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Pelatihan peningkatan kapabilitas guru SD dalam mengimplementasikan model TaRL untuk pembelajaran literasi dasar membaca Ahyar Ahyar; Ita Fitriati; Suriya Ningsyih; Arif Rahman Hakim; Ramli Ramli; Syarifudin Syarifudin
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 8, No 4 (2024): December
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v8i4.27111

Abstract

AbstrakLiterasi dasar membaca merupakan suatu yang sangat penting dalam tercapainya hasil dan tujuan belajar. Model  pembelajaran TaRL atau berbasis level kemampuan ini sudah terbukti mampu meningkatkan kemampuan literasi dasar membaca siswa SD. Oleh karena itu perlu dilakukannya kegiatan pengabdian kepada masyarak melalui pelatihan peningkatan kapabilitas guru SD dalam mengimplementasikan model TaRL. Pelatihan bertujuan untuk meningkatkan pengetahuan dan keterampilan guru SDN Inpres Samili 1 dalam menuntaskan kemampuan literasi dasar membaca peserta didik dengan mengimplementasikan model pembelajaran TaRL. Pelatiahan ini bermitra dengan Inpres Samili 1 yang melibatkan guru-guru sebanyak 21 peserta. Metode pelaksaan kegiatan ada lima tahap yang pertama tahap persiapan, kedua tahap  sosialisai, ketiga tahap pelaksanaan , keempat tahap pendampingan, kelima tahap evaluasi. Pelaksanaan kegiatan diawali dengan pre-test , kemudian dilanjutkan dengan pemberian materi, materi pertama tentang Model TaRl, materi ke dua simulasi pembelajaran TaRL dan diakhiri dengan pengisian postest, Hasil evaluasi dari kegiatan ini guru terlihat sangat antusias dalam proses pelatihan dan workshop, hal ini terbukti dari hasil kemampuan guru yang dianalisis menggunakan gain  ternormalisasi  dengan nilai sebesar 0,05 sehingga dapat dikategorikan tinggi, artinya bahwa kegiatan pelatihan implementasi model TaRL untuk pembelajaran Literasi dasar membaca berhasil dilakukan. Kata kunci: model; tarl; literasi; dasar; membaca. AbstractBasic reading skills are crucial for achieving effective learning outcomes and objectives. The TaRL model, which is based on students' individual ability levels, has proven effective in improving elementary school students’ basic reading literacy. Therefore, community service activities in the form of teacher training are necessary to enhance teachers' abilities in implementing the TaRL model. The training aims to improve the knowledge and skills of SDN Inpres Samili 1 teachers in developing students' basic reading literacy through the TaRL approach. The training, which involved 21 teacher participants, was conducted in partnership with Inpres Samili 1. The implementation of the activity consisted of five stages: preparation, socialization, implementation, mentoring, and evaluation. The process began with a pre-test, followed by material presentations: the first on the TaRL model and the second on a TaRL learning simulation, concluding with a post-test. Evaluation results showed the teachers were highly enthusiastic throughout the training and workshops, as evidenced by their improved abilities, which were analyzed using normalized gain with a value of 0.05, categorized as high. This indicates that the training for implementing the TaRL model was successful. Keywords: model; tarl; literacy; basic; reading.
PENGEMBANGAN E-BOOK SMART READING BERBASIS ANDROID UNTUK MENDUKUNG GERAKAN LITERASI SEKOLAH DI SMPN 4 MADAPANGGA ST. Raodatul Jannah; Asriyadin Asriyadin; Wahyudin Wahyudin; Nur Fitrianingsih; Ahyar Ahyar
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.11444

