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Integrasi Kecerdasan Buatan dalam Pembelajaran Digital Multimodal dan Adaptif: Sebuah Systematic Literature Review Reski Reski; Husnul Khotimah; Muhammad Alfian Solo; Abdul Hakim; Nurhikmah H; Safaruddin Safaruddin
SAP (Susunan Artikel Pendidikan) Vol. 10 No. 2 (2025): SAP
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/sap.v10i2.2017

Abstract

The development of Artificial Intelligence (AI) has made a significant contribution to innovations in digital learning. This study aims to analyze how AI is utilized to support the development of multimodal learning resources, interactive animations, and adaptive learning experiences for students. The method used is a Systematic Literature Review (SLR) based on the PRISMA 2020 guidelines. Data were collected from the Scopus database using a Boolean query that combined the keywords “AI” and “educational animation” for the years 2020–2025. Out of 166 articles found, only 11 met the inclusion criteria and were thematically analyzed. The results show that AI plays a crucial role in enriching digital learning strategies. Generative AI supports the creation of multimodal learning resources, deep learning promotes the development of interactive educational animations, and adaptive AI systems enable learning experiences responsive to individual student abilities. In conclusion, the application of AI enhances the effectiveness, interactivity, and personalization of digital learning, contributing to the formation of an innovative and learner-centered educational ecosystem.
Peran Musik Relaksasi sebagai Intervensi Psikoedukatif dalam Regulasi Emosi Siswa di Era Digital Silvanna Glory Samaliwu; Nabilah Nurul Inayah; Agus Qomaruzzaman; Nurhikmah H; Citra Prasiska Puspita Tohamba; Abdul Hakim
GUIDING WORLD (BIMBINGAN DAN KONSELING) Vol 8 No 2 (2025): Guiding World: Jurnal Bimbingan dan Konseling
Publisher : Program Studi Bimbingan dan Konseling

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33627/gw.v8i2.4049

Abstract

Perkembangan teknologi digital berdampak signifikan terhadap kesejahteraan emosional siswa yang menghadapi tekanan akademik dan sosial. Regulasi emosi menjadi keterampilan penting untuk menjaga keseimbangan psikologis di tengah pembelajaran digital. Penelitian ini bertujuan menelaah peran musik relaksasi sebagai intervensi psikoedukatif dalam meningkatkan regulasi emosi siswa di era digital. Metode penelitian menggunakan Systematic Literature Review (SLR) dengan analisis isi berdasarkan panduan PRISMA. Hasil kajian menunjukkan bahwa musik relaksasi efektif sebagai strategi psikoedukatif untuk membantu siswa mengelola emosi, menurunkan stres, serta meningkatkan kesadaran diri dan empati. Musik bertempo lambat terbukti menstabilkan kondisi fisiologis dan psikologis, sementara penerapan melalui platform digital memperluas akses intervensi bagi siswa generasi modern. Dengan demikian, musik relaksasi berfungsi tidak hanya sebagai sarana terapeutik, tetapi juga sebagai media pembelajaran emosional berbasis teknologi yang adaptif dan menarik. Penelitian ini merekomendasikan pengembangan model psikoedukatif berbasis musik relaksasi yang sesuai dengan karakteristik siswa digital serta budaya sekolah Indonesia.
From Adolescents to Early Learners: Adapting Role-Playing for Pancasila Education in Early Childhood Contexts Risdayanti Risdayanti; Nurhikmah Nurhikmah
Journal of Early Childhood Education Perspectives Vol. 1 No. 1 (2025): Journal of Early Childhood Education Perspectives
Publisher : Lia Center of Research and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64850/jecep.v1i1.35

Abstract

This study reexamines the role of the Role-Playing method in Pancasila Education, originally implemented with seventh-grade students at SMPN 6 Satap Baraka, to explore its broader implications for early childhood contexts. The initial classroom action research, conducted over two cycles with three sessions each, demonstrated that conventional teacher-centered methods had failed to actively engage learners, resulting in achievement scores below the Minimum Mastery Criteria (KKM). By contrast, the introduction of role-playing produced significant improvements: average learning outcomes increased from 60.41 in Cycle I to 81.87 in Cycle II, while student activity levels rose from 65% to 98%. These findings highlight the effectiveness of role-playing in creating dynamic, participatory, and meaningful learning environments, fostering both engagement and value internalization. While the empirical data were collected at the secondary level, the developmental nature of role-playing—anchored in play, empathy, and perspective-taking—suggests even stronger pedagogical relevance for early childhood education, where play is the primary mode of learning. The study therefore argues that role-playing represents not merely a remedial strategy for adolescents but a foundational approach for cultivating Pancasila values in early learners.
Empowering teachers to create learning animation videos with an assessment as learning approach Rukli Rukli; Nurhikmah H; Nurindah Nurindah
Dedicated: Journal of Community Services (Pengabdian kepada Masyarakat) Vol. 1 No. 2 (2023): Dedicated: Journal of Community Services (Pengabdian kepada Masyarakat)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/dedicated.v1i2.63358

