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All Journal Jurnal Civics: Media Kajian Kewarganegaraan Jurnal Pendidikan Matematika dan IPA Jurnal Bunga Rampai Usia Emas Jurnal Pengajaran MIPA Jurnal Pengajaran Matematika dan Ilmu Pengetahuan Alam Phenomenon : Jurnal Pendidikan MIPA Scientiae Educatia: Jurnal Pendidikan Sains AWLADY Jurnal Pendidikan Anak JURNAL IQRA´ JIPFRI (Jurnal Inovasi Pendidikan Fisika dan Riset Ilmiah) KALAMATIKA Jurnal Pendidikan Matematika Jurnal Penelitian Pendidikan IPA (JPPIPA) Jurnal Analisa DWIJA CENDEKIA: Jurnal Riset Pedagogik INKUIRI : Jurnal Pendidikan IPA PAEDAGOGIA Journal of Natural Science and Integration Kindergarten: Journal of Islamic Early Childhood Education Pendas : Jurnah Ilmiah Pendidikan Dasar JTAM (Jurnal Teori dan Aplikasi Matematika) Jurnal BIOEDUIN : Program Studi Pendidikan Biologi JURNAL PENGABDIAN KEPADA MASYARAKAT Jurnal Basicedu AT-TA`DIB Jurnal Ilmiah Pendidikan dan Pembelajaran JETL (Journal Of Education, Teaching and Learning) JURNAL INOVASI PENDIDIKAN DAN PEMBELAJARAN SEKOLAH DASAR Jurnal Ilmiah Mandala Education (JIME) EDUKATIF : JURNAL ILMU PENDIDIKAN COLLASE (Creative of Learning Students Elementary Education) PrimaryEdu - Journal of Primary Education Delta: Jurnal Ilmiah Pendidikan Matematika al-Aulad: Journal of Islamic Primary Education Al-Khidmat : Jurnal Ilmiah Pengabdian Kepada Masyarakat JAPRA (Jurnal Pendidikan Raudhatul Athfal) Jurnal Review Pendidikan Dasar : Jurnal Kajian Pendidikan dan Hasil Penelitian Attadib: Journal of Elementary Education Jurnal Perseda : Jurnal Pendidikan Guru Sekolah Dasar Ideguru: Jurnal Karya Ilmiah Guru Pasundan International of Community Services Journal (PICS-J) Didaktika: Jurnal Kependidikan JURNAL EDUPENA Proceeding Biology Education Conference JURNAL ILMIAH GLOBAL EDUCATION Journal of Basic Education Research Indonesian Journal of Innovation Studies International Journal of Learning and Instruction (IJLI) Satwika: Jurnal Pengabdian kepada Masyarakat JSEP (Journal of Science Education and Practice) Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan International Journal of Education and Teaching Zone Jurnal Educative: Journal of Educational Studies Jurnal Basicedu Prima Magistra: Jurnal Ilmiah Kependidikan Euclid Caruban: Jurnal Ilmiah Ilmu Pendidikan Dasar Tatar Pasundan: Jurnal Diklat Keagamaan Journal of Environment and Sustainability Education Lensa Pendas Jurnal Pendidikan Progresif JIPFRI (Jurnal Inovasi Pendidikan Fisika dan Riset Ilmiah) International Journal of Learning Media on Natural Science IJIS Edu : Indonesian Journal of Integrated Science Education Prosiding Seminar Nasional Pengabdian Masyarakat Jurnal Didaktik Matematika
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Usability Analysis of Digital Learning Media Based on Google Sites Using the SUS Scale Rostika, Neneng; Abidin, Yunus; Kurniawan, Dede Trie
Journal of Basic Education Research Vol 6 No 3 (2025): September
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jber.v6i3.1860

