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Pengembangan Game Edukasi Fractal Adventure untuk Pembelajaran Bilangan Pecahan Leo Wahyudi; Iskandar Wiryokusumo; Achmad Noor Fatirul
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 6 No. 2 (2021)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v6i22021p199

Abstract

Research conducted produced educational game media that uses a computer system. In this day and age, many children are busy playing games to get rid of boredom. Then it is necessary to develop learning media that utilize whatever is popular with children such as educational games with the aim of attracting attention and increasing the effectiveness of learning. The purpose of this development can provide educational game media that has been declared valid by material experts, instructional media experts, and field practitioners to support fraction learning. This study uses the Gerlach and Ely learning model. The results of the validation statement of material experts were 86%, the results of the validations of learning media experts were 82% and field practitioners were 93%, for students' responses to fractal adventure education games for learning fraction numbers including very decent criteria.
WORKSHOP PEMBELAJARAN DIGITAL BAGI GURU SDN SAMPANGAGUNG 1, KEC. MOJOSARI, KAB MOJOKERTO Wawan Gunawan; Retno Danu Rusmawati; Achmad Noor Fatirul; Yoso Wiyarno; Arif Yahya; Yunus Karyanto; Sunyoto Hadi Prajitno; Suharti Suharti; Imas Mastoah; Muhlason Muhlason; Isna Badarus Salasa
MAJU : Indonesian Journal of Community Empowerment Vol. 3 No. 1 (2026): MAJU : Indonesian Journal of Community Empowerment, January 2026
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/maju.v3i1.2073

Abstract

The development of information technology requires teachers to have adequate competence in designing and implementing digital-based learning. Teachers are not only required to master the teaching material but also be able to utilize technology as an effective learning media and resource. However, elementary school teachers still encounter obstacles in optimally integrating digital technology into the learning process. Based on these conditions, this Community Service activity was carried out in the form of a Digital Learning Workshop for teachers at SDN Sampangagung 1, Mojosari District, Mojokerto Regency. This activity aims to improve teachers' understanding and skills related to digital learning concepts, the use of digital media and learning resources, and the use of the internet, blogs, YouTube, and social media in learning. In addition, this activity also aims to equip teachers with the ability to design innovative and contextual digital learning in accordance with the needs of the community.The characteristics of elementary school students were examined. The participants in this activity were all teachers at SDN Sampangagung 1, Mojosari District, Mojokerto Regency. The workshop was conducted online, combining discussion and practical sessions. The results showed that the Digital Learning Workshop improved teachers' conceptual understanding and practical skills in utilizing learning technology. Overall, this community service activity was deemed successful, based on the achievement of participant targets, the implementation of the material, and the improvement of teachers' skills in mastering digital-based learning.
Pelatihan Peningkatan Keterampilan Guru SMA dalam Mengembangkan Powerpoint Interaktif dengan Kecerdasan Buatan (Artificial Intelligence) Nurmida Catherine Sitompul; Achmad Noor Fatirul; Andri Kurniawan; Siti Mutmainah
Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 7 No. 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um050v7i22024p107-115

Abstract

Abstract: Instructional media is the core of the Instructional delivery strategy so that learning content can be delivered and received well by students. The PowerPoint program or more often abbreviated as PPT, is the most widely used instructional media both basic and extended. The presence of Artificial intelligence makes the Powerpoint Program can be developed very extended so that it can be used for various characteristics of the field of study that need to be conveyed with various forms of media or multimedia platforms so that it can increase the interaction between students and learning materials. Pengabdian kepada Masyarakat (Community Service), with Subtheme: Training on the Development of Interactive Power Points and Intuitive Displays to Improve Interaction in Learning at SMA Negeri 1 Driyorejo, Gresik. smoothly and in accordance with the even semester period of the 2023-2024 academic year" is a form of effort from the lecturers of the Master of Educational Technology to take part in improving the quality of educators, in this case the teachers of SMA Negeri 1 Driyorejo, Gresik. This training supports teachers to carry out sustainable teacher professional development which is also a program of the Ministry of Education and Culture. Hopefully this training can contribute to improving the competence of teachers' professionalism in real and practical terms to support the delivery of learning (instructional delivery strategy) that is more effective. Abstrak: Media pembelajaran adalah inti dari strategi penyampaian pembelajaran (Instructional delivery strategy) sehingga konten pembelajaran dapat disampaian dan diterima dengan baik oleh peserta didik. Program Power poin atau lebih sering disingkat dengan PPT, adalah media pembelajaran yang paling banyak digunakan baik yang berbentu basic ataupun extended. Kehadiran Artificial intellence menjadikan Program Powerpoint dapat berkembangan dengan sangat extended sehingga bisa dimanfaatkan untuk berbagai karakterisitk bidang studi yang perlu disampaikan dengan berbagai bentuk platfotm media atau multimedia sehingga dapat meningkatkan interaksi antara peserta didik dengan materi pembelajaran. Pengabdian Masyarakat, dengan dengan Subtema: Pelatihan Pengembangan Power Point Interaktif dan Tampilan Intuitif untuk Menigkatkan Interaksi dalam Pembelajaran di SMA Negeri 1 Driyorejo, Gresik. dengan lancar dan sesuai periode semester genap TA 2023-2024 merupakan bentuk usaha dari dosen Magister Teknologi Pendidikan untuk turut mengambil bagian meningkatkan kualitas pendidik, dalam hal ini para guru SMA Negeri 1 Driyorejo, Gresik. Pelatihan ini mendukung para guru untuk melakukan pengembangan profesional yang berkelanjutan dan juga memenuhi program Kemendikbud. Semoga pelatihan guru SMA ini dapat memberikan sumbangsih bagi peningkatan kompetensi profesionalisme guru dalam hal nyata dan praktif guna mendukung penyampaian pembelajaran (instructional delivery strategy) yang semakin efektif.
Pengaruh Penggunaan Media Permainan Edukasi Digital VS Video Pembelajaran dan Motivasi Belajar terhadap Hasil Belajar Siswa Lavita erni Munikasari; Achmad Noor Fatirul; Prayogo Prayogo
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 3 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (3)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i3.4465

