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Trends in the Development of Game-Based Science Learning Research in Elementary Schools Lestari, Rizky; Rohmani
Jurnal Pendidikan dan Pengajaran Vol 58 No 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v58i2.84778

Abstract

Over the past 15 years, research on game-based science learning in elementary schools has fluctuated with uneven publication distribution. To address this, stronger international collaboration, utilization of the latest technology, and the use of appropriate keywords are needed. This study aims to identify and visualize publications related to game-based science learning in elementary schools during the period 2008-2023, using descriptive bibliometric methods. From the analysis of 53 articles taken from the Scopus database, it was found that Taiwan and the United States were the main contributors, with significant international collaboration. This study used a qualitative approach with bibliometric and content analysis methods. Data were collected through documentation studies. The data analysis methods used were thematic analysis for content and quantitative descriptive analysis for publication trends. The main results of the study indicate a significant increasing trend in the use of game-based science learning in elementary schools, with the dominant use of digital game media and educational board games integrated with active learning approaches such as PBL and STEM. The study also found that the primary focus of development is directed at improving critical thinking skills, collaborative learning, and mastery of basic science concepts. It is concluded that game-based science learning is becoming an increasingly relevant and effective strategy in supporting student engagement and improving learning outcomes.
Interactive PowerPoint in Indonesian Language Learning In Elementary Schools: A Systematic Literature Review Mirda Delita; Yasinta Mahendra; Rohmani; Berta Apriza
Journal for Lesson and Learning Studies Vol. 8 No. 1 (2025): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v8i1.89463

Abstract

The rapid development of information and communication technology has significantly transformed the field of education, including the approach to teaching Indonesian language in elementary schools. A key challenge in Indonesian language learning is the low level of student interest and motivation, often caused by conventional and less engaging instructional methods. This study aims to critically analyze the effectiveness of using interactive PowerPoint media in enhancing the quality of Indonesian language learning processes and outcomes. The research employed a systematic literature review method, analyzing a selection of relevant scholarly articles published within the last five years. Data analysis was conducted qualitatively using thematic synthesis to identify recurring patterns and the impact of PowerPoint media on various learning aspects. The findings reveal that interactive PowerPoint media positively influence students’ learning motivation, conceptual understanding, and overall academic performance. Visual elements such as images, animations, and interactive transitions were found to effectively capture students’ attention and encourage active participation in the learning process. The study concludes that interactive PowerPoint is an effective instructional tool to support more meaningful and student-centered Indonesian language learning. These findings imply the importance of technological innovation in instructional design to enhance student engagement and optimize learning outcomes.
Pendampingan Pengembangan Bahan Ajar Berbasis Digital untuk Meningkatkan Kompetensi Guru Sekolah Dasar Yasinta Mahendra; Rohmani; Berta Apriza; Runa Iqlima Nur Azizah; Ardiansyah
Jurnal Abdimas Nusantara Vol 2 No 01 (2025): JANU Edisi Januari
Publisher : PT Ruang Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70294/chhv4f59