Abstract

ABSTRACT The low reading interest of students and the suboptimal use of digital media in supporting the School Literacy Movement (Gerakan Literasi Sekolah/GLS) cause students difficulties in understanding reading materials and explaining the learned content. These problems indicate the need for learning innovation through the development of attractive and interactive digital media. This study aimed to develop an Android-based E-Book Smart Reading application and determine its validity, practicality, and effectiveness in supporting the School Literacy Movement at SMPN 4 Madapangga. This study employed a Research and Development (R&D) method using the Borg and Gall model consisting of eight stages. The research subjects consisted of two media experts, one material expert, and twenty seventh-grade students. Data collection techniques included expert validation sheets, student response questionnaires, observation sheets, and learning outcome tests. Data analysis was conducted qualitatively and quantitatively using Jamovi software. The results showed that the E-Book Smart Reading application obtained a media validation score of 87.5% and a material validation score of 90%, both categorized as very valid. The practicality test result reached 91.60%, categorized as very practical. Furthermore, the effectiveness test showed an increase in students’ average scores from 56 on the pretest to 90 on the posttest, with an N-gain score of 0.78 in the high category. The Wilcoxon Signed-Rank test result obtained a significance value of p<0.001 with an effect size of 1.00, indicating that the developed application was effective in supporting the implementation of the School Literacy Movement. Therefore, the Android-based E-Book Smart Reading application was declared valid, practical, and effective for students’ literacy activities. ABSTRAK Rendahnya minat baca peserta didik serta belum optimalnya pemanfaatan media digital dalam mendukung Gerakan Literasi Sekolah (GLS) menyebabkan peserta didik mengalami kesulitan dalam memahami isi bacaan dan menjelaskan kembali materi yang telah dipelajari. Permasalahan tersebut menunjukkan perlunya inovasi pembelajaran melalui pengembangan media digital yang menarik dan interaktif. Penelitian ini bertujuan untuk mengembangkan aplikasi E-Book Smart Reading berbasis Android serta mengetahui tingkat validitas, kepraktisan, dan keefektifan aplikasi dalam mendukung Gerakan Literasi Sekolah di SMPN 4 Madapangga. Penelitian ini merupakan penelitian dan pengembangan (Research and Development) dengan menggunakan model Borg and Gall yang terdiri atas delapan tahapan. Subjek penelitian terdiri dari dua ahli media, satu ahli materi, dan dua puluh peserta didik kelas VII. Teknik pengumpulan data menggunakan lembar validasi ahli, angket respon peserta didik, lembar observasi, dan tes hasil belajar. Teknik analisis data dilakukan secara kualitatif dan kuantitatif menggunakan bantuan perangkat lunak Jamovi. Hasil penelitian menunjukkan bahwa aplikasi E-Book Smart Reading memperoleh nilai validasi media sebesar 87,5% dan validasi materi sebesar 90% dengan kategori sangat valid. Hasil uji kepraktisan memperoleh persentase sebesar 91,60% dengan kategori sangat praktis. Selain itu, hasil uji keefektifan menunjukkan adanya peningkatan nilai rata-rata peserta didik dari pretest 56 menjadi posttest 90 dengan nilai N-gain sebesar 0,78 pada kategori tinggi. Hasil uji Wilcoxon Signed-Rank memperoleh nilai signifikansi p<0,001 dengan effect size sebesar 1,00 sehingga menunjukkan bahwa aplikasi yang dikembangkan efektif dalam mendukung pelaksanaan Gerakan Literasi Sekolah. Dengan demikian, aplikasi E-Book Smart Reading berbasis Android dinyatakan valid, praktis, dan efektif digunakan dalam kegiatan literasi peserta didik.
PENGEMBANGAN MEDIA PEMBELAJARAN GAMIFIKASI BERBASIS BAAMBOOZLE DAN EDCAFE UNTUK MENINGKATKAN KETERAMPILAN KOLABORASI DAN KOMUNIKASI SISWA Sukmawati Sukmawati; Ahyar Ahyar; Ita Fitriati; Syarifudin Syarifudin; Wahyudin Wahyudin
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.12540

