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Ekstensi local genius berbasis diseminasi pembelajaran dalam mengatasi krisis pendidikan karakter di era digital Farah Lailatul Nur Alifiyah
Jurnal Integrasi dan Harmoni Inovatif Ilmu-Ilmu Sosial (JIHI3S) Vol. 3 No. 1 (2023)
Publisher : Universitas Negeri Malang

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Abstract

The cultural transformation caused the character of the youth to undergo a very significant change. it needs to get attention in learning because lifestyle changes in the era of society 5.0 affect the mindset and behavior of youth. Requires the dissemination of learning that leads to local genius in its principles and application. The research method used is to use library research with a narrative review design. Data analysis in this study used Miles and Huberman's interactive analysis model, namely data reduction, data analysis, and drawing conclusions. The results showed that the digital age affects the character of youth who are more focused on smartphones than the more realistic environment and social life. The crisis of character education is caused by learning that has been more focused on cognitive knowledge without paying attention to the local geniuses that exist in the environment and society. The crisis of character education can be overcome through the dissemination of learning that has a local genius point of view in constructing behavior. The presence of local genius in learning makes cultural acculturation can influence the character of youth in a better direction so that local cultural wisdom is not lost due to the influence of foreign cultures. Transformasi budaya menyebabkan karakter pemuda mengalami perubahan yang sangat signifikan. Hal ini perlu mendapatkan perhatian dalam pembelajaran, karena perubahan gaya hidup di era society 5.0 mempengaruhi pola pikir dan perilaku pemuda. Hal tersebut membutuhkan diseminasi pembelajaran yang mengarah ke local genius dalam prinsip dan penerapannya. Metode penelitian yang digunakan yaitu menggunakan library research dengan desain narrative review. Analisis data pada penelitian ini menggunakan model analysis interactive Miles and Huberman yaitu reduksi data, analisis data, dan penarikan kesimpulan. Hasil penelitian menunjukkan bahwa era digital mempengaruhi karakter pemuda yang lebih terfokus pada smartphone daripada lingkungan dan kehidupan sosial yang lebih nyata. Krisis pendidikan karakter diakibatkan oleh pembelajaran yang selama ini lebih terfokus kepada pengetahuan kognitif tanpa memperhatikan local genius yang ada pada lingkungan dan masyarakat. Krisis pendidikan karakter dapat diatasi melalui diseminasi pembelajaran yang memiliki sudut pandang local genius dalam mengkonstruksi perilaku. Kehadiran local genius dalam pembelajaran menjadikan akulturasi budaya dapat mempengaruhi karakter pemuda ke arah yang lebih baik, sehingga kearifan lokal budaya tidak hilang akibat pengaruh budaya asing.
Implementation of Sets-Based Iot Integrated Gamification on Physics Materials to Improve Student Learning Outcomes Farah Lailatul Nur Alifiyah; Thoriqi Firdaus
J-SES : Journal of Science, Education and Studies Vol 2 No 1 (2023): Jurnal J-SES Vol 2 No 1
Publisher : Universitas Muhammadiyah Surabaya

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Abstract

This study aims to improve student learning outcomes using the concept of SETS-based IoT integrated gamification in physics materials. The method in this study is Pre-experimental one group pretest-posttest which is used to measure student learning outcomes before treatment and after treatment. The subjects of this study were class VIII students of Junior High School AR RISALAH Sumenep Regency. The results showed that the implementation of SETS-based IoT integrated gamification in learning can improve student learning outcomes. This can be seen from the average posttest value which is higher than the average pretest value, which is a difference of 26.67. Based on the analysis of paired t-test data using SPSS 20, it shows that the significance value obtained is the sig pretest value. 0.130 while the posttest value is sig. 0.200. P-value (sig. (2-tailed)) obtained a value of 0.000 which means less than 0.05. So that way it can be concluded that H0 is rejected, while H1 is accepted, namely there are differences in learning outcomes before and after treatment by implementing SETS-based IoT integrated gamification on physics materials.Â