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Transforming Primary Science Learning with AI-Based Interactive Multimedia: Impacts on Critical Thinking Skills in Primary Education Sari, Yunita; Jupriyanto, Jupriyanto; Ismiyanti, Yulina; Amelia, Winda
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 11 No. 4 (2025): December
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i4.17759

Abstract

This study aims to develop AI-based interactive multimedia and evaluate its feasibility and effectiveness in enhancing the critical thinking skills of elementary school students. The research employed a Research and Development (R&D) method using the ADDIE model, consisting of the Analysis, Design, Development, Implementation, and Evaluation phases. The participants were 52 elementary school students. The instruments used in this study included expert validation questionnaires, user response questionnaires, and critical thinking test sheets. Data were analyzed through expert validation analysis, teacher and student practicality response analysis, and critical thinking test analysis of students in the experimental and control groups using the t-test and N-Gain test. The expert validation results showed average scores of 93.7% from material experts, 94.8% from media experts, and 95% from linguists, all categorized as “very valid,” indicating that the AI-based interactive multimedia is highly appropriate for use. The effectiveness test, conducted by comparing pretest and posttest results of 26 control-class students and 26 experimental-class students, revealed that the control class obtained an average pretest score of 58.85 and a posttest score of 75.00, whereas the experimental class obtained 60.05 and 86.08, respectively. The t-test yielded a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant difference in students’ critical thinking abilities between the experimental and control classes. The N-Gain score of 65 indicated a moderately effective category. In conclusion, the AI-based interactive multimedia developed for science learning content is feasible and effective in improving elementary students’ critical thinking skills.
Technopreneurship Enhancing Student MSMEs Competitive Edge via Digital Marketing Ismiyanti, Yulina; Prajanti, Sucihatiningsih Dian Wisika; Utomo, Cahyo Budi; Handoyo, Eko; Banowati, Eva; Kusmaryono, Imam; Huda, Muhammad Nur
Aptisi Transactions On Technopreneurship (ATT) Vol 8 No 1 (2026): March
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/att.v8i1.594

Abstract

This research aims to analyze the role of technopreneurship in increasing the competitive advantage of student MSMEs in Semarang City through digital marketing capability. This study uses a quantitative approach. The sampling technique in this research is a quota random sampling technique. This technique is used because the grouping of MSMEs is united into one group, namely the student MSME group in Semarang City which is technology oriented. The number of samples in this research was 120 student MSME actors in Semarang City. The analytical method used in this research is Structural Equation Modeling (SEM) analysis with the help of the SmartPLS program. The research results show that digital marketing capability and innovation capability directly have a positive and significant influence on the competitive advantage of student MSMEs in Semarang City. Technopreneurship has a significant effect on competitive advantage. Indirectly, technopreneurship has a significant effect on competitive advantage through digital marketing capability. However, indirectly, innovation capability has no significant effect on competitive advantage through digital marketing capability. The implication of this research is that student MSMEs that are run by students tend to be more adaptive to technological developments, so that a technopreneurship approach will be very helpful in increasing the competitive advantage of student MSMEs.
The Impact of Video-Based Learning to Cognitive Learning Outcome of Student in Elementary School Ismiyanti, Yulina; Permatasari, Devi; Mayasari, Novi; Qoni’ah, Marifatul
JIP Jurnal Ilmiah PGMI Vol 9 No 1 (2023): JIP (Jurnal Ilmiah PGMI)
Publisher : Program Studi Pendidikan Guru Madrasah Ibtidaiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jip.v9i1.17270

