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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS EDUCATION GAME MENGGUNAKAN PLATFROM LUMIO BY SMART PADA MATERI KEKAYAAN BUDAYA INDONESIA Rizki; Dadang Jaenudin; Yuli Mulyawati
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 In Press
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i03.8801

Abstract

Rizki. 037121130. Penelitian ini bertujuan untuk memahami pengembangan media pembelajaran berbasis permainan edukatif menggunakan Platform Lumio dari Smart untuk materi warisan budaya Indonesia, yang ditujukan untuk siswa kelas IV SD Negeri Gadog 02. Penelitian ini juga bertujuan untuk mengetahui kelayakan dan efektivitas media pembelajaran berbasis permainan edukatif menggunakan Lumio dari Smart dalam proses pembelajaran di sekolah. Jenis penelitian yang digunakan adalah Penelitian dan Pengembangan (R&D), dengan menggunakan model ADDIE (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi). Dalam penelitian ini, uji validasi dilakukan dengan para ahli: ahli media, ahli bahasa, dan ahli materi. Hasil validasi oleh ahli media sebesar 94% dengan kriteria "sangat layak", oleh ahli bahasa sebesar 98% dengan kategori "sangat layak", dan oleh ahli materi sebesar 92% dengan kategori "sangat layak". Hasil angket respons siswa sebesar 95% dengan kriteria "sangat layak", dan rata-rata skor N-Gain sebesar 0,77 dengan kriteria "sangat tinggi". Hasil ini menunjukkan bahwa Media Pembelajaran Berbasis Permainan Edukasi Menggunakan Lumio buatan Smart sangat layak dan efektif untuk digunakan dalam proses pembelajaran.
Development of ESD E-Modules for Students' Ecoliteracy and Critical Thinking: Pengembangan E-Modul ESD untuk Ekoliterasi dan Berpikir Kritis Siswa Diki Akmal Wildan; Dadang Jaenudin; Deddy Sofyan S.
Academia Open Vol. 10 No. 2 (2025): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.10.2025.11439

Abstract

General Background: The integration of technology into education has revolutionized learning, enabling more interactive, flexible, and student-centered approaches. Specific Background: However, the use of E-Modules to foster ecological literacy and critical thinking within the framework of Education for Sustainable Development (ESD) remains underexplored. Knowledge Gap: Despite ESD's alignment with Indonesia’s Merdeka curriculum, empirical evidence on E-Modules addressing ESD objectives is limited, especially at the elementary level. Aims: This study aims to develop and evaluate the effectiveness of an ESD-based E-Module focused on preserving local natural resources in enhancing elementary students’ ecoliteracy and critical thinking. Results: Utilizing the ADDIE model within a pre-experimental design, the E-Module demonstrated high validation scores from experts (average 97.5%), strong student (83%) and teacher (82%) responses, and a high N-Gain score (0.706) for both ecoliteracy and critical thinking improvements. Novelty: The novelty lies in the contextual integration of local environmental content into a digital learning format grounded in ESD principles. Implications: The findings indicate that the E-Module is both effective and feasible, providing an innovative, sustainable tool for primary education that promotes critical environmental awareness and thinking skills from an early age.Highlight : E-Module development enhances student ecoliteracy and critical thinking using the ADDIE model. Validation and N-Gain results show high effectiveness and feasibility for classroom use. The innovation addresses the lack of ESD-integrated learning tools in elementary schools. Keywords : E-Module, ESD, Ecoliteracy, Critical Thinking, Elementary Education
Innovation Management in Education: Implementing a Smart School Ecosystem through Artificial Intelligence Erwin Novriyanto; Dadang Jaenudin
PPSDP International Journal of Education Vol. 5 No. 1 (2026): PPSDP International Journal of Education
Publisher : Perkumpulan Program Studi Doktor Pendidikan (PPSDP)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59175/pijed.v5i1.891

