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Pengembangan Multimedia Pembelajaran Pola Hidup Sehat untuk Siswa Sekolah Dasar Zulfikasari, Sony; Sulistio, Basuki; Putri Agry, Feylosofia
Journal on Teacher Education Vol. 6 No. 2 (2024): Journal on Teacher Education
Publisher : Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jote.v6i2.39980

Abstract

Pengembangan Multimedia Pembelajaran Pola Hidup Sehat untuk Siswa Sekolah Dasar diharapkan mampu memberikan sumbangsih terhadap alternatif media yang bermanfaat untuk pembelajaran anak di sekolah dasar khususnya untuk menerapkan pola hidup sehat. Tujuan penelitian ini adalah mengembangkan multimedia Materi Pola Hidup Sehat yang layak di gunakan untuk anak sekolah dasar. Jenis penelitian ini Research and Development (RnD) dengan Model ADDIE. Hasil dari penelitian ini adalah multimedia yang layak dengan hasil penilaian dari validator media, materi dan dari guru selaku pengguna mendapatkan nilai rata-rata yaitu 95,84 % dengan predikat Media Sangat Layak maka Multimedia Pembelajaran Pola Hidup Sehat  untuk Siswa Sekolah Dasar layak untuk di pakai dan di publikasikan secara umum. Multimedia ini mempunyai keunggulan yaitu masih jarang diproduksi multimedia interaktif dengan materi Pola Hidup Sehat. Selain itu multimedia ini interaktif, menampilkan video, audio dan animasi juga dilengkapi dengan soal evaluasi dan game pembelajarannya.
Pelatihan Budidaya Sayuran dengan Sistem Hidroponik  Sebagai Usaha Pemberdayaan Wanita Desa Undaan Lor Zulfikasari, Sony; Anggono, Wisnu Aji Suryo; Hamham, Haniu; Fauzi, Azka Patria; Supriyadi Supriyadi
Jurnal Bina Desa Vol. 7 No. 3 (2025): Vol 7 No 3 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jurnalbinadesa.v7i3.12580

Abstract

The community service of UNNES GIAT 9 students aims to introduce and train the making of hydroponic plants to PKK mothers in Undaan Lor Village, Karanganyar District, Demak Regency. In this village there is no application of the hydroponic method, while this method has the potential to improve food security and farming efficiency on limited land. The method used was community service and training in the form of socialization and hands-on training. The socialization was held on July 9, 2024 at Undaan Lor Village Hall, covering the basic introduction of hydroponics, its benefits, and applications. Practical training was conducted on July 20, 2024 at the post, including seeding and planting vegetable plants hydroponically. The results of the activity showed high enthusiasm from the participants, increased understanding of hydroponics, and the ability of the participants to practice the method. The evaluation showed the success of the program, with participants being able to make hydroponic plants according to the material taught and intending to apply it in their respective homes. This activity succeeded in introducing an efficient and environmentally friendly alternative farming method to the people of Undaan Lor Village.
ECE Teachers’ Roles of Developing Numeracy Literacy in Special Needs Children: Numeracy Literacy in Children with Special Needs Diana; Tasu’ah, Neneng; Zulfikasari, Sony; Martika, Tias
JURNAL PENDIDIKAN USIA DINI Vol 17 No 2 (2023): Jurnal Pendidikan Usia Dini Volume 17 Number 2 November 2023
Publisher : Program Studi Magister Pendidikan Anak Usia Dini

