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Design Thinking Dan Value Proposition Canvas Dalam Pengembangan Media Pembelajaran Augmented Reality Silvi Wiliya Asiva, Silvi Wiliya Asiva; Suarman; Asmit, Brilliant
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 11 No. 2 (2025): Volume 11 No 2 September 2025
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v11i2.2637

Abstract

Abstrak Dalam era Society 5.0 dan Revolusi Industri 4.0, pendidikan harus beradaptasi dengan kemajuan teknologi untuk mempersiapkan siswa menghadapi tantangan masa depan. Sejalan dengan Kurikulum Merdeka yang menekankan perubahan paradigma dalam pembelajaran, guru berperan sebagai fasilitator yang mendorong inovasi dan mengintegrasikan teknologi pendidikan yang mutakhir. Salah satu teknologi yang berkembang dalam pendidikan adalah Augmented Reality (AR). Penelitian ini bertujuan untuk mengidentifikasi kebutuhan siswa dan guru terhadap media pembelajaran berbasis AR dalam mata pelajaran ekonomi serta mengeksplorasi spesifikasi fitur AR yang relevan untuk mendukung proses pembelajaran. Penelitian ini menggunakan pendekatan design thinking, yang terdiri dari tiga tahap utama: empathize, define, dan ideate. Tahap define dan ideate diformulasikan menggunakan Value Proposition Canvas (VPC). Data dikumpulkan melalui observasi partisipatif dan wawancara semi terstruktur dengan siswa dan guru ekonomi. Hasil penelitian menunjukkan bahwa mayoritas siswa dan guru membutuhkan AR sebagai media pembelajaran untuk meningkatkan interaktivitas dan pemahaman terhadap konsep ekonomi yang kompleks. Penelitian ini menyimpulkan bahwa media pembelajaran berbasis AR memiliki potensi signifikan dalam mendukung pendidikan ekonomi. Pengembangan AR perlu mempertimbangkan kebutuhan pengguna, integrasi dengan metode pembelajaran konvensional, serta solusi terhadap kendala teknis yang ada. Kata Kunci: Design thinking; Value co-creation; Mata pelajaran ekonomi; Sekolah.   Abstract In the era of Society 5.0 and the Industrial Revolution 4.0, education must adapt to technological advancements to prepare students for future challenges. Aligned with the Merdeka Curriculum, which emphasizes a paradigm shift in learning, teachers serve as facilitators who drive innovation and integrate cutting-edge educational technology. One of the emerging technologies in education is Augmented Reality (AR). This study aims to identify the needs of students and teachers for AR-based learning media in economics and to explore the relevant AR feature specifications to support the learning process. This study employs a design thinking approach, which consists of three main stages: empathize, define, and ideate. The define and ideate stages are formulated using the Value Proposition Canvas (VPC). Data were collected through observations participant and semi-structure interviews with students and economics teachers. The findings reveal that the majority of students and teachers require AR as a learning medium to enhance interactivity and understanding of complex economic concepts. This study concludes that AR-based learning media have significant potential in supporting economics education. AR development should consider user needs, integration with conventional teaching methods, and solutions to existing technical constraints. Keyword: Design thinking; Value co-creation; Economics subject; School.
Pelatihan Pembuatan Games Edukatif Menggunakan Educandy bagi Guru Sekolah Dasar Kecamatan Kerinci Kanan Kabupaten Siak Syafriafdi, Non; Suarman; Oktary, Dian; Yakub, Elni; Puspita, Dina; Pernandes, Putri Chaya
TRIMAS: Jurnal Inovasi dan Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2025): Trimas: Jurnal Inovasi dan Pengabdian Kepada Masyarakat
Publisher : Indra Institute Research & Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58707/trimas.v5i1.1029

