Claim Missing Document
Check
Articles

Pemberdayaan Desa Melalui Pelatihan Edugame Wordwall: Meningkatkan Literasi Digital, Keterampilan Sosial, dan Ekspresi Emosi Anak Usia Dini [Village Empowerment Through Edugame Wordwall Training: Enhancing Digital Literacy, Social Skills, and Emotional Expression in Early Childhood] Hardiningrum, Andini; Shari, Destita; Basuki, Edi Pujo; Ningrum, Anisa Aulia; Saputro, Trisna Fellycia Nur
Indonesia Berdaya Vol 6, No 4 (2025)
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.20251233

Abstract

Abstract. This activity is motivated by the low digital literacy of educators in the village, which has resulted in suboptimal development of social skills and emotional expression in early childhood. The implementation of Wordwall was chosen because it supports creative and enjoyable learning in the digital era. This community service aims to improve the skills of early childhood education (PAUD) teachers in Jabaran Village in utilizing the Wordwall platform as an interactive digital-based learning medium. The method uses a participatory approach with three stages: needs identification through surveys and interviews, conducting theory and practical Wordwall training over three days, and evaluating the impact on teaching practices. The training participants consisted of PAUD teachers in Jabaran Village who actively engaged in all stages. Data were collected through observation, questionnaires, and interviews, then analyzed descriptively and qualitatively. The results showed a significant increase in teachers' understanding and skills in using Wordwall, from 30% previously to 95%. Children showed increased active engagement in class, with participation and positive response indicators rising by more than 40%. Teachers became more innovative and confident in developing game-based learning media. This training proved effective in reducing the digital gap and supporting children's social-emotional development. The activity demonstrated that digital training based on edugames can be an effective strategy for empowering village communities, especially in early childhood education. It is hoped that this program will serve as a model for developing similar training in other villages as an effort to support equitable access to education in the digital era.  Abstrak. Kegiatan ini dilatarbelakangi oleh rendahnya literasi digital pendidik di desa yang berdampak pada kurang optimalnya pengembangan keterampilan sosial dan ekspresi emosi anak usia dini. Penerapan Wordwall dipilih karena mampu mendukung pembelajaran yang kreatif dan menyenangkan di era digital. Pengabdian kepada masyarakat ini bertujuan meningkatkan keterampilan guru PAUD di Desa Jabaran dalam memanfaatkan platform Wordwall sebagai media pembelajaran interaktif berbasis digital.Metode pelaksanaan menggunakan pendekatan partisipatif dengan tiga tahapan: identifikasi kebutuhan melalui survei dan wawancara, pelaksanaan pelatihan teori dan praktik Wordwall selama tiga hari, serta evaluasi dampak terhadap praktik pengajaran. Peserta pelatihan terdiri dari guru-guru PAUD di Desa Jabaran yang secara aktif terlibat dalam semua tahapan. Data dikumpulkan melalui observasi, angket, dan wawancara, lalu dianalisis secara deskriptif kualitatif. Hasil menunjukkan peningkatan signifikan pada pemahaman dan keterampilan guru dalam menggunakan Wordwall, dari sebelumnya 30% menjadi 95%. Anak-anak menunjukkan peningkatan keterlibatan aktif di kelas, dengan indikator partisipasi dan respons positif meningkat lebih dari 40%. Guru menjadi lebih inovatif dan percaya diri dalam mengembangkan media pembelajaran berbasis permainan. Pelatihan ini terbukti efektif dalam mengurangi kesenjangan digital serta mendukung perkembangan sosial-emosional anak. Kegiatan ini membuktikan bahwa pelatihan digital berbasis edugame dapat menjadi strategi efektif dalam pemberdayaan masyarakat desa, khususnya di bidang pendidikan anak usia dini. Diharapkan program ini menjadi model bagi pengembangan pelatihan serupa di desa lain sebagai upaya mendukung pemerataan akses pendidikan di era digital.
Short Course Pengajaran Bahasa Inggris dan Pengajaran Pedagogi Praktis Ibu-ibu Pkk Rw 009 Desa Pepelegi Waru Sidoarjo": Ibu Rumah Tangga Sebagai Guru Bagi Anak Usia Sekolah Di Rumah Basuki, Edi Pujo; Saputri, Tiyas; Hardiningrum, Andini
Indonesia Berdaya Vol 6, No 4 (2025)
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.20251246