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPUD.172.06

Abstract

Special needs ECE children should be prepared with early literacy and numeracy skills to strengthen their competencies during the transitional phase to primary school. To help this transitional phase, teachers can provide a variety of diverse play activities. This study aims to explore and evaluate the pedagogical strategies employed by teachers in reinforcing special needs children's literacy and numeracy, as a support to their transition process from ECE to primary year. The research applied a qualitative method with data collection techniques through interviews, observations, and documentation. The sample selection applied purposive sampling based on the criteria and objectives of this study. The sample consisted of inclusive classroom teachers from ten ECE institutions in five regions of Central Java, including Semarang City, Pekalongan City, Surakarta City, Wonosobo District, and Jepara District. The study concludes that ECE teachers still see several limitations in dealing with special needs children. Therefore, teachers should modify plans and play activities to strengthen literacy and numeracy skills for special needs children to help them embark on primary school. Teachers expect necessary support for their improvement through training and guidance in dealing with special needs children, especially in developing their literacy and numeracy. Keywords: literacy and numeracy, special needs children, ECE-primary school transition References: 1 Agustina, E., & Zayyadi, M. (2023). Kemampuan Literasi Numerasi Siswa di Sekolah Inklusi. Apotema: Jurnal Program Studi Pendidikan Matematika, 9(1), 15-20. Alberta. (2019). Literacy and Numeracy Proggression. Understanding Special Education Needs, 1-15. Atlar, H., & Uzuner, Y. (2023). Supporting Teacher Development about Early Literacy in Children with Hearing Loss: An Action Research in Turkey. 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PERENCANAAN PEMBELAJARAN HOMESCHOOLING BERBASIS KOMUNITAS PADA PROGRAM KARIR ANAK INDONESIA (KAIN) Gunawan, So Melisa Indriani; Zulfikasari, Sony
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v5i4.6547

Abstract

This research is motivated by the demand for 21st-century skills that emphasize personalized learning, while formal education often falls short of meeting these demands. Community-based homeschooling, such as the Karir Anak Indonesia (KAIN) program within the Jaringan Rumah Usaha (JRU) community, has emerged as a relevant alternative, but its planning practices have not been widely studied. Therefore, this research focuses on describing the forms, processes, and supporting and inhibiting factors of non-formal learning planning in the KAIN program. This research used a qualitative approach with a case study design. Data were collected through observation, in-depth interviews with mentors and participants, and documentation studies, which were then analyzed using the Miles and Huberman interactive model. The results show that learning planning at KAIN is carried out collaboratively and adaptively through four cycles: annual (based on business rhythm), term (based on work meetings and bootcamps), unit (based on interests and digital skills), and daily (based on project-based learning). Key findings reveal that flexibility, community support, mentor competence, and facilities are key supporting factors, while limited initial abilities and participant motivation are barriers. It was concluded that this community-based planning model effectively accommodates individual needs and is relevant to the development of 21st-century skills. ABSTRAKPenelitian ini dilatarbelakangi oleh tuntutan keterampilan abad ke-21 yang menekankan pembelajaran personalisasi, sementara pendidikan formal seringkali belum mampu memenuhinya. Homeschooling berbasis komunitas, seperti program Karir Anak Indonesia (KAIN) di komunitas Jaringan Rumah Usaha (JRU), muncul sebagai alternatif yang relevan, namun praktik perencanaannya belum banyak dikaji. Oleh karena itu, penelitian ini berfokus untuk mendeskripsikan bentuk, proses, serta faktor pendukung dan penghambat perencanaan pembelajaran nonformal di program KAIN. Penelitian ini menggunakan pendekatan kualitatif dengan desain studi kasus. Pengumpulan data dilakukan melalui observasi, wawancara mendalam dengan mentor dan peserta, serta studi dokumentasi, yang kemudian dianalisis menggunakan model interaktif Miles dan Huberman. Hasil penelitian menunjukkan bahwa perencanaan pembelajaran di KAIN dilakukan secara kolaboratif dan adaptif melalui empat siklus: tahunan (berbasis ritme usaha), term (berbasis rapat kerja dan bootcamp), unit (berbasis minat dan keterampilan digital), serta harian (berbasis project-based learning). Temuan utama mengungkap bahwa fleksibilitas, dukungan komunitas, kompetensi mentor, dan fasilitas menjadi faktor pendukung utama, sedangkan keterbatasan kemampuan awal dan motivasi peserta menjadi penghambat. Disimpulkan bahwa model perencanaan berbasis komunitas ini efektif mengakomodasi kebutuhan individu dan relevan dengan pengembangan keterampilan abad ke-21.
PENGEMBANGAN KOMPETENSI GURU ABAD 21 MELALUI PELATIHAN PEMBELAJARAN DEEP LEARNING DI SD LABSCHOOL UNNES Zulfikasari, Sony; Malarsih; Prihatin, Titi; Astuti, Tri; Pradipta, Anindhyta Putri
Mejuajua: Jurnal Pengabdian pada Masyarakat Vol. 5 No. 2 (2025): Desember 2025
Publisher : Yayasan Penelitian dan Inovasi Sumatera (YPIS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52622/mejuajuajabdimas.v5i2.291