Abstract

    The technological age dragged other fields to use technology, including video games. As a result, video games are increasingly popular with school children, especially elementary school children. Even though teachers are the front line to divert children's attention from playing games to learning animations, the teacher working group of Rayon 18 South Sulawesi has limitations in making interesting videos even though they have carried out several activities. Therefore, empowering teachers is a solution to apply research results by participating in training to make learning animation videos using the assessment as a learning approach. The activity was attended by 35 elementary school teachers from the rayon for one day with three sessions. The direction of the line of training participants' understanding ability increases where the post-test score is higher than the pre-test. The correlation between questions shows a consistent increase. Likewise, this increases teacher skills in installing applications, applying video applications to create videos, and increasing teacher skills in creating animated learning videos. Teachers feel satisfied receiving the benefits of taking part in training in making learning animation videos. Therefore, teachers can increase creativity by creating learning animation videos so students are more interested and focused on learning.   Abstrak Era teknologi menyeret bidang lain untuk menggunakan teknologi termasuk video game. Alhasil, video game semakin digemari oleh anak-anak sekolah, khususnya anak sekolah dasar. Meskipun guru merupakan garda terdepan untuk mengalihkan perhatian anak dari bermain game ke bermain animasi pembelajaran, namun Kelompok Kerja Guru Rayon 18 Sulawesi Selatan memiliki keterbatasan dalam membuat video yang menarik meskipun telah melakukan beberapa kegiatan. Oleh karena itu, pemberdayaan guru menjadi solusi untuk menerapkan hasil penelitian dengan mengikuti pelatihan pembuatan video animasi pembelajaran dengan pendekatan asesmen sebagai pembelajaran. Kegiatan diikuti oleh 35 orang guru SD rayon selama satu hari dengan tiga sesi. Arah garis kemampuan pemahaman peserta diklat meningkat dimana skor post-test lebih tinggi dibandingkan pre-test. Korelasi antar pertanyaan menunjukkan peningkatan  konsisten. Begitu pula dengan peningkatan keterampilan guru dalam menginstal aplikasi, peningkatan keterampilan guru dalam menerapkan aplikasi video untuk membuat video, dan peningkatan keterampilan guru dalam membuat video animasi pembelajaran. Guru merasa puas menerima manfaat mengikuti pelatihan pembuatan video animasi pembelajaran. Oleh karena itu, guru dapat meningkatkan kreativitas untuk membuat video animasi pembelajaran agar siswa tertarik belajar dan lebih fokus dalam belajar. Kata Kunci: Animasi pembelajaran; pemberdayaan guru; penilaian sebagai pembelajaran 
A TRANSDISCIPLINARY MODEL OF ENTREPRENEURIAL COMPETENCE AND CAREER DEVELOPMENT Nur Fadhilah Umar; Nurhikmah Nurhikmah; Abdul Hakim
JURNAL NALAR PENDIDIKAN Vol 13, No 2 (2025): JURNAL NALAR PENDIDIKAN
Publisher : Lembaga Penelitian Mahasiswa Penalaran UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jnp.v13i2.81412

Abstract

This study aims to develop a transdisciplinary model of entrepreneurial competence and career development based on bibliometric analysis and the integration of cross-disciplinary theories. The research is grounded in the demands of the digital economy era, which requires entrepreneurial competence that is not only technical in nature, but also encompasses career readiness, psychological resilience, and digital competence. A mixed-method approach was employed, combining bibliometric analysis and conceptual study. Data were obtained from international journal databases (2018–2025) and analyzed using VOSviewer to produce network visualizations, overlay visualizations, and density maps. Of the 2,087 identified publications, 253 articles met the inclusion criteria and were analyzed further. The results reveal several main clusters, including entrepreneurial education, entrepreneurial competence, attitude, digital competence, growth mindset, resilience, and career readiness, all of which are interrelated. Another important finding is the role of digital competence as a bridge between entrepreneurship education, core competence, and career readiness. This study produces a transdisciplinary model that integrates educational, psychological, technological, social, and career dimensions, and provides implications for the development of more adaptive entrepreneurship education curricula and policies in the digital era
Development of Interactive Digital Learning Media To Improve Science Literacy and Learning outcomes of Elementary School Students In Natural And Social Sciences (IPAS) In Enrekang Regency Saleha; Baso Jabu; Nurhikmah H
Jurnal Teknologi Pendidikan Vol. 3 No. 2 (2025): December
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v3i2.2376

Abstract

This study aimed to develop an interactive digital learning medium based on Articulate Storyline that is valid, practical, and effective in improving scientific literacy and learning outcomes of fifth-grade elementary students in Enrekang Regency. The research employed a Research and Development design using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. Research subjects consisted of teachers and fifth-grade students from several elementary schools representing different geographical conditions. Data were collected through expert validation, practicality questionnaires, and learning achievement tests, then analyzed using descriptive and inferential statistics, including paired sample t-tests and N-Gain analysis. The results show that the developed learning media achieved high validity according to expert assessments, demonstrated good practicality in classroom implementation, and effectively improved students’ scientific literacy and learning outcomes. Thus, the interactive digital learning medium serves as an innovative instructional tool aligned with the Merdeka Curriculum, promoting active and meaningful science learning experiences for elementary