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BOARDGAME ULAR TANGGA BERBASIS AUGMENTED REALITY DENGAN MODEL PROBLEM BASED LEARNING UNTUK MENINGKATKAN KETERAMPILAN BERPIKIR KRITIS PADA MATERI KERAGAMAN BUDAYA
Dwi Lestariningsih;
Sutrisna Wibawa;
Heri Maria Zulfiati
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 8 No 2 (2024)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep
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DOI: 10.36379/autentik.v8i2.545
The 21st century is the era of industrial revolution 4.0 where technology integration is very necessary in learning. One technology that can be applied in learning is Augmented Reality (AR). This research is development research (Research and Development) with the aim of producing a product in the form of an Augmented Reality Based Snakes and Ladders Board Game with a Problem Based Learning Model to Improve Critical Thinking Skills on Cultural Diversity Material. The development procedure uses the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model. Data collection techniques in the preliminary study were in the form of interviews and documentation, while in implementation it was in the form of interviews, observation and documentation. The instruments in this research are interview instruments for needs analysis, media expert and material expert validation sheets, student and teacher interview instruments, and test questions. The test results show a Sig value. (2-tailed) or Two-Sided < 0.01 with a standard deviation of 4,582. This value shows that the significance level is less than 0.05, so it can be concluded that there is a significant difference between the results obtained before and after using the augmented reality-based snakes and ladders board game media. Based on this, it can be concluded that the use of the Augmented Reality-based snakes and ladders board game media is effective in increasing the achievement of learning objectives regarding cultural diversity material.
DEVELOPMENT OF GOOGLE SITES APPLICATION OF DIVERSITY THROUGH CHILDREN’S DOLANAN TEMBANG IN CIVICS LEARNING
Tri Susilo Raharjo, Agung;
Wibawa, Sutrisna;
Susanto, Moh. Rusnoto;
Arumsari, Mela Dina
International Journal of Engagement and Empowerment (IJE2) Vol. 4 No. 2 (2024): International Journal of Engagement and Empowerment
Publisher : Yayasan Education and Social Center
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DOI: 10.53067/ije2.v4i2.157
Interactive multimedia development in elementary schools is significant, and the current technological progress has progressed very rapidly. The development of interactive multimedia based on the Google Sites application is significant because the development of appropriate learning will trigger students to be active and creative. This web-based Google Sites media is considered a simple learning media that teachers and students use and understand. In particular, it makes it easy for learners to understand the material during online learning. Tembang dolanan anak as a learning medium is very appropriate because it is easy to learn, and students are more entertained learning while singing. The Diversity that discusses the various cultural differences of Indonesia requires development in learning so that students are more interested and understand the material better. This activity analyzes how the online learning process uses Google Sites. The material presented is Civics Learning for grade IV SD. The activity method used is the descriptive qualitative method. The sample in this study was 15 students who had personal smartphones. The 15 students consisted of 10 male and five female students, targeting grade IV students at SDN Keputran A. The results of this activity are 1) Google sites an effect on online learning, 2) According to the result of learning observation and interview results, students are interested in Google Sites Media because this media is efficient, 3) Students feel comfortable with the media of children’s folk song or tembang dolanan anak because during learning students are entertained and can be presented in the form of coloured text, images, video and audio
THE UTILIZATION OF MICROSOFT SWAY IN PANCASILA EDUCATION LEARNING
Wicaksono, Setyo Pambudi;
Wibawa, Sutrisna
PIONIR: JURNAL PENDIDIKAN Vol 13, No 1 (2024): PIONIR: JURNAL PENDIDIKAN
Publisher : Prodi PGMI FTK UIN Ar-Raniry Banda Aceh
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DOI: 10.22373/pjp.v13i1.21899
In the current educational landscape, Pancasila Education must integrate the principles of 21st-century learning, which emphasize the importance of technology utilization in education. The integration of media enhances the learning process, making it more accessible, engaging, effective, and efficient. This study seeks to explore how Microsoft Sway media is utilized in Pancasila Education classes at Kejambon 2 Public Elementary School. Utilizing a qualitative descriptive research method, the study investigates the impact and effectiveness of Microsoft Sway in enhancing Pancasila Education learning experiences. The research findings reveal that Microsoft Sway aligns well with the principles of 21st-century learning. It fosters increased student engagement and enthusiasm, shifting the focus of learning activities towards student-centered approaches. This integration not only modernizes the teaching-learning process but also nurtures critical thinking and active participation among students, thus enriching their understanding and appreciation of Pancasila values and principles.Keywords: Microsoft Sway, Pancasila Education, 21st-century learning.
