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MEDIA PEMBELAJARAN ILMU PENGETAHUAN SOSIAL BERBASIS APLIKASI MOBILE LEARNING BAGI SISWA SEKOLAH DASAR Imaniar Purbasari; Erik Aditia Ismaya; Nunuk Suryani; Djono Djono
Sejarah dan Budaya : Jurnal Sejarah, Budaya, dan Pengajarannya Vol 13, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1326.111 KB)

Abstract

Tujuan penelitian yaitu mendeskripsikan produk dan menjelaskan penggunaan media pembelajaran IPS berbasis aplikasi mobile learning dengan pendekatan social constructivism yang dihasilkan bagi siswa sekolah dasar. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi pustaka serta jenis penelitian deskriptif. Data utama diperoleh dari buku, jurnal, artikel, dan catatan harian penelitian. Hasil penelitian yakni media pembelajaran IPS berbasis aplikasi mobile learning yang dihasilkan bagi siswa sekolah dasar berupa komik, gambar berseri, dan poster yang dikemas dalam program Edmodo. Edmodo merupakan aplikasi yang menarik dengan elemen sosial berupa aplikasi edukasi berbasis jejaring sosial. Akun Edmodo dapat dibuat oleh guru, siswa dan orang tua yang berbasis cloud kolaborasi dengan aplikasi yang cukup aman digunakan untuk kelompok terbatas. The objective of the research is to describe the learning media product  learning of social studies based on mobile learning application with social constructivism approach which is produced for elementary school students and explain the use of social studies learning media based on mobile learning application with social constructivism approach for elementary school students. This research uses qualitative approach with literature study method and descriptive research type. The main data were obtained from books, journals, articles, and research diaries. The result of research is learning media of social studies based on mobile learning application that produced for elementary school students in the form of comics, serial images, and posters that are packed in Edmodo program. The resulting comic tells the economic activities carried out by the characters. The resulting image contains the sub subject matter of globalization around me. The learning consists of content of social studies subjects (globalization), sains (energy change) and Indonesian (using standard and coherent vocabulary). Edmodo is an interesting application with social elements in the form of educational applications based on social networking. Edmodo accounts can be created by collaborative cloud-based teachers, students and parents with applications that are safe enough to use for restricted groups. Groups created by teachers, students and parents can sign in with a dedicated account. Teachers provide learning tools as well as learning process planning. Students and parents can access learning wherever and whenever. Students are able to establish social interaction with friends in groups or teachers as a form of discovery and discussion of knowledge. Parents as controlling the access and implementation of learning by students. DOI: http://dx.doi.org/10.17977/um020v13i12019p97
Pandemic and Language Education: Lessons for Literacy Learning in Elementary School Liana Mumrikoh; Djono Djono; Nur Arifah Drajati
Journal of International Conference Proceedings Vol 5, No 1 (2022): 2022 Malang ICPM Proceeding
Publisher : AIBPM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32535/jicp.v5i1.1485

Abstract

Distance learning is presently followed via way of means of instructional establishments global to offer college students with ongoing education for the duration of the COVID-19 pandemic. The impact of the pandemic was felt at all levels of society, including in elementary schools especially in the learning activities. This study aims to determine the use of teaching materials used before and during the pandemic, as well as changes in learning activities in elementary school students. Design of the research is descriptive qualitative research. The data were collected through online questioner, documentation and interviews. Participants in the survey were the teachers of elementary school in Indonesia. Using examples of curriculum changes, student surveys, and exemplary student responses, this study provided departmental scholars with the opportunity to reassess their education system online and offline and renew their role as teachers. The findings were analyzed using a structural equation model. This research contributes as an evaluation material in the learning system during a pandemic so that it can improve the quality of learning both offline and online. Keywords: literacy learning, pandemic, elementary school
Development of a Gamification-Based Tajweed E-Module to Improve the Qur’an Reading Skills of Madrasah Diniyah Students Sefilla Ghilda Ikhsani; Djono Djono; Mohammad Muchtarom
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.4193

Abstract

Many Madrasah Diniyah students still experience difficulties in understanding and applying Tajweed rules due to the limited use of interactive and technology-based learning media. In addition, conventional teaching methods often reduce students’ motivation and engagement during the learning process. This study aims to develop a Gamification-Based Tajweed E-Module and examine its feasibility, practicality, and effectiveness in improving the Qur’an reading skills of Madrasah Diniyah students. The research employed a Research and Development (R&D) approach using the ADDIE model, consisting of analysis, design, development, implementation, and evaluation stages. Data were collected through media and material expert validation, teacher practicality tests, and limited student trials. The results of expert validation indicated that the e-module is highly feasible, with an average score of 3.78 (95%) from media experts and 3.84 (96%) from material experts. Teacher practicality tests showed an average practicality percentage of 95%, while student responses averaged 92%. These findings suggest that the e-module is user-friendly, engaging, and can enhance students’ learning motivation. The application of gamification elements, such as points, levels, interactive quizzes, and audio-based learning, was proven to increase student engagement during learning activities. Therefore, the Gamification-Based Tajweed E-Module can be considered an effective, practical, and enjoyable learning medium for improving the Qur’an reading skills of Madrasah Diniyah students.