspitasari
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 3 No 06 (2025): DESEMBER 2025
Publisher : Media Inovasi Pendidikan dan Publikasi

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

Abstract

Pelayanan administrasi publik di tingkat pekon masih menghadapi tantangan serius, terutama dalam hal efektivitas pelayanan, akurasi pengarsipan, dan akses informasi publik yang terbatas. Pekon Klaten, Kecamatan Gading Rejo, merupakan salah satu wilayah yang masih menerapkan proses administrasi secara manual sehingga menyebabkan keterlambatan pelayanan dan kurangnya   transparansi kepada masyarakat. Kegiatan pengabdian ini bertujuan untuk meningkatkan kualitas layanan administrasi publik melalui pelatihan dan pengembangan sistem informasi digital berbasis web responsif. Metode yang digunakan meliputi observasi kebutuhan, perancangan dan pengembangan sistem, pelatihan penggunaan kepada aparatur pekon, serta sosialisasi kepada masyarakat. Hasil pengabdian menunjukkan bahwa sistem informasi yang dikembangkan berhasil diimplementasikan dengan baik dan mampu mempercepat proses pelayanan administrasi, dari yang sebelumnya memakan waktu 20–30 menit menjadi 5–10 menit. Selain itu, aparatur pekon mampu mengelola data dan arsip digital secara lebih terstruktur, dan masyarakat mendapatkan akses layanan secara mudah melalui perangkat digital. Secara keseluruhan, pengabdian ini berhasil meningkatkan efisiensi layanan, akurasi pengarsipan, dan literasi digital aparatur pekon serta masyarakat, sekaligus mendorong terciptanya tata kelola pemerintahan pekon yang modern dan transparan.
DEVELOPMENT OF A QR-CODE INTEGRATED WEB-MOBILE FLORA EDUCATION INFORMATION SYSTEM FOR EDUCATIONAL TOURISM IN SUMBER REJO TOURISM VILLAGE Wahyu Sulistianing Budi; Miftahurrofi Asidqi; Tuti Puspitasari
JECE (Journal of Ethics and Character Education) Vol. 3 No. 2 (2025): JECE (Journal of Ethics and Character Education)
Publisher : YHMM PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jece.v3i2.183

Abstract

The rapid development of digital technology has encouraged the implementation of information systems in educational tourism to improve visitor learning experiences. This study aims to develop a QR-Code integrated web-mobile flora education information system for Sumberrejo Tourism Village. The system was designed to provide visitors with easy access to information about flora collections, including plant names, classifications, benefits, and descriptions through QR-Code scanning using smartphones or computers. The research employed a Waterfall development method consisting of requirement analysis, system design, coding, testing, and maintenance stages. Data collection techniques included observation, interviews, and literature studies. System testing was conducted using the Black Box Testing method involving 64 community members and 32 school-age children. The results showed that the system achieved an average success rate of 92.7%, indicating that the application effectively supports educational tourism, improves flora literacy, and enhances visitor interaction through digital technology integration.
DEVELOPMENT OF ARTIFICIAL INTELLIGENCE-BASED EDUCATIONAL GAME MEDIA FOR SOCIAL SCIENCE LEARNING IN GRADE IV SDN 14 GEDONG TATAAN Rizky Syahputra; Tuti Puspitasari
Jurnal TAM (Technology Acceptance Model) Vol 17, No 1 (2026): Jurnal TAM (Technology Acceptance Model)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jurnaltam.v17i1.1883

Abstract

This study aims to develop an Artificial Intelligence (AI)-based educational game for IPAS (Integrated Science and Social Studies) learning in fourth-grade students at SDN 14 Gedong Tataan and to evaluate its effectiveness in improving students’ learning outcomes and motivation. The research employed a Research and Development (R&D) method using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation stages. The subjects consisted of 29 students and one teacher. Data were collected through observation, interviews, questionnaires, and tests (pre-test and post-test). The results showed that the developed media achieved an average questionnaire score of 4.39 (87.8%), categorized as very good, with a reliable instrument (Cronbach’s Alpha = 0.73). Furthermore, the N-Gain score of 0.625 indicated a moderate improvement in learning outcomes, and the t-test results showed a significant difference before and after using the media. Therefore, the AI-based educational game proved to be effective in enhancing students’ interest and learning outcomes in IPAS at the elementary school level.
UPAYA PENGGUNAAN METODE DISCOVERY LEARNING UNTUK MENINGKATKAN PEMBELAJARAN PKN DI SDS SUKA BARU SELAGAI LINGGA Hendri Sumantri; Tuti Puspitasari
JURNAL PENDIDIKAN DASAR PERKHASA: Jurnal Penelitian Pendidikan Dasar Vol 12, No 2 (2026): Jurnal Pendidikan Dasar Perkhasa: Jurnal Penelitian Pendidikan Dasar
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpdp.v12i2.6486

Abstract

This study aimed to improve students’ learning outcomes in Civic Education through the implementation of the Discovery Learning method at SDS Suka Baru Selagai Lingga. The study employed a Classroom Action Research (CAR) design conducted in two cycles. The participants were 20 fourth-grade students at SDS Suka Baru Selagai Lingga. Data were collected through observation, learning outcome tests, interviews, and documentation. The data were analyzed using qualitative and quantitative descriptive approaches to measure improvements across cycles. The results showed significant improvements in students’ engagement, motivation, and Civic Education learning outcomes from Cycle I to Cycle II. This improvement was demonstrated by the increase in the mean learning outcome score from 70.40 in Cycle I to 74.15 in Cycle II, representing an increase of 3.75 points. Classical learning mastery also increased consistently following the implementation of the Discovery Learning method. These findings indicate that Discovery Learning is an effective and innovative alternative for Civic Education instruction, as it encourages students to think critically, develop independence, and actively participate in the learning process. Therefore, the method can contribute to creating a more engaging and student-centered learning environment in elementary education.