Abstract

Purpose of the study: This study aims to evaluate the usability of digital learning media developed using Google Sites through a systematic and standardized measurement approach. The main focus is to identify whether the media is easy to use, engaging, and acceptable from the users’ perspective. Methodology: This study employed the System Usability Scale (SUS) method, combined with a literature review of related studies. The SUS questionnaire was used as the main tool for data collection, while scoring and analysis were performed with standardized calculation procedures to evaluate usability outcomes. Main Findings: The results showed that the digital learning media developed with Google Sites achieved an average SUS score of 79. This score falls into the “Good” category, equivalent to a grade scale of C, and is classified as “acceptable.” Users demonstrated positive perceptions regarding its usability, indicating effectiveness while also highlighting the need for further development. Novelty/Originality of this study: This study provides new insights into usability evaluation of Google Sites as a digital learning medium using the SUS method. It contributes by highlighting practical user perceptions and offering evidence-based recommendations for further improvement, thereby expanding knowledge about effective integration of accessible online platforms in education.
3D AR Learning Media on Human Respiratory Organs to Train Elementary Science Process Skills Hayyuna, Ristafani; Kurniawan, Dede Trie; Lestari, Triana
IJIS Edu : Indonesian Journal of Integrated Science Education Vol 5, No 2 (2023): July 2023
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijisedu.v5i2.3039

Abstract

The background of this research was carried out because there was no application of digital media in schools and only used media in the form of books. At this time there is a great need for learning media that is interactive, interesting, and motivates students so that learning in the classroom becomes fun. However, the learning media used is only conventional media, especially in learning the material of the respiratory organs in humans. Through this statement, researchers plan to design and develop 3D Augmented Reality learning media based on the characteristics of grade V students of SDN 068 Sindanglaya. This study was made to determine the science process skills of students with the subject matter of human respiratory organs using 3D Augmented Reality learning media. The research method used is the Weak Experiment method with One-Group pretest-posttest Design. The results of the media feasibility test based on teachers, student responses and observation questionnaires of science process skills obtained an average percentage of 92.6% which indicates the category "Very Feasible". So it can be concluded that the 3D Augmented Reality learning media of respiratory organ material in humans is very feasible to use in the learning process in the classroom to train students' science process skills.
Utilization Of Board Game Flofahunt Media To Train Students' Critical Thinking Skills In Grade V Science Material At SDN 216 Sondariah, Bandung City Azizah, Winda Nur; Kurniawan, Dede Trie; Sukardi, Rendi Restiana
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9497

Abstract

FloFaHunt is an educational game-based learning media designed to integrate biodiversity content—specifically Indonesian flora and fauna—with an active and enjoyable learning approach. This study employed a mixed methods approach using a concurrent embedded design, combining quantitative and qualitative data through critical thinking tests and student response questionnaires. By implementing the STAD-type cooperative learning model with the  FloFaHunt board game, the learning outcomes showed a significant improvement in students’ critical thinking skills, with the average n-gain score falling into the high category. Meanwhile, the qualitative data revealed that students responded positively to the learning process, particularly in terms of engagement, enthusiasm, and conceptual understanding. These findings indicate that the use of the FloFaHunt board game is effective in fostering critical thinking skills and active 
Using plastic pollution management worksheets in fundamental science class: An investigation on students’ sustainable awareness Sukardi, Rendi Restiana; Ishak, Nor Asniza; Rachmania, Setyaningsih; Kurniawan, Dede Trie; Ananthia, Winti; Shidiq, Ari Syahidul; Meilinda, Meilinda; Ani, Neng
Journal of Environment and Sustainability Education Vol. 3 No. 1 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/joease.v3i1.73