Pengembangan Multimedia Pembelajaran PPKn Berbasis Wordwall Untuk Siswa Kelas 6 Sekolah Dasar
Dina Kurniastuti;
Sutrisna Wibawa
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): February : Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia
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DOI: 10.61132/semantik.v2i1.230
Learning media is an important learning tool to consider in the learning process. The presence of learning media can make learning more interesting and active, so that the use of media can help increase student achievement and learning motivation. The presence of learning media in citizenship learning content is considered very important to reduce the verbality of citizenship learning material. The aim of this research is to develop wordwall-based citizenship learninglearning media that can be used by teachers to transfer material and carry out learning evaluations. The type of research used in this research is development research (Research and Development). Research and development is research that aims to produce a product that comes from research and testing the product that has been developed. The development research model is the ADDIE model which consists of five stages of development research. The five stages are analysis, design, development, implementation and evaluation. In this research, the development stage will be discussed up to the ADD stage. The subjects in this research were media experts, material experts, and three 6th grade elementary school students to test the level of appropriateness of the media. Based on the validation test, it can be seen that through the two stages of validation by experts, the wordwall media was declared very suitable for use in learning. This is because wordwall media can have a positive influence on the classroom climate and student learning outcomes.
Kemampuan Berpikir Kritis Pada Pembelajaran Pkn Menggunakan Model PBL Berbasis Treasure Hunt Dan QR Code
Anatasia Riantika;
Sutrisna Wibawa
Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya Vol. 2 No. 1 (2024): February : Semantik : Jurnal Riset Ilmu Pendidikan, Bahasa dan Budaya
Publisher : Asosiasi Periset Bahasa Sastra Indonesia
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DOI: 10.61132/semantik.v2i1.278
In the era of revolution 4.0, education does not only require intellectual abilities, but critical thinking, creative, communicative and collaboration skills. The problem with Civics learning is that it still prioritizes cognitive aspects, it has not been able to realize the goal of creating critical and responsible students. There needs to be innovation in Civics learning that combines problem-based learning models through games and is integrated with the use of technology in elementary schools. This research aims to find out the influence of problem based learning implemented through the QR code-assisted treasure hunt game on Civics learning. The research method used is descriptive qualitative. The analysis technique used is an interactive analysis model consisting of data reduction, data presentation, and drawing conclusions or verification. The results of data analysis are presented in the form of descriptions supported by observations, interviews and literature studies. The results of the analysis and discussion can be concluded that critical thinking skills emerge in Civics learning using the PBL treasure hunt and QR code models. Critical thinking skills are demonstrated by the emergence of the following indicators: providing simple explanations, building basic skills, concluding, making further explanations, strategies and tactics. It is hoped that the results of this study can become a reference, especially in the field of education, to create a superior and characterful next generation.
Pengembangan Media Berbasis Site dalam Pembelajaran Pendidikan Pancasila Kelas 4 di SDN Plampang
Bayu Bumantara;
Sutrisna Wibawa;
Marzuki
Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial Vol. 2 No. 1 (2024): Januari: Jurnal Nakula : Pusat Ilmu Pendidikan, Bahasa dan Ilmu Sosial
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia
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DOI: 10.61132/nakula.v2i1.397
The importance of improving the quality of Pancasila education learning in grade 4 at SDN Plampang has triggered the development of site-based media as an innovative solution. This research aims to evaluate the effectiveness of this media in increasing students' understanding of Pancasila values. The research method used is Research and Development (R&D). The research results show that site-based media has succeeded in increasing student involvement and making a positive contribution to understanding Pancasila concepts. Pancasila Education Teachers also recognize the key role of this media in presenting material dynamically and accommodating diverse learning styles. Although effective, research identifies barriers, including limited access to technology and teachers' technology skills. Therefore, training and technical support are needed so that site-based media can be used optimally. These findings provide a basis for further development of this media or adjustment of learning methods according to classroom dynamics and technological developments.