Abstract

ABSTRACT The low level of students' collaboration and communication skills in Informatics learning is reflected in their limited participation in classroom discussions, minimal interaction among peers, and the predominance of teacher-centered instruction. These conditions cause students to become passive and limit their opportunities to develop essential social skills. Therefore, an innovative learning medium is needed to actively engage students in the learning process. This study aimed to develop a gamification-based learning medium using the Baamboozle and Edcafe platforms to improve the collaboration and communication skills of seventh-grade students at MTsN 4 Bima. The study employed a Research and Development (R&D) approach using the ADDIE model, which consists of the analysis, design, development, implementation, and evaluation stages. The research subjects were 24 seventh-grade students. Data were collected through observations, interviews, questionnaires, and pretest–posttest assessments. The results showed that the developed learning media achieved a very high level of validity, with media expert validation of 94% and material expert validation of 93%, as well as a practicality score of 92%, categorized as very practical. Furthermore, the learning media proved effective in improving students' collaboration and communication skills, as indicated by the improvement in pretest and posttest scores, an N-Gain score of 0.72 (high category), and the Wilcoxon Signed Rank Test, which revealed a statistically significant difference (p < 0.05). Therefore, the gamification-based learning media are considered valid, practical, and effective for enhancing students' collaboration and communication skills. ABSTRAK Rendahnya keterampilan kolaborasi dan komunikasi siswa dalam pembelajaran Informatika tercermin dari rendahnya partisipasi dalam diskusi, terbatasnya interaksi antarsiswa, serta dominasi pembelajaran yang masih berpusat pada guru. Kondisi tersebut menyebabkan siswa cenderung pasif dan kurang memiliki kesempatan untuk mengembangkan keterampilan sosialnya secara optimal. Oleh karena itu, diperlukan inovasi media pembelajaran yang mampu meningkatkan keterlibatan siswa secara aktif. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis gamifikasi menggunakan platform Baamboozle dan Edcafe guna meningkatkan keterampilan kolaborasi dan komunikasi siswa kelas VII MTsN 4 Bima. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analysis, design, development, implementation, dan evaluation. Subjek penelitian terdiri atas 24 siswa. Teknik pengumpulan data meliputi observasi, wawancara, angket, serta pretest–posttest. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan memiliki tingkat kelayakan sangat tinggi dengan hasil validasi ahli media sebesar 94% dan ahli materi sebesar 93%, serta tingkat kepraktisan sebesar 92% dengan kategori sangat praktis. Selain itu, media pembelajaran terbukti efektif dalam meningkatkan keterampilan kolaborasi dan komunikasi siswa, yang ditunjukkan oleh peningkatan nilai pretest ke posttest, nilai N-Gain sebesar 0,72 dengan kategori tinggi, serta hasil uji Wilcoxon yang menunjukkan perbedaan signifikan (Sig. < 0,05). Dengan demikian, media pembelajaran berbasis gamifikasi dinyatakan valid, praktis, dan efektif dalam meningkatkan keterampilan kolaborasi dan komunikasi siswa.
Developing TaRL Audio Strategies Integrated with Bima Local Wisdom for Visual Impairment Students Ilyas Ilyas; Ahyar Ahyar; Mafrur Udif Nofaizzi; Syarifudin Syarifudin; Arif Rahman Hakim; Muslim Muslim
Madrasah: Jurnal Pendidikan dan Pembelajaran Dasar Vol 18, No 1 (2025): Madrasah: Jurnal Pendidikan dan Pembelajaran Dasar
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/mad.v18i1.37049

Abstract

Listening literacy is a fundamental skill that plays a crucial role in the cognitive development and communication skills of blind students. For blind students, listening literacy is the primary means of learning and understanding various social and cultural contexts in their environment. Their reliance on hearing makes audio media a crucial learning instrument. However, the availability of appropriate audio learning media for blind students is still very limited. In Bima, there is no audio media for children's stories containing Bima local wisdom for learning for blind students. Consequently, the Research and Development Agency of the Ministry of Education and Culture noted that more than 60% of blind elementary school students have not been able to achieve the minimum standard in listening skills for audio-based narrative and descriptive texts. This study aims to produce audio media for children's stories based on Teaching at the Right Level (TaRL) containing the Bima local wisdom of Ngaha Aina Ngoho as a means of improving listening literacy for blind students. The method used is the 4D development model (define, design, develop, disseminate). The define stage reveals the limitations of contextual media that suit students' needs. In the design stage, a story script was prepared with three levels of difficulty based on the results of the TaRL assessment. The development stage showed validation results from six experts with an average score of 90.7% (very feasible category), and a limited trial on five students obtained an average N-Gain of 0.67 (medium-high category). In the dissemination stage, the media received a positive response from teachers because it was considered practical, relevant, and interesting. This audio media for children's stories containing the local wisdom of Bima Ngaha Aina Ngoho will certainly be very useful as a learning medium for blind students in listening literacy.
The Relationship Between Digital Well-Being Awareness and Students’ Learning Consistency in The Era of Mobile Learning at SMAN 1 Lambitu Syarif Hidayah; Ady Irawan; Ahyar
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 3 (2026): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i3.21054

