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Pendampingan Aplikasi e-Plantasia untuk Meningkatkan Literasi Pembelajaran Botani berbasis Digital bagi Pustakawan Di Kabupaten Magetan Mumtahana, Hani Atun; Sulistyarsih, Ani; Kiswardianta, R.Bekti; Yuhanna, Wachidatul Linda
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 3 No 3 (2026): Januari - Maret
Publisher : CV. ITTC INDONESIA

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Abstract

Digital transformation is driving changes in literacy skills and technology-based information services. The Regional Archives and Library Service (ARPUS) of Magetan Regency is one government agency that has utilized technology and information in conducting business processes. The use of information technology is also implemented in several libraries within the region. This requires ARPUS to introduce digital media-based innovations in its services. One such effort is utilizing a learning platform to provide digital literacy-based learning resources. This activity is in the form of Community Service (PkM) which is carried out by mentoring librarians to utilize the e-plantasia platform as a botany learning medium. This activity is carried out using a participatory mentoring method based on training and direct practice (hands-on training) which includes needs analysis, training, practice, and evaluation through pre-test and post-test. The results show that participants have a sufficient initial understanding of digital literacy, but do not yet fully understand the use of the e-Plantasia application. After the training, there was an increase in the average post-test score on all indicators, from the range of 60–70 to 80–86, as well as an increase in readiness for implementation in library services. Thus, mentoring activities have proven effective in improving librarians' competence in utilizing digital media as an innovation in library literacy services.  
Inovasi Pembelajaran: Pengembangan Eco-Explorer Game Terintegrasi SDGS Terhadap Dimensi Bergotong Royong dan Hasil Belajar Kognitif Oktaviani, Juwita; Al-Muhdhar, Mimien Henie Irawati; Rahayu, Sofia Ery; Sueb, Sueb; Setiawan, Deny; Yuhanna, Wachidatul Linda; Hidayati, Nunik; Akbar, Muhammad Iqbal
Jurnal Inovasi Pembelajaran Biologi Vol 7 No 1 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jipb.v7n1.p1-20

Abstract

Learning ecosystem material can be taught in line with efforts to realize the Sustainable Development Goals, one of which is the point of Life on Land. Learning media plays a crucial role in facilitating effective learning and offers advantages, especially in terms of flexibility and interactivity. This development aims to produce a website-assisted learning product, the Eco-Explorer Game, which is effective in improving the dimensions of mutual cooperation and cognitive learning outcomes. The development process follows the Lee & Owens model, which consists of five stages: analysis, design, development, implementation, and evaluation. In the implementation stage, this study used a pre-experimental design with a one-group pretest-posttest technique, with a sample consisting of 36 tenth-grade students at SMAN 1 Singosari. Quantitative data were collected through two main instruments: pretest and posttest scores to measure cognitive learning outcomes, and observation sheets equipped with a quantitative assessment rubric to measure the dimensions of mutual cooperation (collaboration, caring, and sharing). The data analysis technique to measure the improvement of both variables used the N-Gain test. The collected data shows that the game is proven to be effective in improving the dimensions of mutual cooperation and students' cognitive learning outcomes as indicated by the increase in the average achievement results of each indicator both in the dimensions of mutual cooperation (from the initial 56.1 to 88.7) and also cognitive learning outcomes (from the initial 66.8 to 87.7). The N-Gain score obtained from the observation sheet for the dimensions of mutual cooperation shows a high score of 0.7. Furthermore, cognitive learning outcomes show an N-Gain score of 0.62, which is included in the moderate category. Based on these findings, it can be concluded that the Eco-Explorer Game is very effective in improving the dimensions of mutual cooperation of students and is quite effective in improving their cognitive learning outcomes.
Pelatihan Penyusunan Bahan Ajar Bermutu Berbantuan Artificial Intelligence pada Guru Sekolah Dasar Kota Madiun Parji, Parji; Yuhanna, Wachidatul Linda; Prayitno, Trio Ageng
Jurnal SOLMA Vol. 15 No. 1 (2026)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v15i1.21233

Abstract

Background: Improving the quality of learning in elementary schools depends heavily on teachers' ability to develop high-quality, innovative, and student-centered teaching materials. Observations indicate that many elementary school teachers in Madiun City still face challenges in developing high-quality teaching materials, due to limited time, creativity, and a lack of understanding of the ideal standards for developing such materials. Elementary school teachers in Madiun City require comprehensive training. The purpose of this training is to implement and analyze the effectiveness of a training program for developing high-quality AI-assisted teaching materials that meet the needs of elementary school teachers. Method: This community service program is implemented by UNIPMA lecturers. The target participants are 50 elementary school teachers in Madiun City. This community service program uses a two-month participatory approach through four stages: outreach, training in developing teaching materials, training in using AI, and monitoring and evaluation. Results: The data showed that 96% of teachers understood the concept of developing high-quality teaching materials, 94% could use AI applications to create digital textbooks, and 92% expressed satisfaction with the community service team's service. Conclusions: The implementation of AI-assisted training to develop high-quality teaching materials was effective in improving teachers' competence while also encouraging more creative, adaptive learning aligned with the demands of 21st-century education.