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Game Based Learning: Alternative 21st Century Innovative Learning Models in Improving Student Learning Activeness Aryanti Dwi Untari
Edueksos: Jurnal Pendidikan Sosial & Ekonomi Vol. 11 No. 2 (2022)
Publisher : Department of Tadris IPS FITK UIN Siber Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/edueksos.v11i2.11919

Abstract

Abstract: This study aims to provide alternative solutions for 21st century learning innovations in increasing student learning activity. Where the 21st century requires students to have skills and critical thinking skills, communication, collaboration, and creativity. Relevant learning to increase student learning activity is learning that is based on constructivist understanding through a student-centered learning approach, one of which is the game-based learning model. The research method used in this research is descriptive qualitative research method. The data collected in this study include: observation results, interview results, documentation, and field notes. Data analysis refers to analytical techniques according to Miles, Huberman & Saldana (2014), namely using four stages of data analysis, namely data collection, data reduction, data presentation, and data verification or drawing conclusions. The results of this study indicate that the use of game-based learning models as innovative learning models of the 21st century provides a major role in increasing student learning activity. The potential for using games that can be integrated into the learning process is enormous. The activeness of student learning by using the game-based learning model applied in class X MAS Al-Khairiyah Pipitan Serang can be seen from the active involvement of students in the game, the courage to answer questions, express opinions, and meet the challenges of the game by collaborating with their team groups, being involved in activities solving problems both individually and in groups, constructing understanding independently, and reflecting on the learning activities that have been implemented. Based on these findings it can be understood that integrating games into a learning process through game-based learning is able to prepare students to face the challenges and skills needs of the 21st century.Keywords: Game Based Learning, Learning Innovation, 21st Century Learning Abstrak: Penelitian ini bertujuan untuk memberikan solusi alternatif inovasi pembelajaran abad 21 dalam meningkatkan keaktifan belajar siswa. Dimana abad 21 menuntut peserta didik untuk memiliki kecakapan dan keterampilan critical thinking, communication, colaboration, dan creativity. Pembelajaran yang relevan untuk meningkatkan keaktifan belajar siswa ialah pembelajaran yang dilandasi oleh paham konstruktivistik melalui pendekatan student centred learning salah satunya ialah model pembelajaran game based learning. Metode penelitian yang digunakan dalam penelitian ini ialah metode penelitian kualitatif deskriptif. Data yang dikumpulkan dalam penelitian ini meliputi: hasil observasi, hasil wawancara, dokumentasi, dan catatan lapangan. Analisis data mengacu pada teknik analisis menurut Miles, Huberman & Saldana (2014) yakni menggunakan empat tahap analisis data yaitu pengumpulan data, reduksi data, penyajian data, dan verifikasi data atau penarikan kesimpulan. Hasil penelitian ini menunjukan bahwa Penggunaan model pembelajaran game based learning sebagai model pembelajaran inovatif abad 21 memberikan peran besar dalam meningkatkan keaktifan belajar siswa. Potensi pemanfaatan game yang dapat diintegrasikan ke dalam proses pembelajaran sangatlah besar. Keaktifan belajar siswa dengan menggunakan model pembelajaan game based learning yang diterapkan di kelas X MAS Al-Khairiyah Pipitan Serang dapat dilihat dari keterlibatan aktif siswa dalam permainan, keberanian menjawab pertanyaan, mengemukakan pendapat, dan memenuhi tantangan permainan dengan berkolaborasi bersama tim kelompoknya, terlibat dalam kegiatan pemecahan masalah baik secara invidu maupun kelompok, mengkontruksi pemahaman secara mandiri, dan merefleksi kegiatan pembelajaran yang telah dilaksanakan.Berdasarkan temuan ini dapat dipahami bahwa mengintegrasikan permainan dalam sebuah proses pembelajaran melalui game based learning mampu menyiapkan peserta didik menghadapi tantangan dan kebutuhan keterampilan abad 21.Keywords: Game Based Learning, Inovasi Pembelajaran, Pembelajaran abad 21
Pemberdayaan Masyarakat Melalui Kegiatan Pelatihan Hidroponik Yang Bernilai Ekonomis Bagi Masyarakat Desa Malabar Kabupaten Serang, Banten Toni Anwar Mahmud; Caca Afrianisa; Muhammad Arif; Maulana Yusup; Aryanti Dwi Untari
Journal of Community Development Vol. 5 No. 3 (2025): April
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/comdev.v5i3.567

Abstract

Malabar Village, located in Bandung District, Serang Regency, is mostly utilized for settlements, agriculture, and plantations. With agricultural land becoming increasingly scarce, there is an urgent need for alternative farming methods. Hydroponics, a technique of growing plants without soil, offers a cost-effective and practical solution, especially for areas with limited land availability. The method of implementing this training activity begins with socialization activities about hydroponics, then continued with training activities and assistance in making hydroponics. Based on the results of the activities that have been carried out, there is a very good response from the residents. Although the residents are not familiar with the cultivation of plants with hydroponics using plastic bottles. Farming techniques such as hydroponics are new to the people of Malabar Village. This is because the people of Malabar Village are accustomed to farming or gardening conventionally or using soil planting media. Residents who are accustomed to farming traditionally welcome this new way. This project demonstrates that hydroponic farming is not only feasible but also affordable, requires minimal resources and offers potential economic benefits. This community empowerment activity was successfully implemented. After being given an understanding of the utilization of plastic bottle waste as a hydroponic growing medium, it can be seen that the skills and abilities of the community have increased in utilizing used bottles into hydroponic growing media, the equipment needed is easy, the manufacturing is simple, and the costs required are cheap. This activity supports the independence of residents in handling plastic bottle waste to be used as useful and valuable hydroponic planting media.
Kolaborasi Antar-Aktor dalam Implementasi Kebijakan Ripparprov Banten di Kawasan Ekonomi Khusus Tanjung Lesung Mohammad Arief Hidayatullah; Damanhuri Damanhuri; Aryanti Dwi Untari
Journal of Civic Education Vol 9 No 2 (2026): Journal of Civic Education
Publisher : Jurusan Ilmu Sosial Politik, Fakultas Ilmu Sosial, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jce.v9i2.1258

Abstract

This study examines how four key actors—the Banten Provincial Tourism Office, the Tanjung Lesung Special Economic Zone (SEZ) Administrator, the zone developer and manager PT Banten West Java (BUPP), and the local community represented by a tourism awareness group (Pokdarwis) and local craftspeople—collaborate in supporting the implementation of the Banten Tourism Development Master Plan (Ripparprov) 2018–2025 in Tanjung Lesung SEZ. Using a qualitative descriptive approach and the collaborative governance framework of Kurhayadi and Kushendar (2023), which identifies five critical factors (transparency and participation, communication and coordination, strong leadership, capacity and resources, and evaluation and monitoring), data were collected through semi-structured interviews with eight purposively selected informants, observation, and documentation review. The findings indicate that inter-actor collaboration in Tanjung Lesung SEZ remains partial, bilateral, and situational rather than integrated. Each actor interacts with others according to its own mandate, while no permanent, institutionalized forum brings all four actors together to plan, evaluate, and solve problems jointly. This absence weakens transparency toward the community, produces top-down rather than reciprocal communication, leaves facilitative leadership undeveloped, perpetuates capacity gaps between the private developer and local communities, and excludes community perspectives from evaluation processes. The study concludes that effective implementation of Ripparprov requires structural reform of collaborative mechanisms, particularly the establishment of a regular multi-stakeholder forum, rather than merely expanding individual program budgets.Keywords: collaborative governance; multi-actor collaboration; policy implementation; special economic zone; tourism