Abstract

Penelitian ini dilatarbelakangi oleh pentingnya peningkatan hasil belajar siswa sekolah dasar di era digital, mengingat masih rendahnya keterlibatan siswa dalam pembelajaran yang menggunakan metode konvensional serta perlunya pemanfaatan media pembelajaran yang lebih interaktif dan sesuai dengan karakteristik peserta didik abad ke-21. Oleh karena itu, penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media permainan edukasi digital dan video pembelajaran serta motivasi belajar terhadap hasil belajar siswa kelas V SDN Pakis 2 Kecamatan Trowulan Kabupaten Mojokerto. Penelitian menggunakan pendekatan kuantitatif dengan desain eksperimen faktorial 2×2. Variabel bebas dalam penelitian ini adalah media pembelajaran yang terdiri atas permainan edukasi digital dan video pembelajaran, variabel moderator adalah motivasi belajar tinggi dan rendah, sedangkan variabel terikat adalah hasil belajar siswa. Populasi penelitian berjumlah 40 siswa kelas V yang seluruhnya dijadikan sampel penelitian menggunakan teknik sampling jenuh (total sampling), dengan kelas V-A sebagai kelompok eksperimen dan kelas V-B sebagai kelompok kontrol. Teknik pengumpulan data dilakukan melalui tes hasil belajar dan angket motivasi belajar. Analisis data menggunakan uji ANOVA dua arah setelah memenuhi uji prasyarat berupa uji normalitas dan homogenitas. Hasil penelitian menunjukkan bahwa penggunaan media permainan edukasi digital memberikan pengaruh yang lebih baik terhadap hasil belajar dibandingkan video pembelajaran. Selain itu, siswa dengan motivasi belajar tinggi memperoleh hasil belajar yang lebih baik dibandingkan siswa dengan motivasi belajar rendah. Namun, tidak terdapat interaksi yang signifikan antara penggunaan media pembelajaran dan motivasi belajar terhadap hasil belajar siswa. Temuan penelitian ini mengindikasikan bahwa media permainan edukasi digital dapat menjadi alternatif pembelajaran yang efektif untuk meningkatkan hasil belajar siswa sekolah dasar pada berbagai tingkat motivasi belajar. Oleh karena itu, pemanfaatan media digital interaktif perlu dioptimalkan dalam proses pembelajaran guna mendukung peningkatan kualitas pendidikan di sekolah dasar.
Development Of Augmented Reality Using The Four-D Model In Ipas Learning For Grade 5 Elementary School Robi’ati Fauziyah; Achmad Noor Fatirul; Hartono
At Turots: Jurnal Pendidikan Islam Vol. 8 No. 1 Juni (2026): At Turots: Jurnal Pendidikan Islam
Publisher : Sekolah Tinggi Ilmu Tarbiyah Madani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51468/jpi.v8i1.1257

