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Journal : Ideguru: Jurnal Karya Ilmiah Guru

Seru dan Edukatif: Kahoot Pendidikan Pancasila untuk Semua Kumalasari, Krisna; Wibawa, Sutrisna
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 1 (2024): Edisi Januari 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i1.830

Abstract

The increasingly rapid development of globalization has triggered the development of education in the field of increasingly advanced technology. In the field of educational activities there is an adaptation of learning activities to technological developments. Based on this, of course the role of learning media is also needed in the field of education. The aim of the research is to analyze the application of the Kahoot application in Pancasila education to create exciting and educative learning. The research method uses qualitative research with a literature review approach. The results of the implementation carried out at SD Negeri 1 Pengasih from 20 November 2023 to 1 December 2023 show that Kahoot can increase students' understanding and involvement in the values ​​of Pancasila. In conclusion, Kahoot media can be used to support exciting and educational learning activities that are implemented in Pancasila education learning. Learning carried out in the classroom can use ICT-based media such as Kahoot. This is because the use of Kahoot media is easy to access, so it will indirectly have an impact on increasing student motivation. Innovation in learning is certainly needed in learning activities to create good learning and is related to the role of increasingly sophisticated technology.
Prototype Model Pembelajaran A.S.A.P Berbasis Aplikasi Capcut untuk Siswa Kelas 5 Puspawati, Eka; Wibawa, Sutrisna
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.927

Abstract

The most important feature of the 21st century is the inseparability of technology and information from various fields of life. The 21st century skills of critical thinking, creativity, and collaboration can be strengthened in students through a variety of forms or models of learning in the classroom. The research aims to develop based on two existing learning models, namely Problem Based Learning (PBL) and Project Based Learning (PjBL) and with adjustments to technological and information advances in the 21st century. The method used in this research is the Research and Development (RnD) research method with the ADDIE research model (Analyze, Design, Development, Implementation, Evaluation). Based on the research conducted, researchers conducted an Analyze process to identify needs, then the results of the Analyze stage were used to design learning models at the Design stage. So that the finished design is developed at the Develop stage then implemented at the Implement stage and evaluated at the Evaluation stage. The research conducted at SDN Bohol Rongkop received a positive response from students. The results showed that out of 10 fifth grade students, all of them seemed active in learning activities. Students' motivation to learn increased so that it also affected the improvement of their learning outcomes. This is evidenced by the increase in the number of students who were able to reach the KKM (minimum completeness criteria) limit, which initially was only 3 students to 8 students out of a total of 10 students, in addition students' creativity is also increasingly honed with the use of the A.S.A.P learning model based on this Capcut application.