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Integrating Digital Literacy and Character Education to Foster Digital Citizenship in Primary Schools: A Society 5.0 Perspective Kartika Yuni Purwanti; Zulmi Roestika Rini; Ela Suryani; Suhirno Suhirno; Hesti Yunitiara Rizqi; Anni Malihatul Hawa
Proceeding International Collaborative Conference on Multidisciplinary Science Vol. 3 No. 1 (2026): June : ICCMS (Proceeding International Collaborative Conference on Multidiscipl
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70062/iccms.v3i1.254

Abstract

The Society 5.0 era requires primary education to balance technological advancement with the development of students' moral and social values. Although digital literacy has become an essential competency, many primary schools still implement it separately from character education, limiting students' ability to develop responsible digital behavior. This study aimed to examine how digital literacy and character education can be integrated to foster digital citizenship among primary school students. A qualitative case study was conducted in selected primary schools implementing Society 5.0-oriented learning. Data were collected through semi-structured interviews with teachers, classroom observations, and document analysis, and were analyzed using thematic analysis. The findings identified three key strategies for promoting digital citizenship: integrating digital ethics into subject learning, implementing collaborative project-based learning to strengthen digital empathy and responsible online behavior, and fostering active partnerships between schools and families to reinforce digital character development. The integrated approach contributed to improved ethical awareness, responsible technology use, collaborative skills, and the prevention of cyberbullying among students. The study concludes that integrating digital literacy with character education provides an effective pedagogical framework for preparing responsible, ethical, and digitally competent citizens capable of thriving in the Society 5.0 era.
Penguatan Nilai Kreativitas Seni Berbasis Kearifan Lokal untuk Meningkatkan Keterampilan Kolaboratif Siswa Kartika Yuni Purwanti; Anni Malihatul Hawa; Ari Pardi; Gita Febby Amalina; Irma Meilia Sari
Jurnal Masyarakat Madani Indonesia Vol. 5 No. 1 (2026): Februari
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/y07bqx71

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk menguatkan nilai kreativitas seni berbasis kearifan lokal dalam rangka meningkatkan keterampilan kolaboratif siswa Madrasah Aliyah (MA) Al Bidayah Candi Bandungan, Kabupaten Semarang. Latar belakang kegiatan ini didasarkan pada pentingnya pengembangan keterampilan abad ke-21, khususnya kolaborasi, serta perlunya pelestarian budaya lokal melalui pembelajaran seni yang kontekstual. Permasalahan mitra meliputi keterbatasan modul pembelajaran seni berbasis kearifan lokal, rendahnya keterampilan kolaboratif siswa, serta belum optimalnya apresiasi terhadap budaya lokal. Metode yang digunakan dalam kegiatan pengabdian ini adalah metode partisipatif dengan tahapan sosialisasi, pelatihan kreativitas seni, pendampingan penciptaan karya seni berbasis kearifan lokal, serta monitoring dan evaluasi. Subjek kegiatan adalah 130 siswa kelas XII MA Al Bidayah. Instrumen evaluasi berupa angket dan rubrik penilaian ketercapaian indikator yang meliputi pemahaman unsur seni dan budaya lokal, keterampilan kolaborasi, serta apresiasi dan pelestarian kearifan lokal. Hasil pengabdian menunjukkan adanya peningkatan yang signifikan pada seluruh indikator dengan rata-rata capaian sebesar 93,67%, yang berada pada kategori sangat baik. Secara rinci, pemahaman siswa terhadap unsur seni dan budaya lokal meningkat menjadi 95%, keterampilan kolaborasi siswa mencapai 90%, dan apresiasi serta pelestarian kearifan lokal meningkat menjadi 96%. Dengan demikian, dapat disimpulkan bahwa penguatan kreativitas seni berbasis kearifan lokal efektif dalam meningkatkan keterampilan kolaboratif siswa serta menumbuhkan kesadaran dan kebanggaan terhadap budaya lokal. Kegiatan ini direkomendasikan sebagai model pengabdian berkelanjutan yang mendukung pembelajaran seni, penguatan karakter, dan pengembangan keterampilan abad ke-21.
Utilization of Tapertis Educational Technology in Learning Multiplication Concepts in Elementary Schools Zulmi Roestika Rini; Yoannes Romando Sipayung; Abdul Rahman; Kartika Yuni Purwanti; Himmah Taulany; Anni Malihatul Hawa; Ella Suryani; Nurfitriyani Kartika Dewi; Hesti Yunitiara Rizqi; Swantika Ilham Prahesti; Nico Irawan
Proceeding International Collaborative Conference on Multidisciplinary Science Vol. 2 No. 2 (2025): December : ICCMS (Proceeding International Collaborative Conference on Multidis
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70062/iccms.v2i2.214

