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Application of Interactive Learning Games in Stimulating Knowledge About Object Recognition in Early Childhood Arifin, Arifin; Mashuri, Mohan Taufiq; Lestari, Nana Citrawati; Satria, Erwinsyah; Dewantara, Rizki
Educenter : Jurnal Ilmiah Pendidikan Vol. 2 No. 1 (2023): Educenter : Jurnal Ilmiah Pendidikan
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/educenter.v2i1.528

Abstract

Teachers and parents must pay close attention to the golden age phase of early infancy since children's growth and development can occur swiftly during this time. In the early childhood learning process, it is crucial to transfer knowledge so that children can acquire information, including the introduction of objects into the child's environment. There are already a plethora of diverse, entertaining learning materials for young children. One of them is interactive learning media that emphasizes visual features to catch children's attention during the learning process. Based on the relevance of learning media in early childhood, the purpose of this research is to build interactive learning game media in order to promote comprehension and stimulate early children's ability to recognize the introduction of things. 93.3% of students like object recognition learning media and the Figures on the learning media, 80% of students can comprehend object recognition material and can answer according to choice, and 86.67 % of students stated that the terms of color, animation, audio, video, and text were feasible. So that this object identification learning material has an appealing visual design, is simple to use, and can be comprehended by pupils.
PENGEMBANGAN SISTEM INFORMASI MANAGEMEN MASJID UNTUK PENGURUS MASJID SE-BANJARMASIN UTARA MUHAMMAD, ALI; HIDAYAH, YULIANTI; CITRAWATI LESTARI, NANA
Inovate Vol 4 No 2 (2020): Maret
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v4i2.691

Abstract

The mosque is a center for education, teaching, and development of science, a community information center, acenter for the collection and distribution of zakat, infaq, and shodaqoh. Observation results indicate that 80% ofmosques in the North Banjarmasin city have a conventional management and information delivery (not displayedtransparently using information systems). The objective of the study is to facilitating the mosque administrator inmanaging and delivery information about the mosque using the mosque management information system. Theresults of this study showed that the proposed mosque management information system had a 100% informationsystems success in terms of security, content, accuracy and format of the management information system. Thelowest percentage of information systems success is 82% in terms of system quality at ease of use.Keyword: Management, MIS, Mosque.
TRANSFORMATION OF 21ST CENTURY EDUCATION TO REALISE SUPERIOR HUMAN RESOURCES TOWARDS THE GOLDEN GENERATION Lukmanul Hakim, Alif; Nisa, Rafika; Citrawati Lestari, Nana
Berajah Journal Vol. 5 No. 4 (2025): Berajah Journal
Publisher : CV. Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47353/bj.v5i4.618

Abstract

The transformation of 21st century education is the main key in shaping superior human resources (HR) to realise the Golden Generation 2045. This research uses the literature review method to examine the concepts, challenges, and strategies of educational transformation in the digital era. The results show that 21st century education requires mastery of critical thinking skills, creativity, collaboration, communication, digital literacy, and character strengthening. However, the implementation of education transformation still faces challenges in the form of gaps in access, education quality, teacher readiness, and equitable distribution of technological infrastructure. To overcome these obstacles, a comprehensive strategy is needed in the form of equalising access to education, adaptive curriculum reform, improving teacher competence, and cross-sector collaboration. Adaptive, innovative and characterful education transformation is believed to be able to produce superior human resources who are ready to compete at the global level and contribute positively to the progress of the nation.
Utilization of Youtube as a Problem Solving-Based Learning Media Kurniawan, Andri; Pattiasina, Petrus Jacob; Rahman, Arief; Lestari, Nana Citrawati; Haddar, Gamar Al
TECHNOVATE: Journal of Information Technology and Strategic Innovation Management Vol. 1 No. 2 (2024): April 2024
Publisher : PT.KARYA GEMAH RIPAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52432/technovate.1.2.2024.62-68

