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Development of an Augmented Reality–Based Digital Simulation Game to Enhance Students’ Empathic Character Naini, Rohmatus; Rosada, Ulfa Danni; Rohmadheny, Prima Suci; Herdiansyah, Diki; Aditiono, Wahid; Aulia, Shazwina Syifa
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 4 (2025): December
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i4.18552

Abstract

This study aims to analyze students’ levels of empathy and develop as well as evaluate the effectiveness of an Augmented Reality (AR)–integrated digital simulation game as a group guidance medium to enhance empathic character. The research employed a Research and Development (R&D) methodsing the ADDIE model, followed by an effectiveness test through a quasi-experimental design. A total of 208 students were initially screened, and 16 students with moderate empathy levels were selected and assigned equally to an experimental group and a control group. The empathy scale measured two key dimensions: cognitive empathy and emotional empathy. Data were analyzed using descriptive statistics and ANOVA to assess empathy scores, while expert and practitioner evaluations were examined using the Intraclass Correlation Coefficient (ICC) to determine the validity and consistency of the developed media. Descriptive findings showed an overall mean empathy score of 3.62 (SD = .55), with emotional empathy (M = 3.66) slightly higher than cognitive empathy (M = 3.58). The ANOVA test demonstrated a significant improvement in empathy after the intervention (F = 34.65; p = .000). These results indicate that the AR-based digital simulation game is effective in enhancing students’ empathy. The use of AR-integrated digital media in counseling services is recommended as an innovative approach to foster emotional understanding, social awareness, and empathic behavior among students.
Paseban House Model: Design of Learning Model in the ICT- Based Pancasila Student Profiles Strengthening Project Agus Hasbi Noor; Ansori Ansori; Tiffany Estherlita; Ririn Hunafa Lestari; Prima Suci Rohmadheny
Journal of Nonformal Education Vol. 10 No. 2 (2024): Equivalency education and community education
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jone.v10i2.1437

Abstract

The decline in trust in the values of Pancasila, which has led to intolerance, violence against children and women, bullying, pornography, drug abuse, and technological disruption, poses challenges in the school environment. To address these issues, it is necessary to have learning that develops character values ​​through the Pancasila Student Profile Strengthening Project (P5) using the Paseban house model based on local wisdom representing Pancasila values ​​utilizing Information Communication And Technology (ICT). Therefore, the aim of this research was to develop a P5 learning design through an ICT-based Paseban House model. The learning design was developed using the Educational Design Research (EDR) method analyzed through a thematic approach based on the stages of EDR method. The research results showed a crisis in students’ character as they enter adolescence, manifesting in violent behavior, decreasing respect and honor, a lack of responsibility and honesty, thus necessitating learning to prevent this crisis through the P5 learning design with the Paseban house model based on local customs and culture values. To facilitate P5 learning with the Paseban house model, this learning design utilized ICT, specifically the Learning Management System (LMS), as an easily accessible learning innovation regardless of time and place due to the rapid technological advancements and the spread of COVID-19.