Abstract

This study aims to determine the effectiveness of using the Jarimatika method combined with Tapertis media in improving elementary school students' understanding of multiplication concepts. This study uses a quantitative approach with a pre-experimental intact group comparison type design. The research subjects consisted of 17 fourth-grade students of SDN Candigaron 03 who were divided into two groups, namely the experimental group and the control group. Data collection instruments were in the form of tests (pre-test and post-test) and observation sheets. Experts carried out media validation with an average result of 56.33 (outstanding category). Data analysis used paired sample t-test, t-test, and simple linear regression. The results showed a significant difference between the pre-test and post-test results in both groups. The average post-test score of the experimental group was higher (84.89) than the control group (77.12). The regression test showed that Tapertis media significantly affected understanding of multiplication concepts (p < 0.05). This study concludes that the Jarimatika method, supported by Tapertis media, is effective for use in mathematics learning to improve elementary school students' understanding of multiplication concepts.
Pelatihan Penggunaan Media AR untuk Meningkatkan Pengajaran Matematika di Sekolah MA Al-Bidayah Zulmi Roestika Rini; Anni Malihatul Hawa; Iwan Setyawan Wibisono
Ngudi Waluyo Empowerment: Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 2 (2025): Ngudi Waluyo Empowerment: Jurnal Pengabdian Kepada Masyarakat
Publisher : Fakultas Komputer dan Pendidikan Universitas Ngudi Waluyo

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

Abstract

Perkembangan teknologi pendidikan menuntut guru untuk mampu mengintegrasikan media pembelajaran inovatif dalam proses pembelajaran, khususnya pada mata pelajaran matematika yang banyak memuat konsep abstrak. Salah satu teknologi yang berpotensi mendukung pembelajaran matematika adalah Augmented Reality (AR). Penelitian ini bertujuan untuk mengetahui efektivitas pelatihan penggunaan media AR dalam meningkatkan kompetensi guru matematika di MA Al-Bidayah. Penelitian ini menggunakan pendekatan kuasi-eksperimental dengan desain pretest–posttest one group. Subjek penelitian adalah guru matematika MA Al-Bidayah yang mengikuti pelatihan penggunaan media AR. Teknik pengumpulan data dilakukan melalui tes pretest dan posttest, angket respon guru, serta observasi. Data kuantitatif dianalisis menggunakan uji paired sample t-test, sedangkan data kualitatif dianalisis secara deskriptif. Hasil penelitian menunjukkan adanya peningkatan signifikan kompetensi guru setelah pelatihan, dengan nilai rata-rata pretest sebesar 55,5 meningkat menjadi 82,5 pada posttest. Selain itu, hasil angket menunjukkan bahwa mayoritas guru memberikan respon positif terhadap penggunaan media AR dalam pembelajaran matematika. Guru menilai bahwa media AR mampu mempermudah penyampaian materi, meningkatkan minat belajar siswa, serta menciptakan pembelajaran yang lebih interaktif. Berdasarkan hasil tersebut, dapat disimpulkan bahwa pelatihan penggunaan media AR efektif dalam meningkatkan kompetensi guru dan berpotensi meningkatkan kualitas pengajaran matematika di madrasah aliyah. Kata kunci: augmented reality, pelatihan guru, media pembelajaran, pembelajaran matematika
Pengaruh Model Team Games Tournament (Tgt) Berbantuan Media Timacase Terhadap Minat Belajar Siswa Kelas III SD Pringapus 01 Aulia Gita Oviyana; Anni Malihatul Hawa
SENTRI: Jurnal Riset Ilmiah Vol. 5 No. 7 (2026): SENTRI : Jurnal Riset Ilmiah, Juli 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/sentri.v5i7.7066

