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PENERAPAN MEDIA PEMBELAJARAN KARTU BERGAMBAR DALAM MENINGKATKAN HASIL BELAJAR SISWA KELAS V SD NEGERI 4 TANJUNG AMAN Prihatmojo, Agung
Pedagogia: Jurnal Ilmiah Pendidikan Dasar Indonesia Vol. 1 No. 1 (2019): Pedagogia
Publisher : Program Studi PGSD, Jurusan Ilmu Pendidikan, STKIP PGRI Bandar Lampung

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

Abstract

The media is a communication tool for teacher interaction with students which is a series of teaching and learning activities in schools. In the learning process the teacher has obstacles in conveying knowledge to students. The teacher needs media to be able to help attract the attention of students so that learning objectives are achieved. Picture card learning media can help teachers effectively achieve learning objectives in the teaching and learning process. This study applies a picture card learning media to students in class V SD Negeri 4 Tanjung Aman. The aim is to find out the improvement in student learning outcomes after the teacher applies the pictorial card learning media to fifth grade students of SD Negeri 4 Tanjung Aman. In this study using a design that is the Initial Test - The Final Group Single Test (The One Group Pretest - posttest). The learning outcomes in this study were obtained by the fifth grade students before and after the implementation of the pictorial card media, to find out the improvement in the learning outcomes of the fifth grade students of SD Negeri 4 Tanjung Aman. shows that the mean or posttest average is higher than the pretest. Mean posttest 62.22 and mean pretest 46.25, so there is an increase in learning outcomes after the application of the pictorial card media to fifth grade students of SD Negeri 4 Tanjung Aman.
Blended Learning in an Effort to Overcome Learning Materials in Elementary Schools Suprapto, Irawan; Amriyah, Chairul; Prihatmojo, Agung
Al-Hayat: Journal of Islamic Education Vol 8 No 1 (2024): Al-Hayat: Journal of Islamic Education
Publisher : Letiges

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35723/ajie.v8i1.447

Abstract

Blended learning is an innovative learning model that integrates relevant technology with learning. This study aims to describe the application of blended learning and its effect on students at the elementary school level as an effort to overcome the risk of falling behind in subject matter after the Covid-19 pandemic. This research uses a case study approach, including qualitative methods. Data collection techniques with interviews, observation and documentation. The analysis technique uses Cresswell analysis. The research results show that the application of blended learning in Sukarno Hatta elementary school is included in several learning models. These models are station rotation models, blog models, online learning, and independent learning. Blended learning can be a valuable alternative for managing student learning at the elementary school level. By utilizing technology and combining various models of approaches, we can overcome the backwardness of learning materials from the effects of changes in the world's education cycle, especially after Covid-19.
Need Assessment of Islamic Teaching Materials Character-Based Entrepreneurship in University Badawi, Badawi; Prihatmojo, Agung; Elizar, Elizar; Kuning, Dewi Sri
Al-Hayat: Journal of Islamic Education Vol 7 No 1 (2023): Al-Hayat: Journal of Islamic Education
Publisher : Letiges

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35723/ajie.v7i1.330

Abstract

The implementation of entrepreneurship education emphasizes the cognitive aspect, so it has not created the entrepreneurial character yet. Besides, the unavailability of teaching materials for students related to entrepreneurship education in achieving learning outcomes. This study aims to obtain an overview of the needs assessment for preparing character-based entrepreneurship teaching materials at the University of Muhammadiyah Kotabumi. The method used was qualitative research based on the post-positivism philosophy. Data collection techniques were observations, interviews and documentation studies by testing the validity of the data using triangulation. The results of this study can be seen from the aspects of material substance (Excellent character, The character of the Prophet Muhammad in business, and Character of a Successful Entrepreneur From Zero), content structure aspects (Introduction, Presentation, and Closing), presentation and linguistic factors (Attractive presentation, Accuracy, Digestibility, Illustrations, and Completeness), assignment aspects (Observation, Making a business plan, and Entrepreneurial practice) and character-based question types (Assignments, Midterm exams, and Semester exams). This study indicates the need for character-based entrepreneurship teaching materials with the substance of character-based teaching materials using structures, criteria, question forms and assignments in university entrepreneurship teaching materials.
Strategi Menumbuhkan Karakter Anak Melalui Teknologi Digital Ruchiyat, Marina Gusnia; Kurniawan, Mirdan; Triyaningsih, Triyaningsih; Marwan, Marwan; Prihatmojo, Agung
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v5i1.1844

Abstract

Character development is a crucial aspect to instill in children amidst the rapid advancement of technology. The importance of shaping character with digital technology is a significant preventive step to keep children away from the possibility of a character value crisis that can arise due to the influence of technology that continues to grow. The use of digital technology can be directed positively to support children's character building. This article aims to identify and explore strategies that can be implemented to build children's character through the use of digital technology. The research method used is a descriptive qualitative method with a literature review approach. The literature sources involved books, journals and scientific articles as the main focus of the research. This approach provides a strong theoretical foundation to formulate effective strategies in the context of character education and digital technology. The analysis of this study found digital technology-based character education strategies used by teachers, schools and parents. The findings in this article provide a comprehensive strategy on the implementation of character education through digital technology that involves the important roles of teachers, schools and parents.
DESAIN DAN PENGEMBANGAN SERTA PEMANFAATAN TEKNOLOGI PEMBELAJARAN PADA PENDIDIKAN DASAR Nurmawati, Fulusia; Prihatmojo, Agung; Nailil Hikmah, Afroh; Rahma Kamila, Azila
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 6 No 1 (2025): Jurnal Pengabdian Pendidikan Masyarakat (JPPM), Vol 6 No 1 (Maret 2025)
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v6i1.2807

