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Efektivitas Augmented Reality Geography Games (ARGG) dalam Meningkatkan Kemampuan Berpikir Spasial pada Siswa Sekolah Menengah Atas S Tabbu, Muhammad Ansarullah; Aliman, Muhammad; Mannan, Abdul; Azhim, Muhamad Ihsan
LaGeografia Vol 22, No 1 (2023): Oktober
Publisher : UNIVERSITAS NEGERI MAKASSAR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/lageografia.v22i1.53175

Abstract

Developing the necessary spatial thinking skills for students at the secondary school level remains a challenge. Augmented Reality Geography Games (ARGG) media technology is expected to be an engaging learning method for students, allowing them to interact directly with geographic concepts and gain a deeper understanding of location and space. The study aims to examine the effectiveness of using Augmented Reality Geography Games in improving students' spatial thinking skills. The research design used is a quasi-experimental design. The subjects in this study were students of SMA Negeri 13 Gowa class XI IPS. Data collection was done by using spatial thinking ability tests before and after intervention. The data collected were analyzed through the n-gain test and using statistical methods, namely the independent samples t-test. The results showed that the experimental group using Augmented Reality Geography Games had a higher gain value (0.71) compared to the control group (0.62). These results indicate that the use of Augmented Reality Geography Games has a positive impact on improving students' spatial thinking skills. Furthermore, the results of the independent t-test analysis showed that there was a significant difference between the experimental group and the control group in their post-test results. The result of this t-test means that the Augmented Reality Geography Games has a positive impact on students' spatial thinking ability. AbstrakMengembangkan keterampilan berpikir spasial yang diperlukan bagi siswa di tingkat sekolah menengah masih menjadi tantangan. Teknologi media Augmented Reality Geography Games (ARGG) diharapkan menjadi metode pembelajaran yang menarik bagi siswa, memungkinkan mereka untuk berinteraksi secara langsung dengan konsep geografis dan memperoleh pemahaman yang lebih mendalam tentang lokasi dan ruang. Penelitian bertujuan untuk menguji efektifitas penggunaan Augmented Reality Geography Games dalam meningkatkan kemampuan berpikir spasial siswa. Desain penelitian yang digunakan adalah desain quasi eksperimental. Subjek dalam penelitian ini adalah Siswa SMA Negeri 13 Gowa kelas XI IPS. Pengambilan data dilakukan dengan menggunakan tes kemampuan berpikir spasial sebelum dan setelah intervensi. Data yang dikumpulkan dianalisis melalui uji n-gain dan menggunakan metode statistik yakni uji t independent (independent samples t-test). Hasil penelitian menunjukkan bahwa kelompok eksperimen yang menggunakan Augmented Reality Geography Games memiliki nilai gain yang lebih tinggi (0.71) dibandingkan dengan kelompok kontrol (0.62). Hasil ini menunjukkan bahwa penggunaan Augmented Reality Geography Games memiliki dampak positif dalam meningkatkan kemampuan berpikir spasial siswa. Selanjutnya, hasil analisis uji t independent menunjukkan terdapat perbedaan signifikan antara kelompok eksperimen dan kelompok kontrol pada hasil post-test mereka. Hasil uji t ini berarti bahwa media pembelajaran Augmented Reality Geography Games memiliki pengaruh yang signifikan terhadap kemampuan berpikir spasial siswa.
Pengembangan Multimedia Game Edukasi Interaktif Menggunakan SAC Untuk Meningkatkan Pemahaman Siswa Tentang Konsep-Konsep Penting Dalam Pembelajaran Putra, Kurnia Prima; Rhania, Dhia; Muhammad Ansarullah S. Tabbu; Surianto, Dewi Fatmarani
Jurnal Kemitraan Responsif untuk Aksi Inovatif dan Pengabdian Masyarakat Volume 1 Issue No. 1: Juli 2023
Publisher : Lontara Digitech Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/kreativa.v1i1.20231

Abstract

Aplikasi pembelajaran untuk peserta didik ini adalah suatu aplikasi pembelajaran pada peserta didik sekolah dasar dengan bantuan teknologi komputer. Aplikasi ini merupakan bentuk media pembelajaran yang terdiri dari bagian edukasi berupa permainan matematika dasar dengan tujuan untuk mengetahui kinerja media pembelajaran dan meningkatkan pengetahuan siswa terhadap materi pada media pembelajaran berbasis multimedia. Pengembangan aplikasi ini didasarkan dengan metode menurut Lee & Owens yang bersifat prosedural dan detail pada setiap tahapannya. Produk akhir dari pengembangan ini adalah produk berupa game android yang valid dan dapat digunakan untuk memberikan pemahaman materi tambahan mengenai materi kepada peserta didik.
PENGUATAN KAPASITAS GURU DAN KEPALA SEKOLAH SD DI KAB. TAKALAR MELALUI PELATIHAN LESSON STUDY Jamaluddin, Asham Bin; Pratiwi, Andi Citra; S. Tabbu, Muhammad Ansarullah; GH, Muliana; Ristiana, Evi; Arifin, Arifah Novia
Jurnal Abdi Negeriku Vol 1, No 2 (2022): Jurnal Abdi Negeriku
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35580/jan.v1i2.40487