Abstract

This service activity aims to enable participants to create educational games using candy for elementary school teachers in Kerinci Kanan subdistrict, Siak district. The methods for implementing service activities are lectures, demonstrations and exercises in making educational games using Educandy. The targets of this training activity in making educational games using Educandy are elementary school teachers in Kerinci Kanan District. Systematic activity plans (a) elementary school teachers understand the concept of educational games using candy, (b) practice making educational games using candy. (c) Discussion and questions and answers to discuss and explain things that participants do not understand as feedback for resource persons.
Pelatihan Peningkatan Kompetensi Guru Mata Pelajaran IPS SD dalam Penggunaan Internet Berbasis Metode E-Learning Se- SD Negeri Kecamatan Ujung Batu Kabupaten Rokan Hulu Suarman; M.Yogi Riyantama Isjoni; Mifta Rizka; Filma Alia Sari
Pucuk Rebung: Jurnal Pengabdian kepada Masyarakat Vol. 1 No. 2 (2021): November
Publisher : Jurusan Ilmu Pendidikan Fakultas Keguruan dan Ilmu Pendidikan Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pure.v1i2.p54-62

Abstract

In the development of the era, teachers are required to improve competence, especially in terms of learning about digital literacy. The role of teachers is very important in creating a teaching and learning process that is following the demands of revolution 4.0. In the learning process, teachers can use the internet-based e-learning method. E-learning is a learning method that utilizes web-based information technology (IT) that can be accessed remotely so that the learning done is not only glued in the classroom and within certain hours but can still be done anytime and anywhere. Ujung Batu Subdistrict Rokan Hulu has sixteen public elementary schools scattered in various from in Ujung Batu Subdistrict. Based on the observations, elementary school teachers in Ujung Batu Subdistrict still do not use the Internet to the maximum in the learning process. Teachers use limited media and learning resources. This is due to lack of information and lack of facilities The purpose of this devotion is to increase knowledge and insight into the innovation of e-learning based learning for teachers of SD Negeri Ujung Batu can be done through training activities in the application of Google meet, Google classroom and Zoom applicated. This activity was attended by 20 people in the teachers of SD Negeri Ujung Batu with the implementation method of devotion using lecture methods, questions and answers, and simulations. The results of this dedication show that (1) the trainees know the use of e-learning application Platform, (2) The trainees already have a learning class using the platform E-Learning Application, (3) The trainees have been knowledgeable e-learning used.
Pengaruh Kompetensi Sosial dan Kompetensi Kepribadian Guru Terhadap Motivasi Belajar Siswa Jurusan Ilmu Pengetahuan Sosial Pada Sekolah Menengah Atas Lufita; Mualif Hari Wahyudi; Suarman; Mujiono
Jurnal Ilmu Sosial dan Humaniora Vol. 2 No. 4 (2024): Juni (Jurnal Ilmu Sosial dan Humaniora)
Publisher : CV Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jishum.v2i4.401

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh kompetensi sosial dan kompetensi kepribadian guru terhadap motivasi belajar siswa SMAN 1 Bangko Pusako. Kompetensi sosial mencakup kemampuan guru dalam berinteraksi dan berkomunikasi secara efektif dengan siswa, sementara kompetensi kepribadian mencakup sifat sifat kepribadian guru yang mendukung proses pembelajaran. Penelitian ini menggunakan metode kuantitatif. Instrument pengumpulan data pada penelitian menggunakan angket. Data yang dikumpulkan melalui angket yang diberikan kepada siswa jurusan IPS di SMAN 1 Bangko Pusako. Analisis data dilakukan menggunakan teknik regresi linear berganda untuk melihat pengaruh masing masing variabel independen (Kompetensi sosial dan Kompetensi kepribadian) terhadap variabel dependen (Motivasi belajar siswa). Hasil analisis menunjukan bahwa kompetensi sosial dan kompetensi kepribadian guru memiliki pengaruh positif terhadap motivasi belajar siswa SMAN 1 Bangko Pusako. Berdasarkan hasil analisis dengan uji t dan Uji F menunjukkan hasil signifikansi 0,000. Hal ini menunjukan bahwa nilai signifikansi dibawah <0,05. Dapat dikatakan bahwa adanya pengaruh kompetensi sosial dan kepribadian guru terhadap motivasi belajar siswa IPS SMA Negeri 1 Bangko Pusako. Kedua variabel ini secara Bersama sama memberikan kontribusi yang signifikan terhadap peningkatan motivasi belajar siswa Jurusan IPS SMAN 1 Bangko Pusako.