Abstract

The integration of mobile learning creates a paradox between the effectiveness of accessing learning materials and the risk of digital distractions that threaten students’ learning consistency. This quantitative correlational study aims to describe the levels of digital well-being awareness and students’ learning consistency, as well as to analyse the relationship between these two variables at SMAN 1 Lambitu. The research sample comprised 70 students selected using proportionate stratified random sampling. Primary data were collected via a four-point Likert scale questionnaire and a Research Data Validation Observation Sheet as a triangulation instrument. Statistical analysis included tests of classical assumptions, Pearson’s product-moment correlation, the coefficient of determination (R²), and simple linear regression. The results of the descriptive analysis showed that students’ digital well-being awareness (81%) and consistency in learning (83%) tended to fall within the high category. Hypothesis testing confirmed the existence of a positive and significant correlation of moderate strength between the two variables (r = 0.469; tcalculated= 4.376 > ttable= 1.995; Sig. = 0.000 < 0.05). The R² value of 0.220 indicates that this awareness contributes 22% to learning consistency, as per the regression model Y = 26.131 + 0.487. These findings confirm that metacognitive awareness of device management serves as an essential anchor for the stability of students’ focus and the sustainability of their learning routines.
PENGEMBANGAN MEDIA GAMIFIKASI MATCHING CARD BERBASIS INTERACTY DAN LEARNINGAPPS UNTUK MENINGKATKAN KOSAKATA ANAK TUNAGRAHITA DI SLB BAITURAHMAN BIMA Faiz, Muhammad; Fitriati, Ita; Ahyar; Hardiansyah; Irawati, Ika
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 02 Juni 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.53547

Abstract

This study was motivated by the low vocabulary mastery of animal and plant recognition among students with intellectual disabilities at SLB Baiturahman Bima due to the limited use of interactive learning media. The purpose of this study was to develop a gamified matching card learning media based on LearningApps and Interacty that is feasible and effective in improving vocabulary mastery among students with intellectual disabilities. This study employed the Research and Development (R&D) method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects were four students with intellectual disabilities at SLB Baiturahman Bima. The feasibility of the media was assessed by two media experts and two material experts, while its effectiveness was measured through pretests and posttests analyzed using the N-Gain formula. The results showed that the developed media achieved an average validation score of 85% from media experts and 89% from material experts, both categorized as highly feasible. The implementation results indicated an improvement in students’ average scores from 55 in the pretest to 87.5 in the posttest. The N-Gain analysis produced a score of 0.7125 or 71.25%, which falls into the high category and indicates that the media is sufficiently effective. These findings demonstrate that the LearningApps and Interacty-based gamified matching card media can effectively improve the vocabulary mastery of animal and plant recognition among students with intellectual disabilities. Therefore, the developed media can serve as an engaging, interactive, and appropriate learning alternative that accommodates the learning characteristics of students with intellectual disabilities.
Development of the bitales application to improve students' local wisdom-based digital literacy Arif Akbar; Ita Fitriati; Ahyar Ahyar; Sitti Suhada; Arif Rahman Hakim
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 12 No. 1 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v12i12025p032

Abstract

Digital-based learning that integrates local wisdom is rarely implemented in Bima, including at SMPN 1 Palibelo. Based on findings in the field, learning at this school still uses a traditional approach without utilizing technology to introduce local culture. This research aims to develop the Bima Tales (BiTales) application based on Android as a digital literacy medium that combines folklore and local wisdom values typical of Bima. The method used is Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the media expert validity test showed a "Good" category with an average score of 4.43, while the material expert gave an average score of 4.46. The app proved effective in improving students' digital literacy and understanding of local wisdom, as seen from the increase in learning outcomes from an average pretest score of 50.48 to 77.62 in the post-test and understanding of local wisdom from 41.19 to 75.95. This research shows that the integration of digital technology with local cultural content can improve the quality of learning and strengthen students' cultural identity.
Pengembangan Video Pembelajaran Kewirausahaan Kuliner untuk Meningkatkan Pemahaman Siswa Esa Nurfauzi; Ahyar; Wahyudin
Decode: Jurnal Pendidikan Teknologi Informasi Vol. 5 No. 2: JULI 2025
Publisher : Program Studi Pendidikan Teknologi Infromasi UMK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/decode.v5i2.1151