Abstract

The results of observations and interviews at elementary school showed that Indonesian history material was considered material that was difficult for students to accept and understand. The purpose of this study is to determine the effect of video based learning on cognitive learning outcomes of Indonesian history material in elementary schools. This research method is an experiment. The form of the experimental design used in this study was a quasi-experimental design with a nonequivalent control group type. Data analysis was carried out through tests for normality, homogeneity, paired sample t-test, and independent sample t-test. The first hypothesis test, namely the paired sample t-test, shows that there is an influence seen from Lower and Upper which is negative, namely Upper is -18.270 and Lower is -27.312. Sig. Value (2-tailed) shows the number 0.000 which means <0.05. The second hypothesis test, namely the independent sample t-test, shows that there is a difference seen from Lower and Upper which is negative, namely Lower is -13.651 and Upper is -3.109. Sig. Value (2-tailed) shows the number 0.002 which means <0.05 then Ho is rejected and Ha is accepted. It was concluded that the video based learning had an effect on the cognitive learning outcomes of Indonesian historical material at SDN 02 Temulus. Videos based learning can be used as an alternate learning resource in elementary schools to help students comprehend Indonesian history.
KOMIK DIGITAL SEJARAH INDONESIA SEBAGAI UPAYA PENINGKATAN HASIL BELAJAR KOGNITIF SISWA SEKOLAH DASAR Ismiyanti, Yulina; Afandi, Muhamad; Yustiana, Sari; Jupriyanto, Jupriyanto
JMM (Jurnal Masyarakat Mandiri) Vol 9, No 3 (2025): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v9i3.31467

Abstract

Abstrak: Permasalahan yang dihadapi mitra adalah rendahnya pemahaman siswa terhadap materi sejarah yang disebabkan oleh penggunaan metode pembelajaran konvensional dan kurangnya media visual yang menarik. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan hasil belajar kognitif siswa sekolah dasar Kayuapu melalui penggunaan media komik digital bertema sejarah Indonesia. Metode pengabdian ini yaitu edukatif partisipatif yaitu dengan melibatkan peserta didik dalam kegiatan pengabdian. Tujuannya adalah menciptakan suasana belajar yang interaktif, dinamis, dan relevan dengan kebutuhan serta potensi peserta didik melalui implementasi komik digital. Subyek kegiatan berjumlah 19 siswa kelas V. Evaluasi dilakukan dengan pemberian pretest dan posttest, kemudian dianalisis menggunakan perhitungan persentase peningkatan hasil belajar. Hasil menunjukkan adanya peningkatan rata-rata nilai siswa dari 58,2 pada pretest menjadi 78,2 pada posttest, dengan persentase peningkatan sebesar 34,2%. Temuan ini menunjukkan bahwa komik digital sejarah Indonesia dapat menjadi media pembelajaran yang efektif dalam meningkatkan hasil belajar kognitif siswa sekolah dasar.Abstract: The problem faced by the partner is the low understanding of students regarding history material, caused by the use of conventional teaching methods and the lack of engaging visual media. This community service activity aims to improve the cognitive learning outcomes of Kayuapu elementary school students through the use of digital comics themed on Indonesian history. The method of this community service is participatory education, which involves actively engaging students in the service activities. The goal is to create an interactive, dynamic, and relevant learning atmosphere that meets the needs and potential of the students through the implementation of digital comics. The subjects of the activity were 19 fifth-grade students. Evaluation was conducted by administering pretests and posttests, which were then analyzed using percentage calculations of learning outcome improvement. The results show an increase in the average student scores from 58.2 on the pretest to 78.2 on the posttest, with a percentage increase of 34.2%. These findings indicate that digital comics on Indonesian history can be an effective learning medium in improving the cognitive learning outcomes of elementary school students.
Ethnolinguistic-based interactive digital storytelling for cultural literacy development in primary education Cahyaningtyas, Andarini Permata; Sukardi, Sukardi; Purwati, Panca Dewi; Ismiyanti, Yulina
Jurnal Ilmiah Pendidikan Dasar Vol 13, No 1 (2026): Jurnal Ilmiah Pendidikan Dasar
Publisher : Prodi PGSD FKIP Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/pendas.13.1.37-49