Abstract

The rapid advancement of Artificial Intelligence (AI) has accelerated digital transformation in education, yet many educational institutions continue to struggle with sustainable and meaningful AI integration. Existing initiatives often emphasize technological adoption while overlooking the organizational and managerial processes required to ensure long-term impact, particularly in teacher professional development. This study addresses this gap by examining how innovation management can facilitate the implementation of a smart school ecosystem supported by AI. This article employs a conceptual research approach, integrating insights from innovation management theory, smart school ecosystem literature, and AI-enabled educational practices. The analysis synthesizes prior empirical and conceptual studies to develop a coherent perspective on how governance structures, leadership practices, and organizational learning processes shape AI adoption in educational settings. The findings indicate that AI contributes effectively to teacher professional development only when embedded within a managed smart school ecosystem. Innovation management operates through three key mechanisms: strategic governance that aligns AI initiatives with institutional goals, organizational learning cultures that enable teachers to engage constructively with AI-generated feedback, and leadership-mediated adoption processes that build trust and capacity. Without these mechanisms, AI implementation risks becoming fragmented, technocratic, and unsustainable. This study contributes theoretically by positioning AI integration as an innovation management challenge rather than a purely technological one. Practically, it offers guidance for educational leaders and policymakers seeking to design AI-supported professional development systems that are adaptive, ethical, and sustainable. The article concludes by outlining directions for future research on innovation governance and AI-enabled learning ecosystems across diverse educational contexts.
Kahoot-based gamified learning media integrated with problem-based learning to enhance elementary school students’ critical thinking and learning motivation Nopianti, Resti; Jaenudin, Dadang; Hendriana, Heris
Indonesian Journal of Science and Mathematics Education Vol. 9 No. 1 (2026): Indonesian Journal of Science and Mathematics Education
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijsme.v9i1.30912

Abstract

This study aims to develop media using Kahoot with Problem-Based Learning (PBL) to enhance elementary school students' critical thinking and learning motivation. This study uses the Research and Development (R and D) approach using the ADDIE model. This study was conducted at Cibadak 01 Public Elementary School, involving 34 sixth-grade students. Data collection techniques included tests, questionnaires, and validation sheets. The results indicate that the developed media is highly feasible based on experts’ validation and effectively improves students' critical thinking skills, as reflected in the significant increase between pretest and posttest results. The N-Gain score of 0.6763 indicates a moderate level of effectiveness. In addition, students showed very positive responses, indicating increased learning motivation during the learning process, as reached 91.9% in the very positive category. This study contributes to the integration of gamification and PBL by providing effective and innovative learning media in elementary education that support domain-specific critical thinking development. Furthermore, theoretically, this study strengthens the role of gamification-based learning in enhancing higher-order thinking skills and student engagement. Practically, it offers an applicable digital learning solution for teachers to design interactive and motivating mathematics classroom environments that systematically foster critical thinking across its core domains.
Rekayasa Bioteknologi Pertanian Hidroponik Vertikal Dalam Pembelajaran PjBL-Strategi Jigsaw Untuk Meningkatkan Keterampilan Berpikir Kreatif Dan Kreativitas Siswa Kelas X Dewi Ratna Sari; Ana Permanasari; Dadang Jaenudin
Jurnal Penelitian Pendidikan IPA Vol 9 No 12 (2023): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i12.5171