Abstract

Kegiatan ini bertujuan untuk meningkatkan kompetensi guru sekolah dasar dalam mengembangkan bahan ajar berbasis digital melalui program pendampingan yang komprehensif. Dalam era digitalisasi pendidikan, kemampuan guru dalam memanfaatkan teknologi menjadi sangat penting untuk menciptakan proses belajar mengajar yang lebih interaktif, efektif, dan relevan dengan kebutuhan zaman. Program ini tidak hanya fokus pada pemberian materi teknis, tetapi juga menekankan pada pemahaman mendalam mengenai manfaat dan cara mengintegrasikan teknologi ke dalam pembelajaran sehari-hari. Kegiatan pendampingan dilakukan di SDN 6 Mulang Maya Kecamatan Kotabumi Selatan, melibatkan beberapa guru sebagai peserta. Metode yang digunakan dalam program ini mencakup pelatihan intensif mengenai penggunaan perangkat lunak pengembangan bahan ajar, pendampingan personal dalam penerapan teknologi tersebut, serta evaluasi untuk mengukur kemajuan kompetensi guru. Hasil kegiatan menunjukkan adanya peningkatan signifikan dalam kemampuan guru menggunakan teknologi, terutama dalam hal pembuatan bahan ajar yang lebih menarik dan sesuai dengan kebutuhan siswa. Tidak hanya meningkatkan keterampilan teknis, program ini juga berhasil membangun kepercayaan diri guru dalam mengimplementasikan bahan ajar digital di kelas. Guru merasa lebih siap menghadapi tantangan pendidikan modern dan mampu menciptakan lingkungan belajar yang lebih menarik dan partisipatif bagi siswa. Ini juga memberikan dampak positif pada keterlibatan siswa dalam pembelajaran, yang menjadi lebih aktif berkat penggunaan bahan ajar yang interaktif.
Pencegahan Dampak Negatif Gadget terhadap Kesehatan Fisik dan Mental Anak-anak di Tengah Perkembangan Teknologi Informasi yang Masif Novi Ayu Kristiana Dewi; Rohmani Rohmani; Evi Haryani
NEAR: Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 2 (2025): NEAR
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/nr.v4i2.2965

Abstract

Tujuan dari pengabdian masyarakat ini adalah untuk memberikan edukasi kepada orang tua untuk mencegah dampak negatif gadged terhadap kesehatan mental dan fisik anak. Kegiatan ini dilakukan di Pekon Fajar Agung dengan target utama adalah orang tua terutama ibu rumah tangga yang memiliki anak balita dan anak usia sekolah. Kegiatan dimulai dari survey lapangan, koordinasi dengan pihak pekon, dan pelaksaan sosialisasi. Berdasarkan hasil kegiatan pengabdian kepada masyarakat, adapun upaya pencegahan dampak buruk gadged dimulai dengan menanamkan kesadaran terhadap orang tua terlebih dahulu. Selanjutnya langkah-langkah yang dapat dilakukan oleh orang tua untuk meminimalisir dampak buruk gadged bagi anak-anak antara lain: memberikan contoh nyata kepada anak untuk mengurangi aktivitas tidak penting melalui gadged, membatasi durasi penggunaan gadged, menunda screentime pada anak usia balita, mengontrol penggunaan gadged bagi anak agar tidak membuka konten yang tidak mengedukasi atau bahkan terlarang, menemani anak bermain dengan melibatkan aktivitas fisik, menemani anak belajar, dan memberikan kesempatana bermain anak dengan teman sebaya namun tetap dengan pengawasan orang tua.
ANALYSIS OF PRIMARY SCHOOL SCIENCE TEACHERS' PERCEPTIONS IN NORTH LAMPUNG ON SCIENCE LITERACY BASED ON EIGHT SCIENCE LITERACY INDICATORS Rohmani Rohmani; I Wayan Distrik; Herpratiwi Herpratiwi; Dina Maulina
EDUSAINS Vol. 14 No. 2 (2022): EDUSAINS
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/es.v14i2.28582

