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Improving Early Childhood Literacy Abilities Through Digital 3d With Augmented Reality Technology Sari Rizki; Rahma Rahma; Basri, Novysa
Catharsis Vol. 13 No. 2 (2024): November 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to discuss the results of developing 3D digital teaching media with augmented reality for children's literacy. Children can access AR Teaching Media independently. The method in this study uses a four-D design, namely define designed to analyze teachers' abilities in the context of Teaching Media to what extent teachers understand digital-based Teaching Media. Design is designing digital-based learning media software, namely 3D Teaching Media with AR technology, researchers will construct literacy materials in digital Teaching Media designs that are in accordance with literacy materials for early childhood. Develop is a stage that includes expert validation tests and feasibility of the initial design of Teaching Media and is then developed according to the direction of expert validation tests and feasibility tests. Dissemination is a stage to disseminate and implement Teaching Media products. The results of this study are the development of digital 3D-based teaching media with AR technology has been proven effective in improving early childhood literacy skills. The use of AR technology not only improves literacy skills, but also children's motivation and involvement in the learning process. With wider adoption and support for technology access and training for educators, AR-based teaching media can be a very useful tool for developing literacy in early childhood. 
Analisis Faktor Minat Mahasiswa Generasi Z Kepulauan Bangka Belitung dalam Melakukan Investasi Azizul Azizul; Vera, Lusi Olis; Ganif Nur Annafi; Muhammad Umar Alfatih; Haikal Dwi Syahputra; Rahma Rahma
JURNAL MULTIDISIPLIN ILMU AKADEMIK Vol. 2 No. 3 (2025): Juni
Publisher : CV. KAMPUS AKADEMIK PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jmia.v2i3.4718

Abstract

Perubahan yang sangat pesat pada perilaku pengelolaan keuangan pada generasi muda khususnya Generasi Z telah menjadi topic yang sangat penting dan banyak dibicarakan dalam berbagai studi keuangan modern. Penelitian ini bertujuan untuk mengidentifikasi faktor-faktor yang dapat mempengaruhi minat para mahasiswa Generasi Z untuk berinvestasi. Penelitian ini dikaji dengan menggunakan metode kuantitatif berdasarkan beberapa studi literatur dari berbagai penelitian terdahulu dan kuisioner yang kami sebarkan kepada Generasi Z kususnya mahasiswa. Faktor-faktor utama penentu keputusan investasi Generasi Z yang dikaji dalam penelitian ini meliputi seberapa besar pengetahuan meraka terhadap literasi keuangan sehingga dapat ditentukan bagaimana sikap mereka dalam mengelola keuangan serta bagaimana persepsi mereka terhadap resiko serta faktor-faktor lainnya yang dapat mempengaruhi keputusan mereka dalam berinvestasi seperti kondisi demografis dan sosial. Temuan yang kami temukan dari studi literature menunjukkan bahwa Generasi Z di negara maju lebih tertarik pada sekuritas-sekuritas instrument investasi yang sangat berdampak terhadap individu dan dapat memberikan keuntungan yang sangat tinggi kepada penggunanya seperti crypto dan forex, sementara itu, dinegara-negara berkembang mereka lebih cendrung untuk berinvestasi pada instrument-instrumen investasi yang lebih aman untuk diinvestasikan seperti emas, deposito, saham, dan obligasi. Selain itu, minat para generasi muda untuk berinvestasi juga banyak dipengaruhi oleh literasi-literasi digital yang membahas potensi-potensi keuntungan yang sangat tinggi dari investasi.
Peningkatan Akses Pembelajaran Melalui Aplikasi Mobile Learning Berbasis Thunkable bagi Siswa SMP Kelurahan Klawalu Kota Sorong Melda Agnes Manuhutu; Sherly Gaspersz; Lulu Jola Uktolseja; Imanuel Imanuel; Rosina Rosina; Selpius Selpius; Junius Junius; Rudi Rudi; Korneles Korneles; Rahma Rahma
Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat Vol. 3 No. 3 (2025): Juli : Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inber.v3i3.996

Abstract

The integration of digital technology in education serves as a strategic solution to enhance learning access, particularly for students in regions with limited educational infrastructure, such as Sorong City, Southwest Papua. This community service program was designed to introduce and provide training to junior high school students in the use of the Thunkable application as a tool for mobile-based learning media. Thunkable is a visual drag-and-drop platform that enables users to design functional mobile applications without the need for prior programming knowledge. The method employed in this activity is based on the Research and Development (R&D) approach using the 4D model, which consists of four stages: Define, Design, Develop, and Disseminate. In the Define stage, the needs and digital readiness of the target group were assessed. The Design and Develop stages involved creating a training module and conducting hands-on workshops where students were guided step-by-step to create simple educational apps. In the final Disseminate stage, the outcomes were evaluated and shared for broader use. The results of this initiative revealed high levels of enthusiasm among the participants. Students were actively engaged and demonstrated the ability to independently design simple learning applications by the end of the training. This indicates that the use of Thunkable not only increases students' digital literacy but also enhances their self-directed learning, creativity, and technological confidence. Overall, this activity illustrates the potential of mobile learning tools to support inclusive and adaptive education in remote communities. By equipping students with practical digital skills, it lays the foundation for long-term educational innovation and empowerment. Therefore, the use of Thunkable can be considered an effective and accessible alternative to foster meaningful learning experiences across diverse educational contexts.
Comparative Study of Basic Education in Indonesia and Finland Rahma Rahma; Habibburrahman Habibburrahman; Ahmad Mauluddin; Rizki Ananda
JURNAL PENDIDIKAN IPS Vol. 14 No. 1 (2024): JURNAL PENDIDIKAN IPS
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpi.v14i1.1566

Abstract

This research aims to compare the basic education systems between Indonesia and Finland. The research method used is literature study with a qualitative approach. Data was obtained through literature analysis, including books, scientific journals, articles and research reports that are relevant to the topic being researched. The research results show that the education system in Finland has advantages in terms of strong government support, free education for all teachers, high teacher qualifications, and collaboration between society, teachers and students. On the other hand, Indonesia faces challenges in implementing education, including transparent monitoring and evaluation, harmony between the school environment, family and community, and teacher qualifications that are not yet optimal. This study provides an understanding of best practices that can be adopted by both countries to improve education and the preparation of competent human resources in the future.