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Tinjauan Komparatif Game-Based Learning berbasis Media Ludo untuk Penguatan Pendidikan Karakter dan Kecakapan Abad 21 dalam Pembelajaran Bahasa Arab Syafira Risti Sinatrya; Khaerudin Khaerudin; Cecep Kustandi; Imam Fitri Rahmadi
Prosiding Seminar Nasional Ilmu Pendidikan Vol. 2 No. 2 (2025): Desember : Prosiding Seminar Nasional Ilmu Pendidikan
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/prosemnasipi.v2i2.164

Abstract

Strengthening 21st century character and skill education is an important demand in today's learning transformation. Game-Based Learning (GBL)-based approaches such as Ludo are believed to present a learning process that is meaningful, fun, while forming positive values. This study aims to review and compare the results of previous studies on the application of GBL in the development of character and skills in the 21st century, especially in Arabic language learning. The method used is a simple systematic literature review of 12 scientific articles published in 2015–2025 obtained from selected scientific databases. The analysis was conducted based on three main dimensions: the game medium, the focus of learning (characters, 4Cs, vocabulary), and the method approach. The results of the study show that GBL is generally effective in improving vocabulary mastery and fostering collaboration, communication, and character values of students. Ludo media in particular has proven to be relevant as a means of value-based learning and interaction. However, studies that explicitly integrate Ludo-based GBL in Arabic language learning are still limited. This research is expected to be a conceptual basis for the development of innovative learning media that is integrative and in accordance with the challenges of 21st century education.
Systematic Review: Pemanfaatan Media Digital untuk Inovasi E-Modul Pendidikan Maria Veronica Deno; Khaerudin Khaerudin; Dwi Kusumawardani
Jurnal Pelayanan Masyarakat Vol. 2 No. 4 (2025): Desember:Jurnal Pelayanan Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/jpm.v2i4.2607

Abstract

The development of digital technology has driven the  increasing use of e-modules as interactive learning media that support  independent and collaborative learning. The integration of pedagogical approaches and multimedia technology makes e-modules increasingly adaptive and effective in developing higher-order thinking skills. This study aims to map trends in the development and utilization of e-modules through a Systematic Literature Review (SLR)  of Scopus articles published in 2020–2024. From the selection process, 20 articles were analyzed based on their pedagogical approach, as well as the media and digital platforms used. The study results show that pedagogical approaches such as Problem-Based Learning, STEM, SETS, Discovery Learning, and Guided Inquiry have been consistently proven to improve critical thinking skills, learning outcomes, and 21st-century competencies. From a technological perspective, Android and flipbook platforms are the primary choices due to their flexible access and multimedia support such as video, animation, simulations, and interactive quizzes. These findings emphasize the importance of developing systematic, pedagogically-based e-modules supported by interactive multimedia.  Further research is needed to explore the integration of AR/VR, gamification, and artificial intelligence.