Abstract

This study tested the effectiveness of PjBL-STEM learning model jigsaw strategy on creative thinking skills and creativity of grade X students on biotechnology vertical hydroponic farming material. The research method used was quasi-experimental design with pretest-posttest control group design, which was conducted in Class X SMAN 1 Ciracap in Sukabumi Regency as many as 60 students consisting of 30 experimental class students and 30 control class students. Data collection was conducted using initial and final tests for creative thinking skills and observation sheets for student creativity and student response questionnaires to the PjBL-STEM Jigsaw strategy model. Quantitative data from the study were analyzed using SPSS-25 and qualitative data were processed using descriptive analysis. The experimental class received PjBL-STEM learning treatment with jigsaw strategy, while the control class used PjBL. For the first time learning model applied in class X, PjBL-STEM jigsaw strategy is effective in improving students' creative thinking skills and creativity. The prominent creative thinking skills are shown in the fluency and originality indicators. Based on the observation, the implementation of the PjBL-STEM model of jigsaw strategy directs students to the steps of inquiry, engineering design, production process, and communication much better than PjBL.
Balanced Literacy Learning Model to Enhance Creative Thinking and Problem Solving in Elementary School Mathematics Word Problems Meli Gusmawati; Deddy Sofyan S; Dadang Jaenudin
PRISMA Vol. 15 No. 1 (2026): PRISMA
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jp.v15i1.6159

Abstract

Persistent challenges in students' creative thinking and problem-solving capacities in mathematics — particularly in word problem contexts — call for innovative instructional models that bridge language comprehension and quantitative reasoning. This study aimed to examine the effectiveness of the Balanced Literacy learning model in enhancing creative thinking and problem-solving abilities among Phase C elementary school students in mathematics word problems. This study employed a quasi-experimental method using a non-equivalent control group design with pretest-posttest measurements. A total of 50 Grade V students from MI Assaidiyyah Cipanas, Cianjur Regency, were selected through purposive sampling and divided into an experimental class (n = 25) receiving Balanced Literacy instruction and a control class (n = 25) receiving conventional teaching. Data were collected through validated creative thinking tests, Likert-scale problem-solving questionnaires, and structured observation sheets, then analyzed using descriptive statistics and independent-samples t-tests via IBM SPSS Statistics 25. The results of this study indicate that the Balanced Literacy model significantly enhanced students' creative thinking (posttest mean: experimental 88.0 vs. control 80.8; N-Gain: 0.62 vs. 0.47) and problem-solving abilities (posttest mean: 95.48 vs. 93.04), with statistically significant inter-group differences (sig. < 0.05) for both outcomes. Observation data confirmed 100% implementation fidelity. The Balanced Literacy model, which integrates reading, writing, speaking, and listening within mathematical contexts, is recommended as an effective evidence-based approach for developing higher-order thinking in elementary mathematics. Keywords: Balanced Literacy; creative thinking; elementary school; problem solving; word problems
Development of Wordwall-Assisted Educational Game Media on Fractions to Improve Mathematical Literacy in Elementary School Students Ridwan Syaidi Ridwan; Tustiyana Windyani; Dadang Jaenudin
PRISMA Vol. 15 No. 1 (2026): PRISMA
Publisher : Universitas Suryakancana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/jp.v15i1.6182

Abstract

This study aims to develop Wordwall-assisted educational game media on fraction material to improve the mathematical literacy of elementary school students. The low scores of Indonesian students in international assessments such as PISA 2022, combined with the abstract nature of fraction concepts and the dominance of teacher-centered conventional instruction, highlight the urgent need for innovative, technology-integrated learning media. This research employs a Research and Development (R&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The subjects included material, media, and language expert validators, 15 teachers for feasibility testing, and 38 fifth-grade students at SDN Batukarut, Sukaraja, Sukabumi, as the experimental group. Data were collected through expert validation sheets, teacher and student response questionnaires, and mathematical literacy tests. Results indicate that the developed Wordwall-based educational game achieved a "very valid" rating from expert validators. Teacher and student responses were both categorized as "very good." The effectiveness test using a one-group pretest-posttest design showed a significant improvement in students' mathematical literacy, with an N-gain value in the medium-high category. This study recommends the integration of Wordwall-assisted educational games as a standard digital learning medium in elementary mathematics classrooms, particularly for abstract topics such as fractions.
Development Of Focusky-Based IPAS Learning Media To Improve Critical Thinking and Communication Skills Muhammad Syahid; Indri Yani; Dadang Jaenudin
AFKARINA: Jurnal Pendidikan Agama Islam Vol 11, No 1 (2026): JUNI
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/afkarina.v11i1.15176