Abstract

Despite the growing focus on digital literacy training, there is still little empirical research combining ethnolinguistics with interactive digital storytelling in elementary school. To improve students' cultural literacy, this study proposes and assesses an innovative teaching strategy that integrates ethnolinguistic aspects of farming culture into interactive digital storytelling. Before being used in elementary classrooms, the digital media were created based on the needs analysis and verified by specialists using the design-based research framework ADDIE. Pre- and post-tests and instructor evaluations were used to gauge students' cultural literacy, and the results were analysed quantitatively using normality tests and the Wilcoxon test. The data reveal that the ethnolinguistic-based interactive storytelling greatly increased students’ grasp of local farming culture and their awareness of linguistic diversity, demonstrating meaningful learning gains following the intervention. Student and teacher responses also showed that the video is practical for elementary school students. These results add empirical evidence for the effectiveness of culturally grounded digital storytelling in primary school and show its potential for enhancing ethnolinguistics-informed literacy pedagogy and culturally responsive learning in multilingual contexts.
Digital Maturity and Transformation Readiness Across Indonesian Industries Anna, Yane Devi; Ismiyanti, Yulina; Evans, Richard
APTISI Transactions on Management (ATM) Vol 10 No 1 (2026): ATM (APTISI Transactions on Management: January)
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/d53ekp67

Abstract

Indonesia is experiencing a rapid digital transformation driven by national initiatives such as Making Indonesia 4.0 and the Digital Economy Roadmap 2030. However, prior studies consistently report uneven digital maturity across industries due to disparities in infrastructure, digital skills, leadership commitment, and strategic alignment. This study adopts a Systematic Literature Review (SLR) to synthesize empirical and conceptual evidence on digital maturity and digital transformation readiness across industries in Indonesia and comparable emerging economies. The review focuses on six dominant dimensions identified across prior studies, namely digital strategy alignment, IT infrastructure, data analytics capability, leadership commitment, employee capability, and innovation culture. The synthesis reveals that banking and financial services exhibit the highest level of digital maturity, followed by manufacturing and logistics. At the same time, MSMEs, education, and healthcare remain in early to developing stages. Leadership commitment, workforce digital skills, and data analytics capability consistently emerge as the most critical drivers of transformation readiness. This study contributes theoretically by integrating fragmented findings on digital maturity into a coherent conceptual framework relevant to emerging economies. Practically, the results support national digital policy development and align with SDG 4 (Quality Education), SDG 8 (Decent Work and Economic Growth), and SDG 9 (Industry, Innovation, and Infrastructure) by emphasizing inclusive digital capability development.
PENGARUH MODEL THINK PAIR SHARE BERBANTUAN MEDIA FLIPSNACK TERHADAP KEMAMPUAN MEMBACA PEMAHAMAN SISWA KELAS IV SD Listiana Sari, Eva; Ismiyanti, Yulina
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 1 (2026): Volume 11 No.1, Maret 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.v11i1.42678

Abstract

This research is motivated by the low reading comprehension ability of elementary school students, especially in understanding the content of reading and finding important information. This study aims to determine the effect of the Think Pair Share learning model assisted by Flipsnack media on the reading comprehension ability of fourth grade students at SD Negeri Gebangsari 03. This study uses a quantitative approach with an experimental type and One Group Pretest–Posttest design. The research subjects were 28 students. Data collection was carried out through pretest and posttest tests that had been tested for validity and reliability. Data analysis used normality tests and paired sample t-tests. The results showed an increase in students' average scores after treatment, and a significance value of less than 0.05. Thus, the Think Pair Share model assisted by Flipsnack media is effective in improving elementary school students' reading comprehension abilities.
PENINGKATAN HASIL BELAJAR KOGNITIF MATERI KEANEKARAGAMAN BUDAYA INDONESIA MELALUI KOMIK DIGITAL PADA PESERTA DIDIK SEKOLAH DASAR Ismiyanti, Yulina; Fatmawati, Sima; Meitia, Arinta Putri; Anas, Muhammad
JMM (Jurnal Masyarakat Mandiri) Vol 10, No 2 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jmm.v10i2.38425