Pembelajaran Berbasis Proyek Mind Mapping Dengan Aplikasi Canva Pada Mata Pelajaran PPKN Di SD
Dewi Wulandari;
Sutrisna Wibawa
Jurnal Pendidikan dan Kebudayaan (JURDIKBUD) Vol. 4 No. 1 (2024): Maret : Jurnal Pendidikan dan Kebudayaan
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jurdikbud.v4i1.2682
This research aims to determine significant differences in Civics learning outcomes between groups of students who took part in mind mapping project-based learning with the Canva application and groups of students who took part in conventional learning in class V. The research design used a quasi-experimental design. The research sample was taken using a simple random sampling technique so that 15 class V students were selected as the experimental class and 15 students as the control class. Data collection uses observation and PPKn learning outcomes tests. Data analysis techniques use descriptive statistics and inferential statistics, where inferential statistics are divided into three, namely normality tests, homogeneity tests, and hypothesis tests. The results of the research show that: 1) there are differences in Civics learning outcomes between students who take part in mind mapping project-based learning with the Canva application and students who take conventional learning, and 2) there is an influence of mind mapping project-based learning with the Canva application on learning outcomes in subjects PPK for fifth grade students at Ngringin State Elementary School
Pemanfaatan Chromebook dengan Model Project Based Learning Terintegrasi Tri-N Pada Pendidikan Pancasila Sekolah Dasar
Rahmawati, Arini;
Wibawa, Sutrisna
Jurnal Kewarganegaraan Vol 21, No 1 (2024): Maret 2024
Publisher : Department of Pancasila and Civic Education, Universitas Negeri Medan
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DOI: 10.24114/jk.v21i1.55184
AbstractEducation is an effort to foster and develop human personality spiritually and physically. This study aims to assess the efficiency of employing Chromebooks with the Project-Based Learning model integrated with Tri N Teachings while examining the challenges faced and initiatives taken in Civic Education for fourth-grade elementary school students. This research adopts a descriptive qualitative approach and involves teachers and students from Class IV at Pakem Kalasan State Elementary School in Sleman Regency. Data collection encompasses interviews, observations, and documentation. Based on the research results, it can be seen that 1) learning activities that utilize Chromebooks in integrated PjBL model Pendidikan Pancasila Learning with Tri N Teachings in Class IV of Pakem Kalasan Elementary School, Sleman Regency provide deeper understanding and experience and foster creativity in students, 2) obstacles in carrying out activities learning that utilizes Chromebooks in integrated PjBL model PKN Learning Tri N Teachings, namely the lack of teacher knowledge in utilizing Chromebooks that are available in educational units as well as the lack of teachers in implementing innovative learning models in the classroom, and 3) Efforts have been undertaken through the organization of In-House Training (IHT) sessions for teachers with the aim of enhancing their competence in effectively utilizing and implementing diverse and innovative teaching methods within the classroom.-------------Abstrak Pendidikan adalah usaha membina dan mengembangkan kepribadian manusia baik dibagian rohani atau dibagian jasmani. Tujuan penelitian ini adalah untuk mengetahui efektivitas pemanfaatan chromebook dengan model Project Based Learning terintegrasi Ajaran Tri N, hambatan dan usaha yang dilakukan pada mata pelajaran Pendidikan Pancasila di Kelas IV siswa Sekolah Dasar. Penelitian ini merupakan penelitian kualitatif deskriptif. Subjek penelitian adalah guru dan siswa kelas IV Sekolah Dasar Negeri Pakem Kalasan Kabupaten Sleman. Teknik pengumpulan data melalui wawancara, observasi dan dokumentasi. Berdasarkan hasil penelitian dapat dilihat bahwa 1) aktivitas pembelajaran yang memanfaatkan Chromebook pada Pembelajaran Pancasila model PjBL terintegrasi Ajaran Tri N di Kelas IV SD Negeri Pakem Kalasan Kabupaten Sleman memberikan pemahaman dan pengalaman yang lebih mendalam serta menumbuhkan kreativitas pada siswa, 2) hambatan dalam melaksanakan kegiatan pembelajaran yang memanfaatkan Chromebook pada Pembelajaran Pendidikan Pancasila model PjBL terintegrasi Ajaran Tri N yaitu kurangnya pengetahuan guru dalam memanfaatkan chromebook yang telah tersedia di satuan pendidikan serta kurangnya guru dalam menerapkan model pembelajaran inovatif di dalam kelas, dan 3) usaha yang dilakukan adalah dengan mengadakan IHT (In House Training) kepada guru guna meningkatkan kompetensi dalam memanfaatkan dan menerapkan pembelajaran inovatif dan bervariatif di dalam kelas.