Abstract

This study aims to determine the effect of the Team Games Tournament (TGT) learning model assisted by TIMACASE media on students’ learning interest at SD Negeri Pringapus 01. The low level of students’ learning interest, characterized by limited attention, participation, and involvement during learning activities, requires the implementation of innovative learning strategies. This research employed a quantitative approach with a quasi-experimental method using a Nonequivalent Control Group Design. The research sample consisted of 48 third-grade students, with 24 students in the experimental class and 24 students in the control class. Data were collected using learning interest questionnaires and analyzed through descriptive statistics, normality tests, homogeneity tests, and Independent Sample t-test. The results showed that the average pretest score of the experimental class was 62.08 and increased to 84.54 in the posttest, while the control class increased from 61.42 to 72.08. The hypothesis test obtained a significance value of 0.000 < 0.05, indicating a significant effect of the TGT model assisted by TIMACASE media on students’ learning interest. Therefore, the implementation of TGT assisted by TIMACASE media can be an effective alternative to create active, enjoyable, and meaningful learning experiences for elementary school students.
PENGARUH MODEL PEMBELAJARAN TEAM GAMES TOURNAMENT (TGT) BERBANTUAN MEDIA LANGKAH PINTAR TERHADAP MINAT BELAJAR SISWA SD Echa Eliza; Anni Malihatul Hawa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.51741

Abstract

This study aims to "determine the differences and effects of the Team Games Tournament (TGT) learning model assisted by the Smart Steps media on the learning interest of third-grade students of SD Negeri Bandungan 01." The study method applied is quantitative through the Quasi Experimental Design in the form of Nonequivalent Control Group Design. The data collection method is carried out through questionnaires, observations, structured interviews, and documentation. Data analysis is carried out through independent sample t-tests to determine differences and simple linear regression tests to evaluate the influence of variables. The existing findings confirm that there is a significant difference between the experimental class and the control class with a significance score of 0.034 <0.05. Then, the findings of the regression test describe a significant influence with a significance score of 0.008 <0.05. Therefore, it can be concluded that "the Team Games Tournament (TGT) learning model assisted by the Smart Steps media is effective in increasing students' learning interest." Keywords: Team Games Tournament, Learning Media, Learning Interest.
PENGARUH MODEL THINK TALK WRITE BERBANTUAN MEDIA KOMED TERHADAP KETERAMPILAN MENULIS TEKS DESKRIPSI SISWA KELAS 3 SD Riska Eva Ariyanti; Anni Malihatul Hawa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomer 03, September 2026 Publication
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60244