Abstract

Lesson study merupakan strategi pembinaan profesi guru berkelanjutan berbasis kelas & kolaboratif untuk mengoptimalkan layanan siswa belajar mengenai Lesson Study. Tujuan penelitian ini yaitu untuk memberikan penguatan dan pemahaman Guru-Guru dan Kepala Sekolah di Kab. Takalar. Adapun metode yang digunakan dalam penelitian ini yaitu; a) Observasi; b) Diskusi dan Tanya jawab; c) Tugas Mandiri/Terstruktur; d) Review Tugas; dan e) Konsultasi secara lansung dan online. Berdasarkan hasil pelaksanaan kegiatan pelatihan ini dapat disimpulkan bahwa terdapat peningkatan kemampuan guru dan kepala sekolah mengenai Lesson Study. Hasil tersebut terlihat dari kegiatan yang berjalan dengan baik dan kondusif serta positifnya respon peserta pelatihan terhadap angket yang diberikan dengan nilai rata-rata 3.35.
Implementasi Structure Learning Approach (SLA) dalam Bimbingan Klasikal untuk Meningkatkan Karakter P5 Pada Siswa SMA Umar, Nur Fadhilah; Zulfikri; Aina, Asri Nur; Tabbu, Muhammad Ansarullah S.; Majid, Ahmad Fudhail
IKRA-ITH ABDIMAS Vol. 9 No. 3 (2025): Jurnal IKRAITH-ABDIMAS Vol 9 No 3 November 2025
Publisher : Universitas Persada Indonesia YAI

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Abstract

The implementation of the Pancasila Student Profile Strengthening Project (P5) requires pedagogical strategies and guidance services capable of developing students’ character in a systematic and contextually grounded manner. However, students at SMAN 23 Makassar demonstrate complex developmental dynamics, ranging from academic demands and involvement in school organizations to varying abilities in managing their roles within project-based learning. These conditions necessitate a more structured support approach to help students consistently internalize P5 values. This community engagement program applies the Structured Learning Approach (SLA) within classroom guidance services as a strategic intervention to enhance student character in alignment with the Pancasila Student Profile. The implementation method comprises five stages: needs identification, development of guidance materials, integration of P5 values into SLA sessions, implementation of classroom guidance, and evaluation and follow-up. The procedural activities include modeling, role-playing, group discussions, feedback provision, and transfer of training to ensure that students can effectively practice social–emotional skills within the context of P5 projects. The results indicate improvements in students’ assertive communication, collaboration skills, decision-making abilities, and awareness of the values of cooperation, independence, and critical thinking. The school counselor also reported that SLA offers a more systematic and applicable service framework for counseling practice. Overall, this program demonstrates that integrating SLA into classroom guidance effectively strengthens student character and supports the successful implementation of P5 projects at SMAN 23 Makassar. This service model holds potential for sustainable adoption as part of the school’s long-term character development initiatives.
Penguatan Literasi Digital Siswa SMAN 23 Makassar melalui Workshop Penggunaan Pembelajaran Digital Aina, Asri Nur; Umar, Nur Fadhilah; Zulfikri; Tabbu, Muhammad Ansarullah S.
IKRA-ITH ABDIMAS Vol. 9 No. 3 (2025): Jurnal IKRAITH-ABDIMAS Vol 9 No 3 November 2025
Publisher : Universitas Persada Indonesia YAI

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Abstract

The rapid development of digital technology requires students to possess adequate digital literacy skills to support learning processes that are increasingly integrated with digital media. However, preliminary observations at SMAN 23 Makassar indicate that students’ abilities in utilizing learning applications, managing information, and comprehending digital content remain varied, thus necessitating a more targeted intervention. This community service program aims to enhance students’ digital literacy through a workshop on the use of digital learning applications, specifically Powtoon and Prezi. The implementation method adopts an interactive workshop approach consisting of socialization, technical training, technology application in learning activities, as well as mentoring and evaluation. During the socialization phase, students were provided with an understanding of the urgency of digital literacy in addressing contemporary learning challenges. The training phase offered opportunities for students to become familiar with the basic features of the applications and to develop technical skills through hands-on practice. Implementation results demonstrate an improvement in students’ abilities to create visual summaries, present conceptual understanding, and manage digital content more systematically. Subsequent mentoring further revealed that students became increasingly motivated, adaptive, and confident in utilizing technology as part of their learning strategies. These findings align with previous studies asserting that digital literacy training can enhance students’ critical thinking, creativity, and active participation in digital learning environments. Thus, the workshop proved effective in strengthening the technical, cognitive, and motivational dimensions of students’ digital literacy, contributing significantly to their preparedness in navigating the dynamics of learning in the digital era.
Virtual Reality-assisted Smart Teaching Model to Enhance Climate Literacy and Participation In Climate Change Mitigation And Adaptation Of Secondary School Students' S. Tabbu, Muhammad Ansarullah; Erman Syarif; Asham Bin Jamaluddin
Jurnal MediaTIK Volume 7 Issue 1, Januari (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mediatik.v7i1.1689