Abstract

One of the main skills that are part of the basic skills of the 21st century is critical thinking skills which are part of science literacy. The teacher's ability to educate their students determines the success of learning science literacy. This study aims to identify the science literacy perceptions of elementary school science teachers in North Lampung as a reference for developing science literacy learning in College. The data collection method is carried out by distributing website-based online questionnaires. The research subjects were elementary school science teachers in North Lampung. Data analysis was performed using the Rasch model to determine the level of reliability of respondents and item items and to determine the distribution of respondents' answers. The results of this study show that the level of reliability of the respondents is very good, with a value of 0.92, and the reliability of the items is quite good, with a value of 0.79. Further analysis was carried out to see the perceptions of elementary school science teachers on science literacy. The results of the analysis revealed that the perceptions of elementary school science teachers regarding science literacy based on eight indicators obtained an average percentage of 54.6% and is in the middle category range. From the results of data analysis, the findings in this study are the lack of ethics in science among elementary school science teachers in North Lampung. How To Cite: Rohmani, Distrik, W., Herpratiwi, Maulita, D. (2022). Analysis of Primary School Science Teachers' Perceptions in North Lampung on Science Literacy Based on Eight Science Literacy Indicators. EDUSAINS, 14 (2) : 162-174.
THE URGENCY OF TRANSITIONING FROM SOLITARY TO SOCIAL LEARNING TO CULTIVATE SOCIAL-EMOTIONAL COMPETENCIES IN PRE-SERVICE TEACHERS: A SYSTEMATIC LITERATURE REVIEW Asri Widia Ningrum; Rohmani
International Journal of Multidisciplinary Reseach Vol. 2 No. 2 (2026): April
Publisher : International Journal of Multidisciplinary Reseach

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

Abstract

The transformation of education in the Society 5.0 era demands a paradigm shift in the teacher’s role, evolving from a mere transmitter of cognitive content to a skilled facilitator with mature Social-Emotional Competencies (SEC). Although Game-Based Learning (GBL) has been widely acknowledged as effective for developing general pedagogical competencies, this study identifies a critical gap in SEC training for pre-service teachers. Through a Systematic Literature Review (SLR) guided by PRISMA protocols, 32 articles were selected from five academic databases, enabling a thorough analysis of the limitations inherent in the solitary learning paradigm and the transformative potential of collaborative multiplayer approaches. Synthesis findings reveal that solitary learning simulations, which predominantly rely on interactions with Non-Player Characters (NPCs), significantly hinder the formation of SEC due to deterministic NPC responses, off-context dialogues, and a failure to elicit dynamic empathy and emotional regulation. In contrast, the collaborative multiplayer approach offers innovative solutions by facilitating authentic peer-to-peer interactions, dynamic scaffolding, and multimodal communication tools that enhance emotion recognition and regulation. These findings provide theoretical and architectural justification for the development of next-generation pre-service teacher simulation platforms that prioritize social learning for CASEL-grounded SEC development
Eksplorasi Literasi Digital Calon Guru Sekolah Dasar melalui Gamifikasi: Analisis Literasi Informasi dan Self-Regulated Learning Rohmani Rohmani; Dwi Sari Ida Aflaha
Eksponen Vol. 16 No. 1 (2026): Eksponen: Volume 16 Nomor 1 April 2026
Publisher : Universitas Muhammadiyah Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47637/eksponen.v16i1.2289

Abstract

Penelitian ini bertujuan untuk menganalisis peran gamifikasi sebagai katalisator Self-Regulated Learning (SRL) dan mengeksplorasi dinamika literasi informasi pada mahasiswa calon guru sekolah dasar. Menggunakan desain deskriptif eksploratif, studi rintisan ini melibatkan 56 partisipan melalui voluntary response sampling. Data dikumpulkan menggunakan kuesioner daring (Cronbach's Alpha = 0.808) dan dianalisis melalui statistik deskriptif serta korelasi Pearson menggunakan IBM SPSS 26. Hasil penelitian menunjukkan korelasi positif yang sangat kuat (r = 0.749, p < 0.01) antara persepsi tantangan dalam gim dengan dorongan mencari informasi lanjutan, yang berhasil memicu 82,1% mahasiswa menerapkan strategi SRL. Disimpulkan bahwa integrasi pembelajaran berbasis gim secara efektif menstimulasi aktivasi kognitif mahasiswa dari konsumen teknologi pasif menjadi pencari pengetahuan aktif. Studi ini merekomendasikan penerapan pedagogi digital berbasis inkuiri tergamifikasi, di mana dosen secara spesifik merancang elemen tantangan bertingkat (leveling challenge) yang memaksa mahasiswa melakukan validasi sumber eksternal untuk memecahkan masalah dalam gim.