Abstract

Awareness among Indonesian society regarding plastic use and its management remains alarmingly low. This highlights an urgent need to strengthen sustainability education and responsible environmental practices. The implementation of the Plastic Pollution Management Worksheet uses a practicum-based method to foster greater sustainability awareness by integrating critical reflection and problem-solving strategies in addressing plastic pollution. This hands-on approach also encourages pro-environmental behavioural changes among learners. This study seeks to evaluate the impact of the Plastic Pollution Management Worksheet in practicum on students' sustainability awareness before and after its use. A one-group pre-test and post-test design was adopted, involving 40 university students, with a self-efficacy questionnaire used to assess five key indicators of sustainability awareness. The findings indicate that the implementation of practicum with the Plastic Pollution Management Worksheet had a moderate impact on enhancing students' sustainability awareness, with the most notable improvements observed in cognitive awareness (understanding sustainability concepts) and social engagement. Although improvements were noted across all dimensions, the development of sustainable behavioural changes requires further time and reinforcement. In conclusion, the practicum with Plastic Pollution Management Worksheet demonstrates potential as an innovative pedagogical strategy in sustainability education, though its effectiveness could be maximised by integrating it with other complementary educational approaches.
Usability Testing of the Web-Based Learning Resource Center Kumatalibi.com Using the System Usability Scale (SUS) Among Preservice Biology Teachers Dede Trie Kurniawan; Maryanti, Sri
International Journal of Learning Media on Natural Science (IJLENS) Vol. 2 No. 1 (2025): February
Publisher : CV. Generasi Intelektual Digital (GEN ID)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60005/ijlens.v2i1.102

Abstract

Educational technology platforms and tools generally exhibit good to high usability, as measured by the System Usability Scale (SUS). Several studies indicate that usability scores are not significantly influenced by user demographics such as age, gender, or device type. However, factors like the subject matter, personality traits, and educational stage can sometimes affect perceived usability. This overview will delve into these aspects, highlighting key findings from relevant studies. This study aims to evaluate the usability of the web-based learning resource center Kumatalibi.com using the System Usability Scale (SUS) method, which consists of 10 standardized questions to assess a system's usability quality. A total of 101 preservice biology teacher students participated in the study. The results showed that the average SUS score was 73. Based on this score, the website received a grade of C, placed in the 70th percentile, categorized as "Good" in adjective rating, "Marginal" in acceptability, and classified as "Passive" based on its Net Promoter Score (NPS). These findings indicate that the learning website is generally acceptable to users; however, improvements are needed to enhance user satisfaction. Enhancing usability may lead to better learning outcomes for preservice biology teacher students.
ELEMENTARY SCHOOL TEACHERS’ ACCEPTANCE OF WEBSITE-BASED MULTIMODAL MEDIA WITHIN A DEEP LEARNING APPROACH: A SUS ANALYSIS Adestipa, Adestipa; Abidin, Yunus; Kurniawan, Dede Trie
Prima Magistra: Jurnal Ilmiah Kependidikan Vol. 6 No. 4 (2025): Volume 6 Number 4 (October 2025)
Publisher : Program Studi PGSD Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jpm.v6i4.6506

Abstract

Although various educational technology innovations have been developed, the level of acceptance and readiness among elementary school teachers to integrate AI-based learning media, particularly those employing deep learning approaches, remains a challenge due to limited pedagogical understanding and varying levels of technological literacy among educators. This study aims to analyze the level of acceptance among elementary school teachers toward website-based multimodal learning media developed using a deep learning approach. The media is designed to enrich students' learning experiences through the integration of text, images, audio, and video, adaptively organized by a web-based system. The research method employed was a quantitative survey using the System Usability Scale (SUS) questionnaire, administered to 80 elementary school teachers as respondents located in Bandung Regency, providing quantitative assessments of the ease of use and user acceptance of the developed media. The analysis results indicate that the media obtained an average SUS score of 78, falling within the “good” category and approaching the “widely accepted” level. Teachers assessed the media as effective, engaging, and relevant to twenty-first-century learning needs. These findings indicate that the deep learning approach in developing website-based multimodal learning media holds significant potential for widespread implementation in elementary education settings.
Karakteristik Keterampilan Guru Abad 21 Rahayu, Rofita; Iskandar, Sofyan; Kurniawan, Dede Trie
Caruban: Jurnal Ilmiah Ilmu Pendidikan Dasar Vol 6 No 1 (2023)
Publisher : UNIVERSITAS SWADAYA GUNUNG JATI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/caruban.v6i1.8018