Abstract

Kemampuan berbahasa Inggris merupakan salah satu keterampilan esensial yang perlu dimiliki sejak usia dini. Namun, keterbatasan akses terhadap pendidikan tambahan menjadikan banyak anak belum memperoleh pembelajaran bahasa Inggris yang memadai di rumah. Pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kapasitas ibu rumah tangga di lingkungan PKK RW 009 Desa Pepelegi, Waru, Sidoarjo, dalam membimbing anak-anak mereka belajar bahasa Inggris melalui pelatihan singkat (short course). Program ini dirancang berbasis pendekatan partisipatif dan kontekstual, dengan materi ajar yang sederhana dan mudah diterapkan dalam aktivitas rumah tangga sehari-hari. Hasil yang diharapkan dari kegiatan ini meliputi peningkatan keterampilan mengajar ibu rumah tangga, terbentuknya model pembelajaran berbasis keluarga, serta publikasi ilmiah sebagai luaran program. Kegiatan ini juga diharapkan dapat direplikasi di komunitas lain sebagai bentuk keberlanjutan pengabdian berbasis pemberdayaan keluarga.
Application of the Jigsaw Technique to Enhance Student Motivation and Engagement in Vocabulary Learning Afandi, Mujad Didien; Zaniar, Savira; Shari, Destita; Aquariza, Novi Rahmania; Basuki, Edi Pujo
Indonesia Berdaya Vol 6, No 4 (2025)
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.20251286

Abstract

Traditional methods such as rote memorization and one-way instruction lead to low interest and limited interaction. The community service program introduced the cooperative jigsaw method, where students worked in small groups, took responsibility for vocabulary learning, and taught peers collaboratively. This program aimed to enhance student motivation and engagement in English vocabulary learning through the jigsaw technique at a primary school in Pranti Village, Sedati, Sidoarjo. Using observation checklists, questionnaires, and classroom documentation, the study found that students were attentive, participative, focused, and confident, showing initiative and effective interaction with peers and media. Questionnaire results confirmed increased motivation, enjoyment of responsibility, reduced stress, and higher confidence when learning collaboratively. Key supporting factors included engaging media, peer collaboration, student autonomy, and the teacher’s role as facilitator, aligning with Self-Determination Theory. In conclusion, the jigsaw technique effectively improved both motivation and engagement in vocabulary learning, offering a dynamic, student-centered approach that fosters meaningful and enjoyable language learning for young learners.
Karya Inovasi: Sebuah Program Pemberdayaan Guru Sekolah Dasar Rulyansah, Afib; Budiarti, Rizqi Putri Nourma; Mardhotillah, Rachma Rizqina; Basuki, Edi Pujo; Zahro, Choirun Nisa Afidatus
Indonesia Berdaya Vol 3, No 4: August-October 2022
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.2022318

Abstract

Karya-karya inovatif yang diterapkan secara kreatif dalam proses pembelajaran untuk memenuhi kebutuhan profesi guru. Siswa hanya menerima tugas dari guru yang aktif belajar selama pandemi covid-19. Guru di sekolah dasar mengalami kesulitan dengan pengalaman belajar dan kurang menarik. Tujuan dari penyedia ini adalah untuk membantu guru sekolah dasar dalam membuat materi dan rencana pelajaran yang mutakhir. Perencanaan kegiatan melalui penggunaan metode Forum Group Discussion, penyebaran informasi, dan pemberian pendampingan. Guru SD Probolinggo adalah audiens yang dituju. Dengan menggunakan angket dan deviasi dasar untuk mengukur kemampuan guru, dapat dievaluasi hasil pendampingan guru SD terhadap kreasi karya baru. Menurut temuan penyelidikan, 41,10 persen pendidik mungkin terlibat dalam pekerjaan inovatif, 25,77 persen pendidik percaya bahwa mereka tidak terlibat dalam pekerjaan inovatif, dan 33,13 persen pendidik benar-benar terlibat dalam pekerjaan inovatif. Sebelum pendampingan, sebagian besar guru yaitu 47,85% cenderung memahami kompetensinya sendiri dalam kesiapan kerja teknologi, 23,31 persen tidak paham dan 28,83 persen paham. Kemampuan guru sekolah dasar untuk mengembangkan karya inovatif meningkat sebagai hasil dari pendampingan di bidang ini. Hasilnya, 69,84 persen guru mampu menciptakan karya inovatif, sementara 28,57 persen guru mungkin sudah melakukannya tetapi membutuhkan dukungan tambahan. Hanya 1,59 persen dari mereka yang mendaftar tidak dapat mengirimkan karya kreatif mereka untuk koleksi. Guru harus menjalani pelatihan ekstensif untuk menginspirasi siswa mereka untuk menciptakan karya seni baru.
Integrasi TPACK pada Pembelajaran Virtual: Pemberdayaan Guru Sekolah Dasar Rulyansah, Afib; Budiarti, Rizqi Putri Nourma; Mardhotillah, Rachma Rizqina; Basuki, Edi Pujo; Wardhani, Rifka Putri
Indonesia Berdaya Vol 3, No 4: August-October 2022
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.2022319