Abstract

Labschool UNNES, as a laboratory school within a teacher education institution, holds a strategic position in fostering innovative instructional practices. However, teachers’ understanding of meaningful, mindful, and joyful learning strategies within a deep learning pedagogical framework remains limited, indicating the need for targeted capacity building. This training program was designed to strengthen teachers’ competencies in implementing deep learning–oriented instruction aligned with 21st-century learning demands. The program comprised interactive training sessions, structured group discussions, and guided mentoring involving teachers from SD Labschool UNNES. Data were analyzed descriptively using a participant satisfaction survey. Findings demonstrate a marked improvement in teachers’ conceptual understanding of deep learning and their ability to design innovative instructional activities. Participants expressed highly positive evaluations of the program’s content relevance, delivery clarity, and opportunities for active engagement. Furthermore, 56.5% of participants reported the highest level of willingness to engage in subsequent collaborative initiatives. These outcomes indicate that the training not only enhanced teachers’ pedagogical literacy but also fostered motivation to apply deep learning practices in classroom settings. The program contributed to strengthening teachers’ readiness to implement meaningful, reflective, and student-centered learning experiences, while also providing a foundation for sustained development through continued mentoring and institutional collaboration.
DAMPAK PERMAINAN DUNIA VIRTUAL ROLEPLAY DI MEDIA SOSIAL LINE PADA KETERAMPILAN INTERAKSI SOSIAL ASOSIATIF DI DUNIA NYATA Insyira, Syafara Putrinada; Zulfikasari, Sony
SOCIAL : Jurnal Inovasi Pendidikan IPS Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/social.v5i4.8555

Abstract

The development of digital technology through roleplaying games on the social media platform LINE has created new dynamics in interpersonal interactions, but its impact on real-world social skills still requires in-depth study. This study aims to analyze the influence of virtual roleplaying activities on associative social interaction skills, including aspects of cooperation, empathy, and behavioral adaptation. Using a qualitative approach with a descriptive design, the study involved informants selected through purposive sampling. Data collection was conducted using in-depth interviews and closed-ended questionnaires distributed online to explore participants' contextual experiences. The results indicate that involvement in roleplaying significantly improves communication skills, self-confidence, and creativity in constructing narratives and characters. Field findings indicate that players are able to internalize positive values ??such as conflict management, solidarity, and leadership from virtual interactions into their daily lives. Intensive digital interaction patterns have been shown to train social sensitivity and responsiveness to group dynamics. The main conclusion of this study confirms that roleplaying on LINE is not merely a means of entertainment or escapism, but rather serves as a constructive platform for building and practicing productive and sustainable associative social interaction skills in the real world. ABSTRAK Perkembangan teknologi digital melalui permainan roleplay di media sosial LINE telah menciptakan dinamika baru dalam interaksi antarindividu, namun dampaknya terhadap keterampilan sosial di dunia nyata masih perlu dikaji secara mendalam. Penelitian ini bertujuan untuk menganalisis pengaruh aktivitas roleplay virtual terhadap kemampuan interaksi sosial asosiatif, meliputi aspek kerja sama, empati, dan adaptasi perilaku. Menggunakan pendekatan kualitatif dengan desain deskriptif, penelitian melibatkan informan yang dipilih melalui teknik purposive sampling. Pengumpulan data dilakukan menggunakan wawancara mendalam dan kuesioner tertutup yang disebar secara daring guna menggali pengalaman kontekstual partisipan. Hasil penelitian menunjukkan bahwa keterlibatan dalam roleplay secara signifikan meningkatkan keterampilan komunikasi, kepercayaan diri, serta kreativitas dalam membangun narasi dan karakter. Temuan lapangan mengindikasikan bahwa pemain mampu menginternalisasi nilai-nilai positif seperti manajemen konflik, solidaritas, dan kepemimpinan dari interaksi virtual ke dalam kehidupan sehari-hari. Pola interaksi digital yang intensif terbukti melatih kepekaan sosial dan responsivitas terhadap dinamika kelompok. Simpulan utama studi ini menegaskan bahwa roleplay di LINE bukan sekadar sarana hiburan atau eskapisme, melainkan berfungsi sebagai wadah konstruktif untuk membangun dan melatih keterampilan interaksi sosial asosiatif yang produktif serta berkelanjutan di dunia nyata.    
ANALISIS IMPLEMENTASI KURIKULUM SEMESTER ANTARA DI AKADEMI KEPOLISIAN Ansori, Fauzan; Zulfikasari, Sony; Suprihanto, Eko
Jurnal Education and Development Vol 14 No 1 (2026): Vol 14 No 1 Januari 2026
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/ed.v14i1.7696