Abstract

This study aimed to develop Focusky-based IPAS learning media to improve students’ critical thinking and communication skills on the topic “Plants as a Source of Life on Earth.” The research was conducted at MI Anwarul Hidayah involving fourth-grade elementary students. The study employed a Research and Development (R&D) method using the ADDIE model, which includes Analysis, Design, Development, Implementation, and Evaluation stages. The developed product was validated by material, media, and language experts, achieving scores of 80%, 91%, and 94%, respectively, with an average of 88%, indicating that the media was categorized as “feasible.” Furthermore, a limited trial involving 24 students showed a positive response rate of 97%, classified as “very feasible.” The results demonstrated that the use of Focusky-based IPAS learning media effectively enhanced students’ critical thinking skills, particularly in analyzing information, identifying cause-and-effect relationships, and drawing logical conclusions. In addition, students’ communication skills improved, as reflected in their ability to express ideas systematically, actively participate in discussions, and respond to peers’ opinions logically. Overall, the findings indicate that the developed media is effective and supports meaningful classroom learning
DEVELOPMENT OF INTERACTIVE GAMIFICATION BASED ON THREE-DIMENSIONAL (3D) ANIMATION ON DATA ANALYSIS MATERIAL AND OPPORTUNITIES TO IMPROVE NUMERIC LITERACY OF ELEMENTARY SCHOOL STUDENTS Asep Zaenudin; Deddy Sofyan; Dadang Jaenudin
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 5 No. 6 (2026): MAY
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20031353

Abstract

This study aims to develop and evaluate interactive gamification-based learning media integrated with three-dimensional (3D) animation to improve elementary school students’ numeracy literacy, particularly in data analysis and probability materials. The research employed a Research and Development (R&D) method using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. Data were collected through tests, questionnaires, observations, interviews, and documentation, involving 32 fifth-grade students. Quantitative data were analyzed using statistical techniques, while qualitative data were analyzed descriptively. The results indicate that the developed learning media is highly feasible based on expert validation, with material validation at 93%, media validation at 94%, and language validation at 91%. The effectiveness of the media is demonstrated by a significant improvement in students’ learning outcomes, with the average score increasing from 48.00% in the pretest to 90.28% in the posttest. Statistical analysis shows a significance value of 0.000 < 0.05 and an N-Gain score of 0.8247 (high category), confirming the effectiveness of the media in enhancing numeracy literacy. Additionally, student and teacher responses were highly positive, indicating increased engagement, motivation, and understanding. In conclusion, the integration of gamification and 3D animation in learning media is effective, engaging, and suitable for improving students’ numeracy literacy in elementary mathematics learning.
STEM-ESD Integration in E-Module to Improve Critical Thinking Skills Rika Marlina; Irvan Permana; Dadang Jaenudin; Indriyani Rachman; Toru Matsumoto
Jurnal Pemberdayaan Masyarakat Vol 5, No 1 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jpm.v5i1.697

Abstract

Observations and literature reviews indicate that vocational school students' critical thinking skills remain low, even though these skills are important for vocational graduates. One reason is the limited availability of interactive teaching materials for the IPAS Project subject. This study aims to develop a STEM-ESD-based e-module for the IPAS Project on Soil Pollution to improve the critical thinking skills of Year 10 vocational school students. The study uses the Research and Development (RD) method with the ADDIE model. The e-module was developed using Heyzine Flipbook. The validation results showed that the e-module was highly valid, with a score of 90% from subject matter experts, 92% from media experts, and 93% from language experts, as well as a very practical response from teachers (93%). The implementation of the e-module resulted in increased critical thinking skills, with an N-Gain score of 0.67 and very positive student responses. This e-module is suitable for use as an innovative teaching material that supports student-centred learning and sustainable education.