Abstract

Abstrak. Guru era abad 21 menyongsong generasi emas yang melek dengan IPTEK. Generasi emas adalah generasi muda yang mempunyai keterampilan abad 21 yaitu insan yang berkarakter, berpikir kritis, kreatif, inovatif, komunikatif, kolaboratif, dan kompetitif. Menyiapkan generasi emas Indonesia untuk kehidupan di abad ke-21 adalah sesuatu yang kompleks dan rumit. Berbagai tantangan yang harus dihadapi di era Revolusi 4.0 dan Society 5.0 seperti: globalisasi, teknologi, migrasi, kompetisi, perubahan di segala bidang, dan tantangan lingkungan. Upaya pemerintah menyiapkan segala perubahan ini diantaranya pembangunan di bidang pendidikan, dengan melakukan penyempurnaan dan pengembangan kurikulum serta peningkatan profesionalisme tenaga pendidik (guru). Penelitian ini menggunakan kajian literatur yang mana literatur yang diambil sesuai dengan pokok pembahasan dan di analisis secara mendalam sehingga dapat diambil kesimpulan dan temuan dalam penelitian. Penelitian kualitatif dituntut mampu mengorganisasikan semua teori yang dibaca. Literatur yang diambil baik dari buku, artikel jurnal baik nasional maupun internasional dan literatur lainnya. Guru sebagai seorang pendidik di sekolah, haruslah memiliki kompetensi terbaik dalam bidangnya. Maju mundurnya suatu negara berada ditangan guru. Dalam menyiapkan generasi milenial yang tangguh, kreatif, inovatif, kompetitif yang berdaya saing dan cerdas tentunya diperlukan guru yang memiliki main set yang unggul dengan menerapkan kurikulum. Oleh karena itu untuk memberikan pendidikan yang berkualitas kepada peserta didik di era abad 21 ini menuntut guru untuk memiliki keterampilan teknologi yang dibutuhkan agar dapat memanfaatkan kekuatan komputer dan teknologi yang terkait dengannya untuk pengajaran yang efektif.Kata Kunci: Abad 21, Keterampilan Guru, Kinerja Guru
Diseminasi Teknologi Pembelajaran Berbasis Inklusivitas dan Deep Learning dengan Media Digital Canva, Flipbook, dan Ispring Suite Menggunakan Model UTAUT Dede Supriyanto; Yunus Abidin; Dede Trie Kurniawan; Cahya, Aulia Ihza
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26562

Abstract

This research investigates the factors influencing the adoption of digital teaching materials based on inclusiveness and deep learning using Canva and Heyzine flipbook, guided by the UTAUT model. The study aims to identify key determinants that affect teachers’ and students’ behavioral intentions and actual usage of digital media in inclusive educational settings. A quantitative approach was employed through surveys involving 120 participants from inclusive schools, with data analyzed using multiple linear regression to examine the influence of performance expectancy, facilitating conditions, and social influence. Results show that all three variables significantly impact behavioral intention, with performance expectancy being the most dominant predictor (β=0.48, p<0.01). The model explains 87% of the variance in behavioral intention (R²=0.87). These findings highlight that perceived benefits, infrastructural support, and social environment are critical for successful adoption of inclusive digital learning media. The study provides practical insights for educators and policymakers to strengthen strategies that promote technology acceptance in inclusive education. Limitations include sample scope and cross-sectional data, suggesting the need for longitudinal and mixed-methods research in future studies.
Building Teacher Capacity For ESD: Implementing Kids' STEAM Pixel Art For Quality Early Childhood Education (SDG4) Maryanti, Sri; Kurniawan, Dede Trie; Helsy, Imelda; Ayuningtyas , Fadilla
Jurnal Analisa Vol. 11 No. 2 (2025): Volume 11 Nomor 2 Tahun 2025
Publisher : Department of Mathematics Education, UIN Sunan Gunung Djati Bandung, West Java, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/ja.v11i2.52038

