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MEDIA NEEDS ANALYSIS OF SIMBOLA GENIALLY TO IMPROVE CIVIC LITERACY AND COLLABORATION OF GRADE II ELEMENTARY SCHOOL STUDENTS Nur Bahja; Ari Metalin Ika Puspita; Raden Roro Nanik Setyowati
Jurnal Cakrawala Pendas Vol. 11 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i1.12071

Abstract

This research aimed to develop Simbola Genially, an interactive learning media designed to enhance civic literacy and collaboration among second-grade elementary school students. Utilizing the ADDIE development model, the study focused on the analysis phase to determine the needs of students and teachers. Data were gathered through interviews and questionnaires involving 75 students. The findings demonstrated that Simbola Genially significantly aided 80% of students in understanding concepts, enhanced tolerance by 74.67%, responsibility by 72%, critical thinking by 77.33%, and love for the country by 86.67%. The study addressed the limitations of traditional teaching methods, which predominantly rely on government textbooks and one-way instructional approaches. Evaluations in these settings often focus on lower-order thinking skills, leaving higher-order skills and civic literacy underdeveloped. Simbola Genially integrates interactive visual and audio elements, incorporating Pancasila symbols to foster a more engaging and effective learning environment. The research concluded that there is a substantial need for Simbola Genially to enhance the teaching of Pancasila Education in elementary schools. This media supports the development of essential 21st-century skills, such as critical thinking and collaboration, by providing students with interactive and dynamic learning experiences. By leveraging technological advancements, Simbola Genially can create an immersive learning environment that not only improves students' civic literacy and collaborative skills but also makes learning more enjoyable and meaningful. The study’s results suggest that this media holds significant potential in improving the overall quality of civic education and fostering a deeper understanding of civic responsibilities among young learners.
Lectora Inspire Untuk Meningkatkan Kemampuan Berpikir Kritis Peserta Didik Jane Cristi Faradilah Merinda Karno; Muhammad Turhan Yani; Raden Roro Nanik Setyowati
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i1.261

Abstract

This research is development research, namely the development of learning media with Lectora Inspire to improve the critical thinking skills of class VI students. This type of research is research and development (R&D) using the 4D model, namely Define, Design, Develop and Disseminate. Researchers used a Pre-Experimental Design in the form of a One-shot Case Study. The subjects of this study were 37 students of class VI B at SDN Wonokusumo VI/45 Surabaya for the 2022/2023 academic year. Research produces learning media with a decent Lectora Inspire that meets the criteria of validity, practicality, and effectiveness. In the trial, the classical learning completeness was 91.89%.
Pengembangan Animasi 3d “Kesuba” Untuk Meningkatkan Hasil Belajar Dan Nilai Karakter Peserta Didik Kelas IV MI Bahrul Ulum Surabaya Atika Dwi Rahmawati; Muhammad Turhan Yani; Raden Roro Nanik Setyowati
EDUKASIA: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 1 (2023): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v4i1.262

Abstract

The purpose of this study is to determine the feasibility, practicality and effectiveness of 3D animation products in improving learning outcomes and internalizing character values. The subject of the device trial was carried out on students of Madrasah Ibtidaiyah Bahrul Ulum Surabaya. Research design using Pre-Experimental. The form is in the form of a One-Shot Case Study. In this design there is a group given treatment and observed (Q). Data collection techniques in this study used tests, observations, interviews and questionnaires. So the conclusion of this study is that the development of animated media in learning material on ethnic and cultural diversity in the classroom can provide alternative interactive media. There is an increase in the use of animated media in learning material on ethnic and cultural diversity. The use of animation media on ethnic and cultural diversity material provides maximum completeness value.
Gerakan “Kick Politic Out of Football” di Sepak Bola Indonesia. (Studi Fenomenologi pada Komunitas Bonek Campus di Surabaya) Aditya Ananda; Raden Roro Nanik Setyowati
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.6274

Abstract

Penelitian ini bertujuan untuk memahami latar belakang serta upaya Komunitas Bonek Campus dalam mengusung gerakan “Kick Politic Out of Football” di sepak bola Indonesia, terkhususnya pada klub Persebaya Surabaya. Penelitian ini menggunakan metode penelitian kualitatif dengan pendekatan fenomenologi dan dianalisis menggunakan teori fenomenologi sosial dari Alfred Scutz. Data yang diperoleh dikumpulkan melalui wawancara dan observasi terhadap anggota Komunitas Bonek Campus di Surabaya, kemudian hasil dari wawancara dan observasi dianalisis dengan tahapan kondensasi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa gerakan “Kick Politic Out of Football” tidak terlepas dari pengalaman buruk seperti dualisme klub, dan intervensi politik terhadap klub Persebaya Surabaya. Gerakan ini dipengaruhi oleh motif because of yang bersumber dari pengalaman masa lalu, seperti kekecewaan terhadap ketidakadilan dan konflik kepentingan, serta motif in-order-to yang berorientasi pada keinginan Komunitas Bonek Campus dalam menciptakan masa depan sepak bola yang bersih tanpa adanya pengaruh kepentingan politik dalam sepak bola. Penelitian ini menyimpulkan bahwa Komunitas Bonek Campus tidak hanya berperan sebagai kelompok suporter klub, tetapi juga sebagai komunitas yang berupaya menjaga kemurnian nilai-nilai sportivitas dalam dunia sepak bola Indonesia.
Analisis Sikap Kolaboratif Siswa pada Pembelajaran Pendidikan Pancasila di Sekolah Menengah Atas Rima Ristiarni; Harmanto Harmanto; Raden Roro Nanik Setyowati
Didaktika: Jurnal Kependidikan Vol. 14 No. 3 Agustus (2025): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.2228