Abstract

The purpose of this service is to carry out the Tri Dharma of Higher Education activities, one of which is community service activities, providing education to educators in increasing knowledge about developing learning technology designs, and as a consideration for carrying out sustainable community service activities. The role of learning technology in learning design is complex and varied. Overall, learning technology plays a role as the main driver in designing learning that is more adaptive, interactive and effective. Although, technology has the potential to enrich learning experiences, it also raises concerns regarding the digital divide, teacher capabilities, and curriculum alignment. A balanced approach to instructional design, which combines the power of technology with the wisdom of traditional teaching methods, is essential to achieving effective learning outcomes. The use of learning media to be effective requires the application of an appropriate learning approach. The solution to partner problems, namely one approach that is suitable for the society 5.0 era, is the STEM approach. The basis for implementing community service activities. The results of this service are the success of the target number of service participants, achievement of service goals, achievement of planned material targets, participants' ability to master the material, participants' ability to practice the technology that has been delivered by the service, collaboration between the campus and partners, achievement in improving quality digital-based assessment, achievement in increasing understanding of digital-based media innovation.
NEED ASSESSMENT INOVASI TEAM GAMES TOURNAMENT BERBASIS PERMAINAN TRADISIONAL DALAM PEMBELAJARAN DI SEKOLAH DASAR  Ruchiyat, Marina Gusnia; Herwin; Wuryandani, Wuri; Prihatmojo, Agung
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v7i1.4000

Abstract

This study aims to analyze the need for the integration of the traditional game-based Team Games Tournament (TGT) model in elementary school learning. The method used is qualitative descriptive research with data collection techniques through in-depth interviews, observations, and focused group discussions (FGD) in elementary schools. The results show that both teachers and students express a high need for a more interactive and collaboration-based learning model, where TGT can increase student engagement. Traditional games, which are rich in local cultural values, have been shown to enrich the learning experience and support the development of students' social skills. The main challenge found was the lack of teachers' understanding of how to integrate traditional games in TGT. The implications of these findings are the need to develop learning models that combine TGT and traditional games, as well as training for teachers to optimize their implementation in primary school learning, in order to create more comprehensive and meaningful learning.   Keywords: learning innovation; Team Games Tournament; Traditional Games; Cooperative Learning
Strategi Menumbuhkan Karakter Anak Melalui Teknologi Digital Ruchiyat, Marina Gusnia; Kurniawan, Mirdan; Triyaningsih, Triyaningsih; Marwan, Marwan; Prihatmojo, Agung
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v5i1.1844

Abstract

Character development is a crucial aspect to instill in children amidst the rapid advancement of technology. The importance of shaping character with digital technology is a significant preventive step to keep children away from the possibility of a character value crisis that can arise due to the influence of technology that continues to grow. The use of digital technology can be directed positively to support children's character building. This article aims to identify and explore strategies that can be implemented to build children's character through the use of digital technology. The research method used is a descriptive qualitative method with a literature review approach. The literature sources involved books, journals and scientific articles as the main focus of the research. This approach provides a strong theoretical foundation to formulate effective strategies in the context of character education and digital technology. The analysis of this study found digital technology-based character education strategies used by teachers, schools and parents. The findings in this article provide a comprehensive strategy on the implementation of character education through digital technology that involves the important roles of teachers, schools and parents.
Pengembangan Model Pembelajaran Kooperatif Berbasis Literasi Berkarakter dengan Game Who Am I Prihatmojo, Agung; Rohmani, Rohmani
JOEAI (Journal of Education and Instruction) Vol. 3 No. 2 (2020): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v3i2.1608

Abstract

The development of a cooperative learning model based on literacy character with the game Who am I aims to improve literacy activities, and student learning outcomes in elementary school. This research method is Research and Development (R&D). The approach used in research is Research & Development. This research uses descriptive qualitative data analysis techniques. The sample in this study was grade V students of Soekarno Hatta Elementary School who numbered 10 students. Data collection is done by observation, interviewing and data collection related to learning models so as to get information as a cooperative learning model development planning. A cooperative model based on literacy character with the Who am I game that has been tested limited shows literacy activities run 100%, students are active in Q&A activities in the game, and learning results show all students complete with an average learning outcome of 80.3. In conclusion, the cooperative learning model based on literacy in the character of the game Who am I is effective in improving the literacy activities of grade V students at SD Soekarno Hatta, is seen from the improvement of learning outcomes and assessment. Keywords: Game Who am I, Literacy, Cooperative Learning