Abstract

Pendidikan Anak Usia Dini (PAUD) memainkan peran vital dalam membangun fondasi yang sejalan dengan Sustainable Development Goals (SDG) 4 tentang kualitas pendidikan. Program ini bertujuan untuk meningkatkan kapasitas guru dalam mengintegrasikan pendekatan STEAM (Science, Technology, Engineering, Arts, and Mathematics) dengan pixel art untuk menciptakan pengalaman pembelajaran yang berkualitas bagi anak usia dini. Program pengabdian ini menggunakan metode Participatory Action Research dan Service Learning untuk melibatkan guru secara aktif dalam proses pengembangan kompetensi. Implementasi program mencakup asesmen kebutuhan bersama mitra, workshop STEAM dan pixel art kepada guru dan siswa, evaluasi kemajuan melalui asesmen guru dan portofolio siswa, serta berbagi hasil melalui sumber terbuka dan jaringan profesional. Pixel art diperkenalkan melalui berbagai metode termasuk berbasis kertas, mainan impor dengan harga terjangkau, alat digital, serta lembar kerja untuk mendukung keterampilan berpikir tingkat tinggi. Hasil penelitian menunjukkan respons positif dari peserta khususnya guru dengan tingkat kepuasan terhadap metode penyampaian sebesar 92%, kemampuan memotivasi 82%, relevansi dengan bidang 83%, kemampuan menjawab pertanyaan 75%, dan tampilan slide yang digunakan 63% sedangkan kepada siswa anak usia dini dijaring melalui wawancara dengan hasil dan jawaban menyenangkan melakukan aktivitas steam pixel art. Temuan ini mengindikasikan bahwa integrasi STEAM dan pixel art efektif dalam meningkatkan kompetensi guru PAUD.
Pendampingan Pengembangan Keterampilan Riset Mahasiswa PGSD dan Pendidikan Multimedia melalui Model Guided-Research Based Learning Fully Rakhmayanti; Muhammad Zaki Fadilah; Rendi Restiana Sukardi; Nurhidayatulloh Nurhidayatulloh; Winti Ananthia; Dede Trie Kurniawan; Dian Rinjani; Yeni Yuniarti
Prosiding Seminar Nasional Pengabdian Masyarakat Vol. 2 (2024): Prosiding Seminar Nasional Pengabdian Masyarakat
Publisher : CV. Dharma Samakta Edukhatulistiwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61142/psnpm.v2.221