Penerapan Media Poster Digital Berbasis Project Based Learning Terintegrasi Tri-N Untuk Meningkatkan Keaktifan Belajar Pendidikan Pancasila
Firdausia, Luftia;
Wibawa, Sutrisna
Jurnal Kewarganegaraan Vol 21, No 2 (2024): September 2024
Publisher : Department of Pancasila and Civic Education, Universitas Negeri Medan
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DOI: 10.24114/jk.v21i2.58373
AbstractThis research aims to determine the application of digital poster media based on the Tri-N integrated Project Based Learning model on students' active learning in Pancasila Education subjects in 4th of Karangnongko 1 State Elementary School. This research is descriptive qualitative research. The subjects of this research were 4th students. Data collection techniques in this research were carried out using interviews, observation, questionnaires, and documentation. The data analysis techniques used in this research are data reduction, data display, and drawing conclusions. The importance of implementing the Tri-N integrated Project Based Learning model with digital poster media means that students have no difficulty in asking, answering and thinking activities. The research results based on interviews with teachers say that students are more active with the application of digital poster media based on the Tri-N integrated Project Based Learning model. Based on the research results, it can be seen that the application of digital poster media based on the Tri-N integrated Project Based Learning model can increase student learning activity in Pancasila Education subjects. The teacher made the digital poster media entitled "Aku Peduli Diriku" using the Canva application to create an attractive digital poster for students.---------------------Abstrak Penelitian bertujuan untuk mengetahui penerapan media poster digital berbasis model pembelajaran Project Based Learning terintegrasi Tri-N terhadap keaktifan belajar siswa pada pelajaran Pendidikan Pancasila di kelas IV SD Negeri Karangnongko 1. Penelitian ini ialah penelitian deskriptif kualitatif. Subjek penelitian ini ialah siswa kelas IV. Teknik pengumpulan data pada penelitian ini dilakukan dengan metode: wawancara, observasi, kuesioner serta dokumentasi. Teknik analisis data yang dipergunakan pada penelitian ini ialah display data, reduksi data, serta penarikan kesimpulan. Pentingnya penerapan media poster digital berbasis Project Based Learning terintegrasi Tri-N menjadikan siswa tidak kesulitan dalam aktivitas bertanya, menjawab, dan berdiskusi. Hasil penelitian berlandaskan wawancara dengan guru mengungkapkan yakni siswa lebih aktif dengan implementasi media poster digital berbasis model pembelajaran PjBL terintegrasi Tri-N. Berlandaskan hasil penelitian dapat diketahui bahwa penerapan media poster digital berbasis Project Based Learning terintegrasi Tri-N mampu menaikkan keaktifan belajar siswa pada mata pelajaran Pendidikan Pancasila. Media poster digital yang berjudul “Aku Peduli Diriku” dibuat guru melalui aplikasi canva sehingga terwujud poster digital yang menarik untuk siswa.
PENERAPAN MODEL PJBL BERBASIS MEDIA WORDWALL DALAM PEMBENTUKAN KARATER KERJASAMA PADA SISWA SEKOLAH DASAR
Fitriana, Erwinda;
Wibawa, Sutrisna
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 3 (2024): Volume 09, No. 03, September 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan
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DOI: 10.23969/jp.v9i3.14968
This study examines the effectiveness of the Project-Based Learning (PjBL) model based on Wordwall media in shaping cooperative character among fifth-grade elementary school students with the topic "Norms in Life". The research was conducted in two cycles of action research. The first cycle involved planning, action, observation, and reflection. Learning activities included role-playing about life norms, supported by Wordwall. The results of the first cycle showed a sufficient level of cooperation, but there was an imbalance in role distribution and communication. The second cycle was carried out with improvements based on the reflection of the first cycle. Observations indicated a significant improvement in student cooperation, particularly in negotiation, group dynamics, and responsibility. The findings suggest that PjBL based on Wordwall successfully enhances students' cooperative character. They become more engaged in learning, improving communication skills, role distribution, and collaborative problem-solving. This indicates that the model can be an effective learning approach in developing cooperation skills among elementary school students.