Abstract

This research aims to develop Augmented Reality (AR) learning media for the IPAS subject on the topic of Harmony in Ecosystems for 5th-grade students at SD Negeri 1 Kedungpring, Lamongan Regency. The research is motivated by low student learning outcomes, with 57% of students not meeting the Minimum Completeness Criteria (KKM), and learning activities that are monotonous with minimal use of interactive digital media. This development research employed the Four-D (4D) model (Define, Design, Develop, Disseminate). The resulting final product is an AR-based teaching module that is interactive, easily accessible, and engaging. The validation results from material experts, design experts, and media experts showed a very good category with an overall average validation score of 4.68 and a validity percentage of 94%. Product trials also indicated a positive response from peers and students. In conclusion, the developed Augmented Reality media is declared feasible/valid and effective in enhancing student motivation and understanding of the IPAS material , while also facilitating teachers in visualizing abstract concepts through interactive three-dimensional objects.
Co-Authors A.R, CHRISTI PARNAMITA Abd Rohman Abdur Rahman As’ari Achmad Taukid Adi Waluyo, Djoko Agung Pramujiono Agus Hariyanto Agustina, Dwi Ita Ainul Muttaqin Aminuyati ANDRI KURNIAWAN Andri Kurniawan Anggi Gratia Putri Tatuwo Aprillia Evi Mursanti Aprillia Evi Mursanti Aria Wira Yudha Arif Yachya Arif Yahya Arindra Yudhianto Ashari, Vanantia Randi Asrumi, Annisa Fadli Atik Puspita Rini Atiqoh Atiqoh Atiqoh Atiqoh Atiqoh, Atiqoh Bintoro Setyawan Budi Wahjuningsih Chanafi, Chanafi Cholilah, Mulik Chusnatin Ariyanti Dhanurendri, Cintya Silmi Diana Puspitasari Dimas Bayu Sasongko Djelita, Ruti Diah Puspita Djoko Adi Waludjo Djoko Adi Walujo Djoko Adi Waluyo Djoko Adi Waluyo Djoko Adi Waluyo Dony Teguh Budiman Dwi Setyo Larasati Deddy Kurniawati Eko Fajar Yunianto Endah Purwaningsih Erma Handayani Ermaliana Khoirunnisak Erna Sukestini Erna Sukestini Ery Rhomaya Fahrur Rosyi Fahrur Rosyi Fatkhurrohman Fatkhurrohman Fatkhurrohman Fatkhurrohman, Fatkhurrohman Feny Rita Fiantika Fera Afrianti Gatot Sutriyo Hanny Hafiar Hari Purwanto Hartono Hartono Hartono . Hartono . Hartono Hartono Hartono Hartono Hartono Hartono Hartono Hartono Hartono Hartono Hartono Harwanto Harwanto (Harwanto) Hasanuddin Hasanuddin Hasanuddin Hasanuddin Ifa Mufarocha Ikhwan Mustaqim Imas Mastoah Insiyah Insiyah Insiyah, Endah Iskandar Wiryokusumo Iskandar Wiryokusumo Isna Badarus Salasa Kartika Dewantari Komariah Kristiani Kristiani Lavita erni Munikasari Leni Kristiana Dewi Leo Wahyudi Leo Wahyudi Lilik Windiarti M. Wahib Mariyah Ulfah Mariyatie, Ulfa Masning Suaidah, Masning Mastoah, Imas Misbahul Ulum Mohammad Fauzi Mohammad Nasrul Muhlason Muhlason Mulik Cholilah Mustaji Mustaji Mustaji Mustaji Mustaji Mustaji Mustaji, Mustaji Naufal Fikri Firmansyah Neneng Masrini Novianita Firda Nugraheni Widiastuti Nurmida Catherine Sitompul Nurmida Chaterine Sitompul NURUL AZIZAH Nurul Badiah Prayitno, Sunyoto Hadi Prayogo Prayogo Prihatin Prihatin Prihatin Prihatin, Prihatin Rahmawati, Retno Danu Rasyid, Faridha Riki Suliana Robani, Anidah Robi’ati Fauziyah Rufi'i Rufi'i Rufii Rusmala, Aprilia Rusmawati, Retno Danu Ruti Diah Puspita Djelita Sabariah Sabariah Sabariah Santi Ariani Shinta Prima Rosdiana Shopia, Nur Sifa Al Huda Siti Anik Handayani Siti Mutmainah Sri Firmandari Subandowo, Marianus Sugiarni, Sugiarni suhartik Sukestini, Erna Sunyoto Hadi Prajitno Sunyoto Hadi Prayitno Supriyanto Supriyanto Sutini Sutini, Sutini Sutrisno, Nanang Syaiful Anam Tatuwo, Anggi Gratia Teguh Budi Setiada Tiono Setyawan Tutut Winarti Ulfa Mariyatie Vanantia Randi Ashari Wawan Gunawan Wawan Gunawan Wawan Gunawan Wawan Gunawan Winarti, Tutut Wiyarno, Yoso Yoso Wiyarno Yoso Wiyarno Yunitha Ike Christyowati Yunus Karyanto Yustina Wulandari