Abstract

Kemampuan menulis ide kreatif merupakan keterampilan yang penting dan mendesak bagi mahasiswa calon guru dalam menghadapi tantangan akademik dan profesional di dunia pendidikan. Namun, pelatihan dalam bidang ini masih kurang mendapatkan perhatian, karena perkuliahan umumnya lebih berfokus pada teknik penulisan formal. Menanggapi kebutuhan tersebut, kegiatan pengabdian kepada masyarakat dalam lingkungan akademik ini dilaksanakan melalui program pelatihan berbasis Guided Research-Based Learning (GRBL) yang dirancang untuk mengembangkan keterampilan menulis kreatif mahasiswa calon guru. Kegiatan ini dilaksanakan dalam bentuk workshop yang diikuti oleh 50 mahasiswa Universitas Pendidikan Indonesia. Untuk mengevaluasi efektivitas program, dilakukan pengukuran melalui desain pre-eksperimental dengan pendekatan One Group Posttest Only. Hasil evaluasi menunjukkan bahwa program GRBL secara signifikan mampu meningkatkan pemahaman mahasiswa terhadap penulisan ide kreatif (N-Gain = 0,83), kepercayaan diri dalam menulis (N-Gain = 0,73), serta kemampuan mengeksplorasi ide secara kreatif (N-Gain = 0,87). Selain itu, kegiatan ini juga berdampak positif terhadap motivasi dan kapasitas mahasiswa dalam menghasilkan ide-ide orisinal yang relevan dengan konteks pendidikan. Dengan demikian, model GRBL terbukti efektif sebagai alternatif strategis dalam membekali mahasiswa dengan keterampilan menulis kreatif yang aplikatif di dunia pendidikan, serta mendukung penguatan kapasitas akademik komunitas kampus di era pendidikan abad ke-21.
Co-Authors Adestipa, Adestipa Ai Sutini Ai Sutini Ani, Neng Anti Muthmainnah Ari Syahidul Shidiq Arina, Ida Asep Ahyar Auliya Aenul Hayati Ayuningtyas , Fadilla Azizah, Winda Nur Baharizqi, Sindi Ladya Baharizqi, Sindi Sindi Ladya Cahya, Aulia Ihza Dallyono, Ruswan Dede Margo Irianto, Dede Margo Dede Salim Nahdi Dede Supriyanto Dela Marisana Dewi Siti Solihah Dewi, Syva Lestiyani Dian Rinjani Dina Pratiwi Dwi Santi Dinie Anggraeni Dewi Efi Tasfiyatul Millah Elly Malihah Endang Herawan Erna Susilawati Fazrul Prasetya Nur Fahrozy Fitri Oktafiyana Fully Rakhmayanti Fully Rakhmayanti Hana Yunansah Harmawati Hayati, Auliya Aenul Hayyuna, Ristafani Iis Hartati Ijharudin, Muhammad Ijharudin, Muhammad Imas Masfufah Imelda Helsy, Imelda Ishak, Nor Asniza Kama Abdulhakam Khairun Nisa Kharimah, Nurul Ikhsan Komariah Komariah Kuswanto Kuswanto Kuswanto, Kuswanto Lara Sati, Lara Lebyana Norma Belinda Lebyana Norma Belinda Leli Halimah Lestari, Williyanti Lia Marliani Lilit Rusyati Margaretha Sri Yuliariatiningsih Marisana, Dela Meilandari, Aesti Meilinda Meilinda Mirawati Mirawati Mohamad Gilar Jatisunda Muchamad Subali Noto Muhammad Ijharudin Muhammad Zaki Fadilah Nahadi Nailah Tresnawati Nakiya, Mohamad Nelli Ma&#039;rifat Sanusi Ni Putu Laksmi Resti Putri Novi Yanthi Nur Hidayah Zayadi Nurhidayatulloh Nurhidayatulloh Nurul Ikhsan Kharimah Oktaviani, Windi Nur Pina Pitriana Pina Pitriana Pratiwi, Intan Aprilianti Prihantini Prihantini Putri, Dian Permana Rachmania, Setyaningsih Rahayu, Rofita Rahma Halipah Ratna, Ratna Ayu Kinanti Rena Denya Agustina Reni Nurhayati Restu Adi Nugraha Riandi Riandi Ristafani Hayyuna Rizkina, Van Biaila Rofita Rahayu Rofita Rahayu Rostika, Neneng Sartika Yolanda Setiyani Setiyani Sindi Ladya Baharizqi Sindi Siti Rohmah Siti Sriyati Sofyan Iskandar Sofyan Iskandar Sofyan Iskandar, Sofyan Solihah, Dewi Siti Somad, Momod Abdul Sri Hartati Sri Maryanti Sri Maryanti Suci Trisia Maharani Sukardi, Rendi Restiana Susilawati, Erna Sutrisno, Lucky Taufik Syva Lestiyani Dewi Tatang Muhtar, Tatang Taufik Ramadhan Teti Nurhayati Tin Rustini Tita Mulyati Titis Madyaning Ratri Triana Lestari Ujiati Cahayaningsih Wahyu Hartono Wahyu Sopandi Wahyuni, Nuni Sri Winti Ananthia Wiwit Mulyasari Wulan Putri Utami Yan Yan Heryanti Yeni Yuniarti Yeni Yuniarti, Yeni Yulia Rahmawati, Yulia Yuliawati, Astri Yunus Abidin Yunus Abidin Yunus Abidin Yusuf Tri Herlambang, Yusuf Tri Zakwandi, Rizki