Abstract

This research was motivated by the low level of students' descriptive text writing skills in elementary schools. This research aims to determine the effect of the Think Talk Write learning model assisted by KOMED media on students' descriptive text writing skills. The research approach used is quantitative with a quasi-experimental design (Quasi-Experimental) in the form of a Nonequivalent Control Group Design. Sampling was carried out using a purposive sampling technique, which determined students in classes III-A and III-B at SD Negeri Harjosari 02 as research subjects. Data collection uses test techniques (pretest and posttest) and non-test (observation, questionnaires, interviews and documentation). Data analysis was carried out through prerequisite tests (normality and homogeneity) as well as hypothesis testing using the independent sample t-test and simple linear regression test. The research results show that: (1) There is a significant difference in descriptive text writing skills between the experimental class and the control class, as evidenced by the results of the independent sample t-test which obtained a significance value of 0.000 < 0.05 so that H0 was rejected and Ha was accepted; (2) There is a significant influence on the use of the TTW learning model assisted by KOMED media on students' descriptive text writing skills, as evidenced by the results of a simple linear regression test which obtained a significance value of 0.000 < 0.05 so that H0 was rejected and Ha was accepted. The Think Talk Write learning model assisted by KOMED media has been proven to have a significant positive effect on improving the descriptive text writing skills of class III students.
PENGARUH MODEL PEMBELAJARAN GAME BASED LEARNING BERBANTUAN MEDIA BAPER TERHADAP MINAT BELAJAR SISWA KELAS V Herdi Novianto; Anni Malihatul Hawa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Released
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64992

Abstract

Low interest in learning Indonesian among elementary school students is often attributed to a lack of variety in teaching models and the use of non-interactive media. This situation results in limited active engagement and poor concentration among students during classroom instruction. This study aims to analyze the impact of the Game-Based Learning (GBL) model, supported by BAPER (Baca, Pelajari, Raih Prestasi-Read, Learn, Achieve) media, on the Indonesian language learning interest of fifth-grade elementary students. The study contributes an innovative, game-based interactive learning media alternative designed to boost student engagement at the elementary level. A quantitative approach utilizing a quasi-experimental design (specifically, a non-equivalent control group design) was employed at SD Negeri Suruh 01, involving a sample of 50 fifth-grade students (divided into a control group of 25 and an experimental group of 25). Data were gathered via learning interest questionnaires and observation sheets, then analyzed using the Independent Sample t-Test. The results revealed a significant difference in learning interest between the experimental and control groups tcalculated = 7.447 > ttable = 2.011; p = 0.000 < 0.05. The mean learning interest score for the experimental group (86.50) was significantly higher than that of the control group (78.50). The implementation of the GBL model supported by BAPER media proved effective in enhancing indicators such as feelings of enjoyment, interest, attention, and active student engagement. Consequently, the GBL model supported by BAPER media is concluded to have a positive and significant impact, making it a viable innovative learning alternative for increasing students' interest in learning Indonesian. Keywords: Game Based Learning, BAPER media, learning interest, Indonesian language, elementary school.
Training on the Use of Augmented Reality (AR) Media to Improve Mathematics Learning Zulmi Roestika Rini; Anni Malihatul Hawa; Iwan Setyawan Wibisono
Ngudi Waluyo Empowerment: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2026): Ngudi Waluyo Empowerment: Jurnal Pengabdian Kepada Masyarakat
Publisher : Fakultas Komputer dan Pendidikan Universitas Ngudi Waluyo

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

Abstract

The development of educational technology requires teachers to be able to integrate innovative learning media into the learning process, especially in mathematics subjects that contain many abstract concepts. One technology that has the potential to support mathematics learning is Augmented Reality (AR). This study aims to determine the effectiveness of training on the use of AR media in improving the competence of mathematics teachers at MA Al-Bidayah. This study used a quasi-experimental approach with a one-group pretest–posttest design. The subjects were mathematics teachers at MA Al-Bidayah who participated in training on the use of AR media. Data collection techniques were carried out through pretest and posttest tests, teacher response questionnaires, and observations. Quantitative data were analyzed using paired sample t-tests, while qualitative data were analyzed descriptively. The results of the study showed a significant increase in teacher competence after the training, with an average pretest score of 55.5 increasing to 82.5 in the posttest. In addition, the questionnaire results showed that the majority of teachers gave a positive response to the use of AR media in mathematics learning. Teachers assessed that AR media was able to facilitate the delivery of material, increase student learning interest, and create more interactive learning. Based on these results, it can be concluded that training in the use of AR media is effective in improving teacher competence and has the potential to improve the quality of mathematics teaching in Islamic high schools.