Abstract

This study assesses the impact of a Virtual Reality-assisted Smart Teaching Model (VRSTM) on improving climate literacy and fostering active engagement in climate change mitigation and adaptation among secondary school students. A quasi-experimental design was used to compare the effectiveness of VRSTM with a Smart Teaching (ST) model and traditional teaching methods among eleventh graders at SMA Negeri 13 Makassar. Post-intervention data were analyzed using Analysis of Covariance (ANCOVA), which highlighted significant enhancements in climate literacy and student participation levels across the three groups. The findings reveal that students instructed through VRSTM scored higher in climate literacy (84.88) and in participation in climate change mitigation and adaptation activities (85.53) than those in the ST model (83.09 and 84.97, respectively) and the traditional teaching groups (78.72 and 79.84, respectively). These results demonstrate that integrating VR technology into educational models markedly improves students' comprehension of climate change and their commitment to implementing mitigation and adaptation measures. The research highlights the potential of VR technology in creating more effective learning environments for tackling global challenges such as climate change, contributing valuable insights to the fields of educational technology and environmental education. It underscores the efficacy of VR-assisted learning models in boosting student engagement and involvement in addressing significant environmental concerns.
Co-Authors Abd Muis Abdul Mannan Abidin, Muh. Rais Abidin, Muhammad Rais Adiaksa Ali Adnan Al Khairi Adrian Ahmad Fudhail  Majid Ahmad Miftahurrahman Anwar Ahyani Mirah Liani Aina, Asri Nur Akhmad Affandi Alamsyah, Muh. Nur Alfira Dwi Oktavia Alief Saputro Amal, Amal Amrullah, M Fikri Andi Baso Sofyan A.P Andi Shelma Putri Azzahra Arfandi Arfandi, Arfandi Arifah Novia Arifin, Arifah Novia Arifin Manggau, Arifin Asham Bin Jamaluddin Asis Nojeng Asisah Az Zahrah Asri Ismail Aulhia Putri Ramadhani Daniel Happy Putra Desi Purnama Dewi Fatmarani Surianto Dian Ayu Lestari Diponegoro, Luqman Machmud Endratno Budi Santoso Erman Syarif Erman Syarif Farhah Fauziah Fikran Basri Fransiska Stepani Haris Haris Haris Haris Haris, Haris Hartono Hartono Hasriyanti Hasruddin Hidayat M., Wahyu Indrayani Ishak Kurniawan Jeddah Yanti Jeddayanti, Jeddayanti Kristian Unga Kurnia Prima Putra M. Miftach Fakhri Maddatuang Maddatuang Mannan, Abdul Marsa Adawiyah Muh Darwis Falah Muh Nur Sulaiman Muh. Darwis Falah Muh. Faiz Qushayyi Muh. Rais Abidin Muh. Syahriadi Muh. Yusuf Muh.Faiz qushayyi Muh.Irfan Al-Ashari Muhamad Ihsan Azhim, Muhamad Ihsan Muhammad Aliman, Muhammad Muhammad Fajar B Muhammad Rais Abidin Muhammad Yusuf Muhiddin P Muliana GH Nadira Damayanti A Nadira Damayanti.A Nur Aisyah Mukhtar Nur Qirani Ridhaihi Nurdin Nurdin Nurdin Pagarra, Halifah Pratiwi, Andi Citra Rachmawaty, Rachmawaty Rahmadani Ramli Umar Ramli Umar Rhania, Dhia Ridho Muharram Ristiana, Evi Rosidah Rosidah Sahribulan Sahribulan Seti Armaida Kartika Sitti Masyitah Meliyana R Sitti Masyitah Meliyana R. sriwahyuni Sriwahyuni Sulaiman Zhiddiq Sulaiman Zhiddiq, Sulaiman Tessa Labennu Uca, Uca Umar, Nur Fadhilah Wahyu Hidayat M Zulfikri Zulfikri Zulfikri, Zulfikri