Abstract

Education in the digital age demands innovative approaches to learning, particularly in developing problem-solving skills. The main problem faced in traditional education is the lack of real context and practical situations that stimulate students' critical and creative thinking. A potential solution to this problem is the utilization of YouTube as a problem-solving-based learning medium. YouTube provides access to a variety of educational content featuring case studies, simulations, and real-life examples, which can assist students in understanding and applying concepts in a more practical context. This study uses mixed research methods to investigate how YouTube can be utilized in problem-solving-based learning. Data collection was conducted through quantitative surveys and qualitative interviews with students and educators who have used YouTube in their learning. Data analysis shows that the integration of YouTube in learning can improve students' concept understanding, facilitate problem identification and analysis, and support the real-time exchange of ideas and solutions through the interactivity of the platform. The results show the potential of YouTube as an innovative learning tool that can improve students' problem-solving skills. The use of educational videos and interactive features such as comments and live streaming encourage student engagement and collaborative learning. This research provides insights for educators in designing and implementing learning strategies that utilize digital technology effectively.
Application of Interactive Learning Games in Stimulating Knowledge About Object Recognition in Early Childhood Arifin, Arifin; Mashuri, Mohan Taufiq; Lestari, Nana Citrawati; Satria, Erwinsyah; Dewantara, Rizki
Educenter : Jurnal Ilmiah Pendidikan Vol. 2 No. 1 (2023): Educenter : Jurnal Ilmiah Pendidikan
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/educenter.v2i1.528

Abstract

Teachers and parents must pay close attention to the golden age phase of early infancy since children's growth and development can occur swiftly during this time. In the early childhood learning process, it is crucial to transfer knowledge so that children can acquire information, including the introduction of objects into the child's environment. There are already a plethora of diverse, entertaining learning materials for young children. One of them is interactive learning media that emphasizes visual features to catch children's attention during the learning process. Based on the relevance of learning media in early childhood, the purpose of this research is to build interactive learning game media in order to promote comprehension and stimulate early children's ability to recognize the introduction of things. 93.3% of students like object recognition learning media and the Figures on the learning media, 80% of students can comprehend object recognition material and can answer according to choice, and 86.67 % of students stated that the terms of color, animation, audio, video, and text were feasible. So that this object identification learning material has an appealing visual design, is simple to use, and can be comprehended by pupils.
PENGENALAN DAN PENJELAJAHAN KEARIFAN LOKAL KALIMANTAN SELATAN MELALUI METODE PERMAINAN EDUKATIF Agustina, Lili; Kasmilawati, Isna; Lestari, Nana Citrawati
Jurnal Ilmiah Pengabdian Kepada Masyarakat Vol. 4 No. 3 (2025): JIPAM : Jurnal Ilmiah Pengabdian kepada Masyarakat
Publisher : STAI Darul Qalam Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55883/jipam.v4i3.91

Abstract

The educational institution partnering in this Community Service Program is SDN Telaga Biru 1 Banjarmasin. The primary issue faced by this institution is the lack of students' awareness and understanding of the local wisdom in South Kalimantan. In this community service activity, the proposers, in collaboration with the partner institution, agreed to prioritize the problem of limited integration of local wisdom into the learning process and the lack of diverse teaching methods in the classroom to introduce local wisdom to students. These limitations make students less interested in learning about South Kalimantan's local wisdom. Integrating local wisdom into school learning plays a significant role in providing students with positive experiences in understanding the values of their region's local wisdom. This program was conducted through socialization and simulation activities using educational games as a teaching method. This approach was chosen to facilitate students' understanding and increase their interest in local wisdom. The results of the activity showed that the use of educational games received positive responses from students in learning about and preserving the local wisdom of South Kalimantan. This activity underscores the importance of integrating local wisdom into the learning process as a strategy for cultural preservation and improving educational quality
EVALUASI LITERATUR TERHADAP PENGARUH GAME-BASED LEARNING DALAM MENINGKATKAN MOTIVASI BELAJAR SISWA Prananda, Gingga; Judijanto, Loso; Stavinibelia; Aristanto; Ramadhona, Rossa; Lestari, Nana Citrawati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 4 (2024): Volume 09 No. 04 Desember 2024 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.18683