Abstract

enelitian ini menganalisis implementasi kurikulum semester antara di Akademi Kepolisian (Akpol) yang dipadatkan secara signifikan sebagai respons terhadap tuntutan efisiensi dan akselerasi pendidikan. Tujuan penelitian adalah mendeskripsikan dan menganalisis empat tahapan implementasi kurikulum, yaitu analisis-perancangan, pengembangan, pelaksanaan, dan evaluasi-tindak lanjut. Menggunakan pendekatan kualitatif dengan metode studi kasus, data dikumpulkan melalui wawancara mendalam dengan staf Rendaldik, Korgadik, Evadasi, dosen, dan Taruna Akpol, serta studi dokumen. Hasil penelitian menunjukkan bahwa Akpol berhasil menjadikan semester antara sebagai semester aktif untuk mempercepat kelulusan. Keberhasilan implementasi didukung oleh fleksibilitas dalam penjadwalan, efisiensi sumber daya dosen, serta penggunaan metode interaktif. Namun, mekanisme evaluasi formal masih terikat pada peraturan sentralistik. Penelitian menyimpulkan bahwa model implementasi kurikulum Akpol efektif dalam menyeimbangkan akselerasi waktu dan pemenuhan standar kompetensi lulusan.
PENGEMBANGAN GAME EDUKASI KARTU AKSI BAIK VS BURUK DENGAN MODEL 4D UNTUK MENANAMKAN PERILAKU RAMAH LINGKUNGAN TERKAIT PERUBAHAN IKLIM PADA SISWA KELAS 4 SD DI PKBM EDUHOUSE SEMARANG Wahyu Sudrajat, Andy; Zulfikasari, Sony
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42765

Abstract

Environmental education regarding climate change at PKBM EduHouse Semarang faces significant challenges due to the lack of interactive learning media and gadget distractions that hinder student focus. This study aims to develop a valid and practical physical learning media in the form of the "Good Action vs. Bad Action" Educational Card Game for 4th-grade students. The research method employed is Research and Development (R&D) referring to the 4D development model (Define, Design, Develop, Disseminate) which was carried out with limited dissemination. Data collection techniques included interviews, observations, and validation questionnaires. The product feasibility was tested by media experts, material experts, and user perception tests (facilitators). The results showed that the developed media was declared "Very Feasible" with a validation score of 95.65% from media experts and 86.0% from material experts. Furthermore, the user perception test obtained a score of 80.0% with the "Very Feasible" category. Based on these findings, it can be concluded that the Educational Card Game is effective and feasible to be used as a learning medium to instill eco-friendly behavior concretely and reduce student dependence on gadgets.
EFEKTIVITAS CHATGPT DALAM PEMBELAJARAN BAHASA INGGRIS UNTUK MENDORONG SELF-REGULATED LEARNING DI SMK Genma, Nakamesa; Zulfikasari, Sony
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i1.9348