Abstract

Penelitian ini bertujuan untuk mengembangkan media video pembelajaran pada mata pelajaran Wirausahawan dan Kewirausahaan untuk siswa jurusan kuliner di SMKN 1 Monta. Permasalahan utama yang dihadapi adalah rendahnya pemahaman siswa terhadap konsep kewirausahaan akibat metode pembelajaran yang masih dominan bersifat teoritis dan minim penggunaan media interaktif. Penelitian ini menggunakan metode Research and Development (R&amp;D) dengan model pengembangan 4D (Define, Design, Develop, Disseminate). Hasil validasi oleh ahli materi dan media menunjukkan bahwa video pembelajaran tergolong sangat layak dengan skor masing-masing 85% dan 88%. Uji efektivitas melalui pretest dan posttest menunjukkan nilai rata-rata N-Gain sebesar 0,78, termasuk kategori tinggi, yang menandakan peningkatan signifikan dalam pemahaman siswa. Selain itu, minat belajar siswa terhadap media video mencapai 92,18%, menunjukkan daya tarik dan keterlibatan yang tinggi. Temuan ini membuktikan bahwa media video pembelajaran interaktif efektif tidak hanya dalam meningkatkan pemahaman konsep, tetapi juga dalam membangkitkan minat belajar siswa. Maka dari itu, media ini dapat dijadikan sebagai solusi alternatif dalam mengatasi keterbatasan metode pembelajaran konvensional di SMK.
Perancangan Aplikasi Pengenalan Hewan Berbasis Android Untuk Anak Tunagrahita Di SLBN 1 Bima Menggunakan MIT App Inventor Ariyani; Ita Fitriati; Ahyar
Decode: Jurnal Pendidikan Teknologi Informasi Vol. 4 No. 2: JULI 2024
Publisher : Program Studi Pendidikan Teknologi Infromasi UMK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51454/decode.v4i2.461

Abstract

Anak-anak tunagrahita adalah anak-anak yang mengalami masalah mental atau mempunyai kecerdasan dibawah rata-rata dibandingkan anak-anak lainnya. Jika dibandingkan dengan anak pada umumnya, pendidikan dan pendekatan pembelajaran harus berbeda. Dengan seiring berjalannya waktu dan perkembangan zaman, pembelajaran yang inventif, yang melibatkan penggunaan berbagai sumber daya diperlukan. Game edukasi yang dapat membantu guru mengembangkan cara baru untuk mengajar. Sebagai hasil dari observasi awal yang dilakukan di SLBN 1 Bima, ternyata tidak ada aplikasi berbasis teknologi untuk anak tunagrahita. Guru hanya menggunakan buku, untuk memperkenalkan hewan kepada anak tunagrahita sehingga membuat anak-anak cenderung bosan dan lebih tertarik dengan dunia mereka sendiri. Penulis juga tertarik untuk menawarkan solusi untuk masalah di atas melalui penggunaan game edukasi pengenalan hewan untuk pendidikan. Tujuan penelitian ini yaitu merancang sebuah aplikasi yang dapat mengidentifikasi hewan. Metode yang digunakan adalah metode R&amp;D. Dalam menguji produk pada ahli penguji, validitas oleh dua ahli dengan nilai 0,94 kategori sangat layak, dan praltikalitas dua ahli dengan nilai yang dihitung dengan SPSS 0,59 yang menunjukkan bahwa kesepakatan anatar kedua ahli materi berada pada kategori fair atau sedang.
Pengaruh Model Numbered Heads Together Berbantuan Quizizz terhadap Literasi Digital Siswa Jumadi Handoko Panis; Mariamah Mariamah; Wahyudin Wahyudin; Nur Fitrianingsih; Ahyar Ahyar
SAP (Susunan Artikel Pendidikan) Vol. 11 No. 1 (2026): SAP
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/sap.v11i1.4204

Abstract

This study was motivated by the limited digital literacy of students at class VII MTs Az-Zainuddin, particularly in operating word-processing software, and their limited participation in collaborative learning. The purpose of study is to determine the effect Numbered Heads Together learning model integrated with Quizizz on students’ digital literacy. A quantitative experimental approach using a One-Group Pretest–Posttest Design and involved 20 students selected through a total sampling technique. The research was conducted in the even semester from February 24 to March 24, 2026. Data were collected through a digital literacy test, observation, analyzed descriptive and inferential statistics, and including a Paired Sample t-Test. The findings revealed an increase in the mean digital literacy score 51.50 pretest to 77.25 in the posttest. Hypothesis testing yielded a significance value of 0.000 (p < 0.05), indicating that the implementation of the NHT model supported by Quizizz had a statistically significant effect on students' digital literacy competence. Furthermore, the N-Gain score was categorized as moderately effective. These results demonstrate that the integration of a cooperative learning model with a Quizizz has considerable potential to enhance students' digital literacy and may serve as an effective alternative strategy for teaching word processing software applications