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Cinema Edukasi: Program Pemutaran Film sebagai Media Penguatan Nilai Karakter Kebangsaan pada Anak Muh. Herisman; Riskawati Riskawati
ARDHI : Jurnal Pengabdian Dalam Negri Vol. 3 No. 5 (2025): Oktober : ARDHI : Jurnal Pengabdian Dalam Negri
Publisher : Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ardhi.v3i5.1582

Abstract

Character education is the main foundation in shaping the personality and identity of the nation's children from an early age. This community service activity aims to strengthen national character values ​​through educational films that are engaging and appropriate for children. The program, titled Educational Cinema, uses the film Nussa: "Good is Easy" as a means of learning the moral values ​​and virtues of Pancasila in a simple and enjoyable way. The activity was carried out at Wildanun Kindergarten, Makassar, involving 16 children. The activity was carried out in three stages: preparation, implementation, and reflection. The results of the activity showed an increase in children's understanding of national character values ​​such as religiosity, hard work, curiosity, love of the environment, appreciation of achievement, and social care. Teachers gained new experience in utilizing film media as a learning tool for Pancasila values. This program proves that digital media can be an effective means of instilling national character in the modern era.  
Integrating Scratch-Based Educational Games with Problem-Based Learning to Enhance Students' Conceptual Understanding Riskawati Riskawati; Khaeruddin Khaeruddin; A. Zaitun A. Zaitun; Kurnia Alda Katrin; Nayla Salsabila; Nurazizah Ramadani; Zakila Intan Asrab; Mardyanto Barumbun
Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu Vol. 6 No. 1 (2026): Januari - Juni 2026
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/pelita.6.1.2026.1542

Abstract

This study aimed to describe the implementation of Scratch-based Archery Game media integrated with the Problem Based Learning (PBL) model in teaching momentum and collision concepts in physics. The study employed a one-shot case study design involving 28 students of class XII B at SMAN 14 Gowa, while response data were obtained from 26 students. Data were collected through observation, documentation, and student response questionnaires using a Likert scale, then analyzed descriptively using quantitative and qualitative approaches. The results showed that most PBL syntax stages were successfully implemented through discussion activities, simulation exploration, and game-based problem solving. The learning implementation also indicated the emergence of computational thinking activities, including pattern recognition, abstraction, and algorithmic thinking while students explored momentum and collision simulations. Questionnaire results showed that student responses were in the Good category with a percentage of 78.06%, indicating positive responses toward learning engagement, participation, and the perceived ease of understanding concepts through interactive simulations. The novelty of this study lies in the integration of Scratch-based Archery Game media with the PBL model to support exploratory activities and computational thinking in physics learning. The findings suggest that coding-based media and interactive simulations have the potential to become alternative learning tools for abstract physics concepts that are more contextual, interactive, and relevant to 21st-century learning needs.