Claim Missing Document
Check
Articles

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
MENGHADIRKAN KEBERAGAMAN DALAM KELAS: ANALISIS LITERATUR TENTANG INKLUSI SISWA DENGAN KEBUTUHAN KHUSUS Naheria; Loso Judijanto; Rossa Ramadhona; Nana Citrawati Lestari; Muhammad Sukron Fauzi
Ekasakti Jurnal Penelitian dan Pengabdian Vol. 4 No. 2 (2024): Ekasakti Jurnal Penelitian & Pegabdian (Mei 2024 - Oktober 2024)
Publisher : LPPM Universitas Ekasakti

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

Abstract

The purpose of this study was to explore various strategies and best practices in creating an inclusive learning environment for students with special needs. This study also aims to identify challenges faced by educators in implementing inclusive education and provide recommendations to improve teacher training and support. This study is a literature study. Literature study is the collection of information from various published written sources to gain a better understanding of the topic being studied. This includes critical analysis and synthesis of previous findings. The results of this study indicate that inclusion in education is a practice that ensures all students, including those with special needs, have the opportunity to learn in a regular classroom environment. This concept is rooted in the right of every individual to receive a quality education, which supports students' social and emotional development through interaction with peers. Inclusion also offers academic benefits, providing students with special needs with access to diverse teaching methods and more complete resources, which improves their learning outcomes. However, the success of inclusion depends on teacher training, policy support, and collaboration between parents, schools, and communities, creating an environment that values ??diversity and prepares students to contribute to a more inclusive society.
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.
The Application of Demonstrated Learning Methods to Increase Primary School Students' Science Learning Results Prananda, Gingga; Prihantini; Judijanto, Loso; Purwoko, Bambang; Stavinibelia; Lestari, Nana Citrawati; Efendi, Nofriza
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.v9i12.6344

Abstract

The paper aims to determine the difference in science learning outcomes of students who apply the demonstration method and the science learning outcomes of students who use conventional learning in class IV elementary school. The type of research that the author uses is experimental research. This research uses a group of research subjects from a certain population, then grouped randomly into two groups or classes, namely the experimental class and the control class. The experimental class was treated using the demonstration method and the control class used the conventional method, then both classes underwent the same post-test. The sampling technique used was non-probability sampling with proportional sampling. The same number of students and class average scores that are close to the same are class VA and class VB. After getting the sample class, the two classes were randomly drawn, then class VA was obtained as the experiment and class VB as the control. The results of this research can be seen from the results of the hypothesis test using the t-test which was carried out so that the value of t_count=0 and t_table= 2.02 was obtained. From the distributed table t, we get ttable = 2.02. So, it can be concluded that t_count > t_tabel, where 0 > 2.02, thus the working hypothesis H_1 is accepted, meaning there are significant differences in learning outcomes in the two samples. This research concluded that the science learning results of class IV students who used the demonstration learning method did not have a significant difference because the two sample classes got the same learning results, due to the limited time of the researcher who delivered the material to the experimental class
Analisis Peran Disiplin Kerja, Komunikasi dan Lingkungan Kerja Terhadap Kinerja Guru dan Karyawan Sekolah Dasar di DKI Jakarta Suryati; Hendy Tannady; Nana Citrawati Lestari; Dasep Supriatna; Nanny Mayasari
Jurnal Kewarganegaraan Vol 6 No 4 (2022): Desember 2022
Publisher : UNIVERSITAS PGRI YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jk.v6i4.4219

Abstract

Abstrak Tujuan dari penelitian ini adalah untuk dapat mengetahui apakah dari variabel komunikasi, disiplin kerja dan lingkungan kerja terdapat pengaruh terhadap kinerja karyawan SD Strada Dipamarga. Dalam penelitian ini untuk proses pengolahan data menggunakan uji Validitas, uji reliabilitas, analisis deskriptif, uji normalitas, uji multikolinearitas, uji heterokedastisitas, uji regresi multiples (berganda), koefisien determinasi, uji F dan uji T dengan bantuan SPSS 20.0. Dalam sampel yang digunakan sebanyak 40 responden. Dalam penelitian ini menggunakan pendekatan kuantitatif dengan metode teknik purposive sampling. Untuk pengumpulan Data dilakukan dengan penyebaran kuesioner dengan menggunakan skala likert untuk mengukur setiap penyataan. Hasil penelitian menyatakan bahwa komunikasi tidak memerikan berpengaruh secara signifikan terhadap kinerja karyawan serta untuk disiplin kerja dan lingkungan kerja memberikan berpengaruh secara signifikan terhadap kinerja karyawan. Kata Kunci: Komunikasi, Disiplin Kerja, Lingkungan Kerja, Kinerja Karyawan Abstract The purpose of this study was to determine whether the variables of communication, work discipline and work environment have an influence on the performance of the employees of SD Strada Dipamarga. In this study, the data processing uses validity test, reliability test, descriptive analysis, normality test, multicollinearity test, heteroscedasticity test, multiples regression test, coefficient of determination, F test and T test with the help of SPSS 20.0. In the sample used as many as 40 respondents. In this study using a quantitative approach with purposive sampling technique method. Data collection was carried out by distributing questionnaires using a Likert scale to measure each statement. The results of the study stated that communication did not provide a significant effect on employee performance and for work discipline and work environment had a significant effect on employee performance. Keywords: Communication, Work Discipline, Work Environment, Employee’s Performance
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 Devin Mahendika Dewantara, Rizki Dewantara, Rizki Donny Hendriyanto Efendi, Nofriza 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 Nanny Mayasari Nida Humaida Nisa, Rafika Nofirman, Nofirman Nuryenda, Endang Yuda Paulina Erawati Paramita Petrus Jacob Pattiasina PRIHANTINI Prihantini Prihantini Putri Hana Pebriana Qamariah Qamariah Rabiatul Adawiyah Rachman, Reza Saeful Rahmatiah Rahmita Yuliana Gazali Ramadhona, Rossa Rezky Nefianthi Ria Mayasari Ria Mayasari Risnawati, Yun Riyanti, Apriani Rossa Ramadhona Saidatun Ni'mah Saputra, Nanda Satria, Erwinsyah Septian Rheno Widianto Stavinibelia Sumarni Rumfot Suryati Susatyo Adhi Pramono, Susatyo Adhi Sutarto Sutarto Tamaulina Br Sembiring Trimey Liria Hutauruk Trisna Rukhmana Unggul Sagena Virgina Maria Louisa Winda Agustina Yoesoep Edhie Rachmad Yoesoep Edhie Rachmad Yulianti Hidayah Yulianti Hidayah Zahmi, April