Abstract

The purpose of this literature study research is to evaluate the effect of Game-based learning (GBL) in improving students' learning motivation by analyzing the concept of GBL, reviewing relevant motivation theories, and assessing findings from previous studies on the impact of GBL on students' learning motivation. This type of research is a literature study. Literature study is a research method that aims to collect, analyze, and interpret various sources of information relevant to the topic or problem being studied. Game-based learning (GBL) is an educational approach that integrates game elements to create interactive and enjoyable learning experiences, increasing student engagement and motivation. This concept includes the use of game mechanisms such as challenges, points, and rewards to support educational goals, and can be applied in both digital and non-digital formats. GBL has the potential to improve learning motivation by reducing boredom, increasing intrinsic and extrinsic motivation, and strengthening social and cooperation skills. GBL success factors include effective game design, curriculum compliance, active teacher involvement, availability of quality technology, and student engagement with constructive feedback.
Comparative Analysis of Digital and Conventional Learning Media: The Impact on the Student Learning Outcomes Sutarto, Sutarto; Hendrilia, Yudi; Judijanto, Loso; Arsyad, Muhammad; Lestari, Nana Citrawati
The Future of Education Journal Vol 4 No 8 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i8.1022

Abstract

This study aims to analyze the comparative effects of digital learning media and conventional learning media on student learning outcomes and engagement. The method used in this research is an experimental design with two groups, each using digital and conventional learning media. The study was conducted in several schools in Semarang City, with a sample of 11th-grade students divided into two experimental groups. Data was collected through knowledge tests (pre-test and post-test), student engagement questionnaires, and direct observation. The results show that the group using digital media experienced a more significant improvement in learning outcomes (an average increase of 20.1 points) compared to the conventional group (14.7 points). Additionally, the digital group also showed a higher level of engagement, both based on the questionnaire (score 4.2 vs. 3.6) and observation results (4.5 vs. 3.2). In conclusion, the use of digital learning media is more effective in improving learning outcomes and student engagement compared to conventional learning media, suggesting that technology should be more integrated into the learning process.
Penguatan Literasi Sains: Pelatihan Pembuatan Buku Cerita Digital Berbasis Kearifan Lokal Kalimantan Selatan Kasmilawati, Isna; Citrawati Lestari, Nana; Agustina, Lili
Jurnal Pemberdayaan Masyarakat Vol 10 No 2 (2025): November
Publisher : Direktorat Penelitian dan Pengabdian kepada Masyarakat (DPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v10i2.12827

Abstract

Good literacy skills can develop critical, creative, and noble thinking patterns. Therefore, teachers play a crucial role in improving students' literacy skills at school. The challenge faced by the partner school, SD Muhammadiyah Al Mukhlishin, is the difficulty in designing digital learning resources that incorporate local values relevant to the students' surroundings. Therefore, teacher training in designing digital learning resources, specifically storybooks based on local wisdom, is essential to implement. The objectives of this Community Service Program are to enhance teachers' understanding of literacy and science concepts and to improve their skills in creating and designing storybooks based on the local wisdom of South Kalimantan using Canva, Meta AI, ChatGPT, and Hayzine. This PKM activity took the form of a training program attended by 25 participants, with the output being a collection of children's storybooks in digital format. Based on pre-test and post-test scores, there was an improvement in participants' scores. The lowest pre-test score was 60, and the highest was 90, with an average pre-test score of 69.2. The post-test results showed the lowest score of 80 and the highest of 100, with an average post-test score of 94. Participants experienced an increase in scores of 24.8 points, or 35.8%. Based on the questionnaire distributed with aspects assessed on 10 indicators, it can be concluded that the percentage criteria of the training participants' answers were categorized as Very Good.
The Relationship Between Teachers Perception and Belief on Readiness to Plan a Learning of Early Childhood Education Program Teachers Yoesoep Edhie Rachmad; Devin Mahendika; Nana Citrawati Lestari; Fitria Meisarah; Reza Saeful Rachman
Edumaspul: Jurnal Pendidikan Vol 7 No 1 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