Abstract

Abstrak: Kegiatan pengabdian ini dilatarbelakangi oleh rendahnya capaian hasil belajar peserta didik pada materi keanekaragaman budaya Indonesia yang disebabkan oleh penggunaan media pembelajaran yang kurang variatif dan masih berpusat pada guru. Sebanyak 62% peserta didik belum mencapai KKM dan tingkat partisipasi dalam pembelajaran tergolong rendah. Kegiatan ini bertujuan memberikan pendampingan pemanfaatan komik digital sebagai media pembelajaran yang lebih interaktif dan menarik. Pelaksanaan dilakukan melalui Penelitian Tindakan Kelas (PTK) dalam dua siklus kepada 29 peserta didik kelas V Sekolah Dasar Negeri di Kota Semarang yang bekerja sama dengan guru kelas. Evaluasi dilakukan melalui observasi aktivitas peserta didik, angket respons, serta analisis hasil tes pada setiap siklus. Hasil menunjukkan peningkatan ketuntasan belajar dari 38% menjadi 83%, dengan rata-rata nilai meningkat dari 68 menjadi 82. Partisipasi aktif peserta didik juga meningkat dari 52% menjadi 90%. Komik digital efektif meningkatkan kemampuan kognitif dan keterampilan kolaboratif peserta didik.Abstract: This community service program was initiated due to low student achievement in learning Indonesian cultural diversity, mainly caused by the use of conventional and teacher-centred instructional media. A total of 62% of students did not achieve the minimum mastery criteria, and classroom participation was limited. The program aimed to provide instructional assistance through the use of digital comics to create a more engaging and interactive learning environment. The activity was implemented using Classroom Action Research in two cycles, involving 29 fifth-grade students from an elementary school in Semarang City, in collaboration with the classroom teacher. Evaluation was conducted through observation of student engagement, response questionnaires, and analysis of test results in each cycle. The findings indicated an increase in learning mastery from 38% to 83%, with the average score rising from 68 to 82. Student participation also improved from 52% to 90%. Digital comics effectively enhanced both cognitive achievement and collaborative skills in elementary education. 
PENGARUH MODEL PROBLEM BASED LEARNING BERBANTUAN MEDIA PICTURE QUESTION CARD TERHADAP KEMAMPUAN BERPIKIR KRITIS PADA PEMBELAJARAN IPAS SISWA KELAS III SD Hamidah, Ainur Lailatul; Ismiyanti, Yulina
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 16 No. 1 (2026): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/msp6e968

Abstract

This research aims to analyze the effectiveness of the Problem Based Learning (PBL) model combined with Picture Question Card (PQC) media in improving the critical thinking skills of class III students in IPAS learning. The research uses a quantitative approach with one group pretest-posttest pre-experimental design. The research subject consists of 28 students of SD Negeri Karangroto 04. Critical thinking ability is measured through a description test based on critical thinking indicators. The data obtained was analyzed using the Wilcoxon Signed Rank test to determine the differences before and after treatment. The research results show that there is a significant improvement after the implementation of the PBL model with the help of PQC media. The average student score increased from 68 during the pretest to 82 during the posttest. The results of statistical analysis showed a significance value of less than 0.05 which identified a meaningful influence. This finding shows that the integration of PBL with visual media based on question cards is effective in developing critical thinking skills of elementary school students in IPAS learning.
PENGARUH MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT BERBANTUAN FLASH CARD BHINNEKA TERHADAP MINAT BELAJAR IPAS SISWA KELAS IV SEKOLAH DASAR Anggriani, Shova; Ismiyanti, Yulina
SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED Vol. 16 No. 1 (2026): SCHOOL EDUCATION JOURNAL PGSD FIP UNIMED
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/8x863q85

Abstract

This research is focused on examining the extent to which the application of the Teams Games Tournament (TGT) learning model assisted by Bhinneka Flash Card media influences the interest in learning science in grade IV elementary school students. This study employed a quantitative pre-experimental One Group Pretest Posttest method. The population consisted of 28 students, with a saturated sampling technique, using the entire population as the sample. Data collection included a learning interest questionnaire. Based on the pretest and posttest normality tests the average student interest in learning (pretest) was 47.86, and after treatment, the average posttest score was 60.18. the results showed a paired sample t-test with a Sig. (2-tailed) of 0.000 <0.005. This indicates that H0 is rejected and H1 is accepted. It can be concluded that the implementation of the TGT model, using Bhinneka Flash Cards, can influence the interest in learning science in fourth-grade elementary school students.