Abstract

Dengan bantuan kursus ini, guru akan dapat membuat perangkat pembelajaran berorientasi TPACK untuk digunakan dalam kursus online. Selain itu, pelaksanaan program ini diharapkan dapat meningkatkan kemandirian guru SDN Jatiadi II, Kecamatan Gending, Kabupaten Probolinggo dalam hal inovasi pendidikan. Ada dua langkah yang terlibat dalam proses tersebut. Tahap pertama adalah tiga hari pelatihan online pada 19, 21, dan 22 Juli 2021, dilanjutkan dengan dua hari pendampingan pada semester berikutnya pada Oktober 2021. Ada 26 JP konten yang akan disampaikan, yang semuanya berkaitan dengan TPACK konsep pembelajaran, pengembangan perangkat pembelajaran TPACK, dan penerapan model peer teaching yang baru. Kebutuhan materi program ini memerlukan koordinasi yang cepat dengan BKS, dan disepakati bahwa pelatihan akan dilakukan secara online. Karena menggabungkan model sinkron dan asinkron, program pelatihan ini akan terus efektif. Untuk masalah yang muncul di antara mitra, program ini terbukti menjadi solusi yang efektif. Pelatihan ini dapat membantu guru lebih memahami pembelajaran berorientasi TPACK. Guru yang kurang yakin dengan konsep dan implementasi pembelajaran TPACK kini lebih percaya diri dengan kemampuannya. Motivasi guru juga tinggi selama pelatihan. Adanya peningkatan pengetahuan dan kepercayaan diri guru mitra sebagai hasil dari program tersebut.
Peningkatan Keterampilan Membaca Siswa Kelas Tinggi melalui Multimedia Interaktif: Program Pengabdian Masyarakat pada Konteks Sekolah Dasar Rulyansah, Afib; Budiarti, Rizqi Putri Nourma; Mardhotillah, Rachma Rizqina; Basuki, Edi Pujo; Azzahra, Surnia Maulidah
Indonesia Berdaya Vol 3, No 4: August-October 2022
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.2022320

Abstract

Siswa di Sekolah Dasar (SD) akan diuntungkan dengan pengembangan layanan ini karena akan melibatkan penggunaan multimedia sebagai alat bantu pengajaran. Menggunakan studi pengembangan Gall dan Borg, layanan ini menggunakan pendekatan RD. Di SDN Ranuagung III, Kecamatan Tiris, Kabupaten Probolinggo, layanan ini ditawarkan kepada masyarakat. Pembelajaran (multimedia) terdiri dari buku siswa, buku guru, dan RPP. Model pendidikan terintegrasi dengan sejumlah perangkat (RPP) yang berbeda. Menggunakan multimedia dalam hubungannya dengan model pembelajaran berbasis inkuiri telah terbukti meningkatkan prestasi siswa dalam matematika dan sains. Hal ini ditunjukkan oleh hasil uji statistik yang dikenal dengan uji-t, dimana statistik thitung (9,98) lebih tinggi dari statistik ttabel (2,00), menunjukkan bahwa teknologi informasi dan komunikasi hanya tergabung dalam pembelajaran inkuiri. Tidak ada tanda-tanda peningkatan kepraktisan model yang ditunjukkan oleh 33,9 persen dari segi kepraktisan tidak menunjukkan tanda-tanda perbaikan.
Creative Writing Using Scaffolding of Vladimir Propp Theory-Based Basuki, Edi Pujo; Djuwari, Djuwari; Saputri, Tiyas; Authar, Nailul; Afandi, Mujad Didien
Nusantara: Jurnal Pendidikan Indonesia Vol. 4 No. 1 (2024)
Publisher : Lembaga Sosial Rumah Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/njpi.2024.v4i1-8

