Claim Missing Document
Check
Articles

Found 37 Documents
Search

A Critical Review of Educational Games as a Tool for Strengthening Digital Literacy Rohmani, Rohmani; Pambudi, Nanda
International Journal of Multidisciplinary: Applied Business and Education Research Vol. 4 No. 5 (2023): International Journal of Multidisciplinary: Applied Business and Education Rese
Publisher : Future Science / FSH-PH Publications

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/ijmaber.04.05.10

Abstract

The digital era is an era where knowledge can be easily obtained anytime and anywhere as long as it is connected to the internet network. To be able to access knowledge requires a special skill called digital literacy skill. Digital literacy skills can be developed in various ways, one of which is through game-based learning. The purpose of this study is to identify the development of the use of games in education that has been carried out by previous researchers related to strengthening digital literacy. The method used to collect data is by a systematic review, which is a research method by collecting and summarizing all the best available research on a particular question, using a transparent protocol that can be replicated to find, evaluate, and synthesize relevant research evidence. The results of the study obtained data from the scopus.com database with the keywords educational games in digital literacy learning as many as 189 articles and 13 articles that met the inclusion criteria for analysis. The use of educational games to strengthen digital literacy has been carried out in several countries with different types of games with the scope of increasing digital literacy skills, Collaboration and creativity, Finding Information, Critical Thinking, and Social Understanding.
Transformation of Elementary Science Learning with the Project Based Learning Model Rahma santhika; Rohmani
International Journal of Elementary Education Vol 9 No 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v9i1.92889

Abstract

This study focuses on the effectiveness of using Project Based Learning (PJBL) in learning Natural Sciences in elementary schools. PJBL is a project-based learning model that encourages students to actively participate in investigation, exploration, and problem solving through projects that are relevant to the learning material. This model is considered capable of improving conceptual understanding, critical thinking skills, and active involvement of students in science learning. This study uses the Systematic Literature Review approach by analyzing articles from the Google Scholar database published between 2019 and 2024. From a total of 261 initial documents, 8 articles were selected based on eligibility criteria, such as relevance to the topic, accessibility, and publication quality. The results showed that the implementation of PJBL was effective in improving student learning outcomes, problem-solving skills, and learning motivation. In addition, PJBL also encourages students to work collaboratively, think creatively, and be more independent in understanding science concepts. The implication of this study is that PJBL can be an innovative learning model that helps teachers create more interactive and meaningful learning experiences. Therefore, support is needed in the form of teacher training and provision of adequate resources so that PJBL can be implemented optimally in elementary schools.
Research Development Trends in Project Based Learning (PjBL) Learning Models in Science Learning in Elementary Schools: Bibliometric Analysis Muhamad Suhardi; Sholihah, Mar'atus; Rohmani
Indonesian Journal of Educational Research and Review Vol. 8 No. 1 (2025): April - INPRESS
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijerr.v8i1.84683

Abstract

Project Based Learning (PjBL) is a student-centered learning method, where learning is done through projects designed to answer questions or solve complex problems. The purpose of this study was to identify publications related to the Project Based Learning learning model in elementary school science learning in the last sixteen years (2008-2023) and visualize them. This study uses a descriptive bibliometric analysis method. The method of collecting data from the Scopus database through the stages of identification, screening, eligibility, and inclusion, where from 8,705 initial articles and 51 articles were selected. The data analysis method uses the publication frequency analysis method to see annual trends, keyword analysis to identify main topics, and data visualization in the form of simple graphs or maps to illustrate trends and relationships between topics. The results of the study show that studies related to PjBL (Project Based Learning) in elementary school science learning have been conducted in various countries, with the United States and Indonesia having the most publications. The research focus on themes such as "project-based learning", "curricula", "elementary education", and "STEM" shows that PBL is not only related to improving scientific literacy and computational thinking skills in elementary schools, but is also integrated with other active learning approaches. The novelty of the research displayed through the overlay visualization also shows that these topics are constantly evolving, indicating new directions in research that can provide valuable insights for the development of elementary education in the future.
Pencegahan Dampak Negatif Gadget terhadap Kesehatan Fisik dan Mental Anak-anak di Tengah Perkembangan Teknologi Informasi yang Masif Dewi, Novi Ayu Kristiana; Rohmani, Rohmani; Haryani, Evi
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.
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.