This study sought to ascertain whether there was a correlation between belief in readiness to plan teaching and learning activities, believe in perceptions of PAUD teachers, and readiness to plan teaching and learning activities. Quantitative research with a correlational design was used in this study. A questionnaire was employed as the study's instrument, and a simple random sampling technique was used to select the sample. In terms of hypothesis testing, the researcher used product moment correlation with the results that there was a positive relationship between beliefs and perceptions of PAUD teachers, there was no relationship between beliefs about the readiness to plan STEAM-based learning, and there was no relationship between perceptions of readiness to plan. STEAM-based learning.
Co-Authors Achmad Harristhana Mauldfi Sastraatmadja Affandy Agusman Aris Ahmad Suriansyah Ahmad Tohir Akhmad Ramli Akhmad Riandy Agusta Akhmad Riyadi Ali Muhammad Almir Ulimaz Almira Ulimaz ANDRI KURNIAWAN Apriliyani, Eka Suci Arief Rahman Arifin Arifin Arifin, Arifin Arifudin, Opan Arina Wulandari Aristanto, Aristanto B. Syukroni Baso Bambang Purwoko Citra Siwi Hanayanti Dahlan Abdullah Dasep Supriatna Dasep Supriatna Devin Mahendika Dewantara, Rizki Dewantara, Rizki Donny Hendriyanto Efrina, Gusnita Eka Selvi Handayani Eri Mardiani Fathul Zannah Fathul Zannah Fatulloh, M. Amin Fauzi, Muhammad Sukron Firman Aziz Fita Dwi Mahisti Fitria Meisarah Fujianor Maulana Fujiono Fujiono Gamar Al Haddar Gamar Al Haddar, Gamar Al Gingga Prananda Hendrilia, Yudi Hendy Tannady Henny Sanulita Hidayah, Yulianti Isna Kamilawati Isna Kasmilawati Judijanto, Loso Lagiono Lagiono Lili Agustina Loso Judijanto Lukmanul Hakim, Alif Maryam Agustina Mashuri, Mohan Taufiq Muhammad Arsyad MUHAMMAD HENDRA Muhammad Mujtaba Mitra Zuana Mumu Muzayyin Maq Naheria Naheria Nanny Mayasari Nanny Mayasari Nida Humaida Nisa, Rafika Nofirman, Nofirman Nofriza Efendi Nuryenda, Endang Yuda Paulina Erawati Paramita Petrus Jacob Pattiasina Prihantini Prihantini Prihantini Prihantini Putri Hana Pebriana Qamariah Qamariah Rabiatul Adawiyah Rabiatul Adawiyah Rabiatul Adawiyah Rachman, Reza Saeful Rahmatiah Rahmita Yuliana Gazali Ramadhona, Rossa Rezky Nefianthi Rezky Nefianthi Rezky Nefianthi, Rezky Ria Mayasari Ria Mayasari Risnawati, Yun Riyanti, Apriani Rossa Ramadhona Rukhmana, Trisna Saidatun Ni'mah Saputra, Nanda Satria, Erwinsyah Septian Rheno Widianto Stavinibelia Stavinibelia Sumarni Rumfot Suryati Suryati Susatyo Adhi Pramono, Susatyo Adhi Sutarto Sutarto Tamaulina Br Sembiring Trimey Liria Hutauruk Unggul Sagena Virgina Maria Louisa Winda Agustina Yoesoep Edhie Rachmad Yoesoep Edhie Rachmad Yulianti Hidayah Yulianti Hidayah Zahmi, April