Abstract

Purpose – This research aims to prove whether students’ writing creativity can be increased by implementing the plot of the Black Adam movie based on Propp’s morphology structure as scaffolding in making a narrative story. This study was conducted because students feel the necessity and lack self-motivation to create their own story. Methods – This research was quantitative with an experimental design. The data collected from the pre-test and post-test results were then analyzed by quantitative analysis through SPSS 25. The sample for this research was 25 students of English education in the first Semester, at the University of Nahdlatul Ulama Surabaya. There were two kinds of instruments for this data, such as tests (pre-test and post-test) and questionnaires. The questionnaire was collected by diagram through a Google form.Findings – The result of this study showed students’ writing creativity increased by using the Vladimir Propp structure in making fairy tale stories, with p = 0.00 > 0.05. This suggests that the implementation of the Black Adam movie’s plot in creative writing based on Propp’s Morphology of Fairytale improved students’ writing ability in making narratives and helped students learn more easily. Research Implications – This research is limited by a small sample, a short duration, and a single-group design. Generalizing findings is challenging, and future research should consider larger and more diverse samples, extended study durations, and diverse pedagogical approaches for a comprehensive understanding of effective creative writing instruction.
CONFLICT OF IRISH CULTURAL IDENTITY IN BRIAN FRIEL’S TRANSLATION Andayani, Ambar; Basuki, Edi Pujo; Mustofa, Ali
Magistra Andalusia: Jurnal Ilmu Sastra Vol. 4 No. 2 (2022)
Publisher : Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/majis.4.2.102.2022

Abstract

Having been colonized by Britain, Ireland was in a very deprived condition for a very long period, especially for poor Catholic Irish. Britain had destroyed Irish civil rights by forcing them in a massive potato plantation merely to fulfill British people’s need for food, which caused the Irish in a great famine and poverty. Written by an Irish playwright in 1980, which is set in agricultural land, northern side of Ireland, Brian Friel’s Translations illustrates clearly the suffering of Irish villagers in 19th century. By applying Homi K. Bhabha’s post-colonialism theory, the dialogues from the play are analyzed to explain Irish cultural identity conflict. This play is analyzed by using a descriptive qualitative method. The result of analysis reflects the mimicry concept from Bhabha, in which it shows an ambition that Irish tradition must be vanished and replaced by British tradition. The dialogues in Brian Friel’s Translation describe that Irish language and tradition which tells a lot of Greek mythology must be replaced with the culture of Standard English language. The translations on Irish local place names into English language are forced for the sake of British imperialism importance in the Ordnance survey. 
Implementation of Video Quiz (Educaplay) through Discovery Learning to Improve Learning Outcomes in Narrative Text Kirana, Khalida -; Basuki, Edi Pujo; Faizah, Nurul
Jurnal Pendidikan Bahasa Inggris Proficiency Vol 8 No 1 (2026): PROFICIENCY
Publisher : Faculty of Teacher Training and Education, English Department, UNISKA, Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32503/proficiency.v8i1.8161

Abstract

Low student learning outcomes is problems in English language learning on narrative text material at junior high school level. This study aims to examine the application of video quiz (Educaplay) in the discovery learning model to improve student learning outcomes in narrative text material. This study used a classroom action research design implemented in two cycles on class VIII C students at Khadijah Junior High School. Data were collected using tests and questionnaires. The results showed that the pre-cycle results showed that the average student score was 74.55 with a completeness of 60.61%. After implementing the actions in cycle I, the average score was 79.7- with a learning completeness of 72.73%. Furthermore, improvements were made in cycle II by using more adapted learning models and strategies and more optimal time. In cycle II, the average student score increased to 85.76 with a learning completeness of 84.85%. In addition, the standard deviation also decreased from 21.08 (pre-cycle) and 15.10 (cycle 1) to 12.00 (cycle II), indicating that student learning outcomes were more average than before. Thus, the use of the discovery learning model with video quiz (Educaplay) is effective in improving student learning outcomes in narrative text learning.
The Effectiveness of Using Augmented Reality to Improve Young Learners’ English Vocabulary Mastery Rahmadani, Nabila Putri; Saputri, Tiyas; Basuki, Edi Pujo; Djuwari, Djuwari
Jurnal Pendidikan Anak Vol 6 No 2 (2024): Child Education Journal August
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/cej.v6i2.6105

Abstract

This research was conducted to examine the effectiveness of using Augmented Reality to improve young learners’ English vocabulary mastery and to find out the students’ perceptions after using Augmented Reality as a learning medium at one of elementary schools in Surabaya. This quantitative research used experimental design involving experimental and control groups. The data collected using pre-test, post-test and questionnaire. The results of the students' pre-test and post-test were analyzed using the independent sample t-test, and the results of the questionnaire data were collected from the students by questionnaire sheet. The result indicated that Augmented Reality effectively improved young learners' English vocabulary mastery with the mean scores in the experimental group increased notably from 37,6133 in the pre-test to 75,4000 in the post-test. According to the data of questionnaire, the students mostly agreed that their scores were improved because Augmented Reality offered interesting and enjoyable learning experience. This was an indication that using Augmented Reality not only significantly boosts vocabulary scores but also positively impacts students' perceptions of the learning process.