Abstract

Penelitian ini bertujuan untuk mengidentifikasi alasan siswa SMA bersikap kolaboratif saat pembelajaran Pendidikan Pancasila dan mengidentifikasi sikap yang muncul dalam sikap kolaboratif, selain itu penelitian ini juga bertujuan untuk melihat gambaran sikap. Sikap kolaboratif siswa SMA. dimana kategorisasi sikap kolaboratif tersebut mengacu pada skala sikap kolaboratif yang terbagi dalam sikap kerja sama tim, komunikasi, tanggung jawab, kepercayaan, kemampuan beradaptasi, saling menghargai, dan pemecahan masalah bersama. Data dipenelitian ini dilakukan melalui wawancara terhadap 15 siswa SMA Sidoarjo, observasi oleh guru dan pengisian kuesioner oleh 30 siswa. Data penelitian dianalisis secara deskriptif kualitatif. Hasil analisis dalam penelitian ini memberi 3 simpulan yaitu (1) Sikap Kolaboratif paling banyak siswa bersikap kolaboratif adalah kerja sama tim, komunikatif, dan tanggungjawab, serta kemampuan beradaptasi. Selain itu, kurangnya keterampilan dalam mengelola sikap kolaboratif dan faktor sosial seperti kurang pandai bergaul serta kurang komunikatif akibat sifat yang suka menyendiri dan individu juga menjadi alasan siswa bersikap kurang komunikatif; (2) Guru masih menggunakan metode ceramah dan bahan ajar konvensional saat pembelajaran 3) Diharapkan dengan adanya multimedia pembelajaran interaktif dapat meningkatkan sikap kolaboratif peserta didik pada pelajaran Pendidikan Pancasila, faktor akademik juga memainkan peran penting, terutama terkait dengan kesulitan memahami pelajaran dan tekanan akademik seperti tugas-tugas di rumah dan persaingan dengan teman sejawat
WORD WALL WITH DESIGN THINKING AND LOCAL WISDOM TO ENHANCE CRITICAL THINKING Nova Viona Elfani; Ari Metalin Ika Puspita; Raden Roro Nanik Setyowati; Neni Mariana; Nurul Istiq'faroh; Hitta Alfi Muhimmah
Jurnal Cakrawala Pendas Vol. 11 No. 3 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v11i3.13442

Abstract

Civics education in elementary schools often faces challenges due to conventional approaches that fail to optimally foster students' critical thinking skills. This study aims to identify and analyze the potential integration of Wordwall media, the Design Thinking approach, and local wisdom in enhancing critical thinking in Civics education. This research employs a Systematic Literature Review (SLR) method, reviewing articles published between 2015–2025 retrieved from databases such as Google Scholar, DOAJ, Scopus, and Garuda. Selected articles met the inclusion criteria and were analyzed using content analysis techniques to identify recurring themes, patterns, and research gaps. The findings show that Wordwall effectively improves concept comprehension and student engagement, Design Thinking fosters collaboration and problem-solving, while local wisdom strengthens the relevance of Pancasila values in students’ daily lives. However, very limited research integrates all three elements within the context of Civics education. This study recommends developing an innovative learning model that combines these approaches to meet the demands of the Merdeka Curriculum and shape students with critical, reflective, and value-oriented character traits. The results of this review serve as a conceptual foundation for educators and curriculum developers in designing more contextual and meaningful learning strategies.
Efektivitas Pemanfaatan Game Based Learning Berbasis Educandy untuk Meningkatkan Hasil Belajar Kognitif Peserta Didik Kelas XII pada Pembelajaran Pendidikan Pancasila di SMAN 18 Surabaya Naning Nawangsih; Raden Roro Nanik Setyowati
Educational Journal Vol. 1 No. 4 (2026): MAY-JULY
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/7vm35z63

Abstract

This study was conducted to examine the effectiveness of the Game-Based Learning (GBL) model implemented through Educandy in improving the cognitive learning outcomes of twelfth-grade students in Pancasila Education at SMAN 18 Surabaya. This study employed a quantitative method with a quasi-experimental design by comparing learning outcomes between the experimental group and the control group. As a form of treatment, the experimental group received instruction using the Educandy-based Game-Based Learning (GBL) model. In contrast, the control group continued to participate in the learning process through conventional teaching methods. To collect the data, this study used two main instruments: cognitive tests to measure students’ learning outcomes before and after the treatment, and questionnaires to describe students’ responses during the learning process. The significance of the difference in learning outcomes between the experimental and control groups was tested using the Independent Samples t-Test. To measure the extent of improvement in students’ cognitive abilities, this study also applied the Normalized Gain (N-Gain) score as a parameter of the effectiveness of the intervention. The results of the statistical analysis showed a Sig. (2-tailed) value of 0.000, which was below the 0.05 significance threshold. This finding confirms a significant difference in students’ learning outcomes between the experimental group and the control group. The experimental class achieved an average posttest score of 90.13, reflecting an improvement of 36.58 points from the pretest score of 53.55. In comparison, the control group obtained an average posttest score of 86.97, indicating an increase of 30.79 points from the initial pretest average of 56.18. Based on the N-Gain analysis, the experimental group obtained a score of 0.71, which falls within the high category, whereas the control group achieved a score of 0.57, which is classified as moderate. In addition, 94.21% of students gave positive responses to the use of Educandy, indicating that the learning medium was categorized as highly effective. Based on these findings, it can be concluded that the implementation of the Game-Based Learning (GBL) model through the Educandy platform is more effective in improving students’ cognitive learning outcomes than conventional teaching methods.