Dwi Mirza Yanti
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PERAN LITERASI DALAM MENINGKATKAN MINAT BACA SISWA DI SEKOLAH DASAR NEGERI 2 TRUPUK SIHOTANG Kemala Yudisthira Siregar; Dwi Mirza Yanti
Jurnal Binagogik Vol. 9 No. 1 (2022): JURNAL BINAGOGIK
Publisher : LPPM STKIP Bina Bangsa Meulaboh

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (316.746 KB) | DOI: 10.61290/pgsd.v9i1.417

Abstract

Tujuan penelitian ini yaitu untuk dapat mengetahui peran kegiatan literasi, hambatan dan usaha yang dilakukan pihak sekolah dalam meningkatkan minat baca siswa sekolah dasar. Penelitian ini merupakan penelitian kualitatif. Subjek penelitian adalah kepala sekolah, guru dan siswa kelas 4 Sekolah Dasar Negeri 2 Turpuk sihotang. Teknik pengumpulan data melalui wawancara, observasi dan dokumentasi. Berdasarkan hasil peneltian dapat dilihat bahwa 1) kegiatan literasi berperan dalam meningkatkan minat membaca siswa, 2) hambatan dalam melaksanakan kegiatan literasi di sekolah diantaranya adalah kurangnya saranaa prasarana, metode yang diterapkan kurang variatif serta rendahnya kedisiplinan siswa dalam proses pembiasaan kegiatan literasi, dan 3) usaha yang dilakukan pihak sekolah dalam mengatasi hambatan tersebut adalah dengan memberikan sosialisasi mengenai kegiatan literasi, menambah sarana serta mengadakan kegiatan perlombaan sebagai sarana partisipasi aktif siswa.
Kajian Literatur : Gamifikasi di Pendidikan Dasar Rosina Zahara; Gihari Eko Prasetyo; Dwi Mirza Yanti
SOKO GURU: Jurnal Ilmu Pendidikan Vol. 1 No. 1 (2021): April: Jurnal Ilmu Pendidikan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/sokoguru.v1i1.1783

Abstract

Gamification, which refers to the use of game elements and mechanics in non-gaming contexts, has become an interesting research topic in education. The researcher presents a literature review on the use of gamification in education with the aim of investigating the impacts, benefits, challenges, and trends associated with the application of gamification in an educational context. This literature review identifies several significant advantages of implementing gamification in education. Recent trends in the literature review on gamification in education include the use of new technologies, such as artificial intelligence, virtual reality, and augmented reality. In addition, research has also shown that the integration of gamification with traditional curricula can improve understanding and retention of subject matter. In order to maximize the benefits of gamification in education, this literature review recommends the importance of developing solid pedagogy, collaboration between teachers and game designers, and student participation in the gamification design process. More research is needed to understand more deeply the long-term effects of using gamification in education as well as the best strategies to address the challenges associated with its implementation.