Abstract

The rapid advancement of Artificial Intelligence (AI) has created significant opportunities for fostering autonomous learning in educational settings, with ChatGPT emerging as a prominent tool for interactive language-based instruction. This study examines the impact of ChatGPT on enhancing Self-Regulated Learning (SRL) among vocational high school students, guided by Zimmerman’s model encompassing forethought, performance, and self-reflection phases. Employing a quantitative approach with a one-group pretest–posttest design, the research involved 42 tenth-grade students of the Office Management and Business Services program at SMKN 2 Kuningan. The study utilized a 30-item SRL questionnaire and an English proficiency test, both validated by subject experts and demonstrating strong reliability (Cronbach’s Alpha = 0.934). Findings revealed a substantial improvement from the pretest mean score of 66.00 to the posttest mean score of 89.29 (t = -11.589; p < 0.05), with a large effect size (Cohen’s d = 1.788). The findings demonstrate the effectiveness of ChatGPT in fostering SRL, particularly by enhancing all dimensions, goal setting, independent learning strategies, progress monitoring, and reflective evaluation.These results highlight the pedagogical potential of ChatGPT as an AI-based learning companion, particularly for English language instruction that demands sustained practice and readily accessible learning resources. ABSTRAK Perkembangan teknologi Artificial Intelligence (AI) telah membuka peluang luas untuk mendukung pembelajaran mandiri di lingkungan pendidikan, termasuk pemanfaatan ChatGPT sebagai media belajar berbasis percakapan interaktif. Penelitian ini bertujuan menganalisis efektivitas ChatGPT dalam meningkatkan Self-Regulated Learning (SRL) siswa Sekolah Menengah Kejuruan (SMK) dengan mengacu pada Model Zimmerman yang menekankan tahapan perencanaan, pelaksanaan, dan refleksi diri. Metode penelitian menggunakan pendekatan kuantitatif dengan desain one-group pretest-posttest, melibatkan 42 siswa kelas X MPLB-1 SMKN 2 Kuningan. Instrumen penelitian mencakup angket SRL sebanyak 30 butir serta tes kemampuan Bahasa Inggris, dengan validasi isi oleh ahli (dosen pembimbing dan guru Bahasa Inggris) dan reliabilitas tinggi (Cronbach’s Alpha = 0,934). Hasil penelitian menunjukkan adanya peningkatan signifikan pada skor rata-rata pretest (66,00) menjadi posttest (89,29) dengan t = -11,589; p < 0,05 dan effect size Cohen’s d = 1,788 (kategori sangat besar). Penelitian ini menunjukkan efektivitas penggunaan ChatGPT, yaitu mampu meningkatkan seluruh dimensi SRL, termasuk penetapan tujuan belajar, pemilihan strategi belajar mandiri, pemantauan proses, dan refleksi hasil belajar.Temuan ini mengindikasikan bahwa integrasi ChatGPT yang dirancang dengan prinsip pedagogis mampu memperkuat kemandirian belajar siswa SMK, khususnya pada pembelajaran Bahasa Inggris yang membutuhkan latihan berkelanjutan dan akses sumber belajar yang fleksibel.
Pengembangan Komik Digital Sebagai Media Penunjang Pembelajaran Mendalam pada Dimensi Kewargaan Siswa Sekolah Dasar Amaliya, Risma; Zulfikasari, Sony
Cokroaminoto Journal of Primary Education Vol. 9 No. 1 (2026): Januari - Maret 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/cjpe.9.1.2026.8102

Abstract

Masalah utama yang menjadi latar belakang penelitian ini adalah karena rendahnya pemahaman siswa terhadap nilai-nilai kewargaan serta pendekatan pembelajaran yang masih cenderung monoton. Penelitian ini bertujuan untuk mengembangkan dan menghasilkan produk berupa media pembelajaran yang dapat dijadikan sebagai penunjang dalam pembelajaran mendalam pada dimensi kewargaan.. Jenis penelitian yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE. Selanjutnya teknik pengumpulan data menggunakan metode observasi, wawancara, serta kuesioner. Teknik analisis data yang digunakan adalah teknik deskriptif kuantitatif dengan menggunakan instrumen skala likert dalam 5 kategori skor penilaian yang digunakan dalam lembar validasi dan angket respons pendidik dan peserta didik. Hasil pengembangan komik digital memenuhi kriteria layak oleh ahli media dan ahli materi. Uji kelayakan oleh ahli media mendapatkan nilai rata-rata 92,1% dengan kategori sangat baik. Selanjutnya dari ahli materi diperoleh nilai rata-rata sebesar 92,8% yang termasuk dalam kategori sangat baik. Adapun respon dari pendidik dan peserta didik juga menunjukkan nilai yang cukup baik yakni dengan rata-rata sebesar 96,2% dan 86,9% dengan kategori sangat baik. Dengan demikian, rata-rata keseluruhan hasil riview para ahli dan respon pengguna terhadap media komik digital yang dikembangkan sebesar 92% termasuk ke dalam kategori sangat baik. Oleh karena itu, dengan hasil nilai yang diperoleh dari pengembangan media komik digital sebagai penunjang pembelajaran mendalam pada dimensi kewargaan dinyatakan layak digunakan oleh peserta didik dalam pembelajaran.