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Implementation of Ethnopedagogy Through Tabak Educative Traditional Games for Multicultural Value Reinforcement Emi Tipuk Lestari; Saiful Bahri
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 2 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i2.4332

Abstract

This study explores the use of traditional Tabak games to reinforce multicultural values in Public Elementary School 14, Pontianak City. Utilizing a survey method, the research involved the Pontianak community, teachers, and students from the school. Data collection methods included participant observation, comprehensive interviews, and documentation, with data analysis conducted through an interactive approach. The findings reveal that students favor thematic lessons, particularly history education, when taught using traditional Tabak games. This is evidenced by 90.71 percent of students responding positively to questions about this learning method. The traditional Tabak games embody values such as democracy, education, social skills, personality, courage, unity, and morals. Additionally, the implementation of learning based on local wisdom through traditional educational Tabak games showed an 86.79 percent effectiveness in strengthening multicultural values. This approach provides teachers with an alternative method for creating imaginative and enjoyable educational activities suitable for elementary students. It introduces multicultural values through five dimensions of multicultural education: content integration, knowledge construction, prejudice reduction, and the empowerment of school culture and social structures.
Implementation of Quizwhizzer Application on Social Studies Subjects at SMP Negeri 28 Pontianak City Kustini Handayani; Saiful Bahri
Research and Innovation in Social Science Education Journal (RISSEJ) Vol. 2 No. 1 (2024): June
Publisher : UM Purwokerto Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/rissej.v2i1.132

Abstract

Basically, education cannot be separated from various elements of the development of the existing era, one of which is the development in terms of information and communication technology. So as to give birth to various innovations that can support the learning process and increase students' interest in what is being learned. Technology certainly affects human life and plays a role in the life of the wider community, especially the role of technology in the field of education. By supporting the learning process and increasing student interest, one of them is by providing interesting learning media. As with the Quizwhizzer app, it's a game-based educational app. The purpose of this study is to determine the planning and implementation of the Quizwhizzer application in social studies subjects at SMP Negeri 28 Pontianak City, and to find out the results of the application of the Quizwhizzer application in social studies subjects at SMP Negeri 28 Pontianak City. To achieve this goal, this research is conducted using qualitative research type with case study type. Data collection procedures are carried out using observation, interview and documentation methods. The results of its application are proven to bring better results, it looks like students are more excited and enthusiastic when using the Quizwhizzer application in social studies subjects.