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Peningkatan Keterampilan Guru PAUD Dalam Membuat Media Pembelajaran Berbasis Animasi Powerpoint Sutrisno , Ahmad Budi; Fauziah, Fauziah; Razak, Firdha
Jurnal IPMAS Vol. 4 No. 1 (2024): April 2024
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/ipmas.4.1.2024.468

Abstract

Permasalahan yang akan diselesaikan dalam kegiatan Pengabdian ini adalah rendahnya Keterampilan guru PAUD dalam membuat media pembelajaran animasi untuk pengajaran Bahasa Inggris. Pelatihan adalah salah satu upaya untuk meningkatkan kompetensi guru PAUD, salah satunya keterampilan membuat media pembelajaran animasi. Tujuan dari Pengabdian Kepada Masyarakat ini adalah untuk menelaah dampak pelatihan pembuatan media pembelajaran animasi berbasis Powerpoint terhadap Keterampilan guru PAUD dalam membuat media pembelajaran animasi untuk pengajaran Bahasa Inggris. Pengabdian Kepada Masyarakat ini menggunakan metode kualitatif deskriptif. Peserta yang terlibat dalam Pengabdian ini terdiri dari 29 Peserta yang berada dalam tahap pendahuluan, dan 14 Peserta sebagai peserta pelatihan. Hasil Pengabdian Kepada Masyarakat diketahui bahwa pelatihan yang dilakukan dapat meningkatkan keterampilan guru Paud dalam membuat media pembelajaran animasi berbasis Powerpoint sehingga mereka dapat mengembangkan media pembelajaran tersebut dalam pengajaran Bahasa Inggris
Konsep Pembelajaran STEAM di Masa Depan Menuju Ruang Pembelajaran 'Mixed Reality' Razak, Firdha; Alimuddin, Herman; Abdullah, Asriana
Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu Vol. 3 No. 2 (2023): Desember 2023
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/pelita.3.2.2023.385

Abstract

Teknologi digital kini semakin terintegrasi dan menjadi bagian dari masyarakat modern. Ketika hal ini mulai terjadi, teknologi termasuk augmented reality, virtual reality, pencetakan 3D, dan perangkat seluler yang disediakan pengguna (secara kolektif disebut sebagai realitas campuran) sering disebut-sebut sebagai kemungkinan akan menjadi bagian dari ruang kelas dan lingkungan belajar. Di bidang disiplin pendidikan STEAM, para ahli diharapkan menjadi yang terdepan dalam bidang teknologi dan bagaimana teknologi tersebut dapat diterapkan di kelas mereka. Hal ini sangat penting karena semakin banyak pendidik yang dikelilingi oleh pembelajar baru yang berharap untuk terlibat dalam kegiatan eksperimental yang partisipatif, interaktif, kaya akan sensorik, dan memberikan peluang lebih besar bagi masukan dan kreativitas siswa. Artikel ini akan mengeksplorasi perspektif pelajar dan akademis tentang studi kasus realitas campuran dalam desain spasial 3d (multimedia dan arsitektur), ilmu paramedis dan teknologi informasi, melalui penggunaan data yang ada serta wawancara tatap muka tambahan seputar penggunaan campuran. kenyataan di kelas. Hasilnya menunjukkan bahwa realitas campuran dapat memberikan manfaat keterlibatan, pemikiran kritis, dan pemecahan masalah bagi siswa sejalan dengan pembelajar generasi baru ini, namun juga menunjukkan bahwa lebih banyak pekerjaan yang perlu dilakukan untuk menyempurnakan solusi realitas campuran untuk kelas
Digital Comic Media Development Mappalili Culture in Essays Student Narrative Nuriska, Nuriska; Nisa'a Tasyibu , Khaerun Nisa'a Tasyibu; Razak, Firdha
ALENA : Journal of Elementary Education Vol 4 No 1 (2026): January
Publisher : Program Studi Pendidikan Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/jee.v4i1.620

Abstract

Problems in learning narrative essays in elementary schools are often related to the lack of contextual and interesting learning media. This research aims to develop Mappalili Culture-Based Digital Comic Media  that is valid, practical, and effective. This study uses the Research and Development (R&D) method with ADDIE design involving 13 students in grade V of SD Negeri 1 Labakkang (5 males and 8 females). The instruments used included expert validation sheets, digital comic media, activity implementation sheets, student and teacher response questionnaires, and learning outcome tests. The results of the study show that digital comic media is in the category of valid, practicality is considered positive, effectiveness is proven through high learning outcomes, excellent implementation of student activities, and positive student and teacher responses. Thus, this media has been successfully developed with an ethnomathematical approach that can integrate the local culture of Bugis Makassar through  the Mappalili tradition  in learning narrative essays.
The Effect Of Handwriting And Typing On Students’ Writing Skills Siska, Siska; Nisa'a Tasyibu , Khaerun; Razak, Firdha
ALENA : Journal of Elementary Education Vol 4 No 1 (2026): January
Publisher : Program Studi Pendidikan Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/jee.v4i1.621

Abstract

The advent of the digital age has brought about a shift from handwriting to typing using digital devices. This change has raised concerns about its impact on writing skills. This study aims to analyze the effect of handwriting and typing on students' writing skills. A quantitative pre-experimental research method was used, involving two writing groups (handwriting and typing). Data were collected through writing skill tests and observation sheets, then analyzed using normality tests, homogeneity tests, and t-tests (independent sample t-tests). The results showed that handwriting had an effect on writing skills with an average score of 82.55, while typing also had an effect with an average score of 70.14. These findings indicate that handwriting has a greater influence than typing on writing skills. Students who write by hand produce more structured writing in terms of idea organization, grammar, spelling, and punctuation. Meanwhile, typing helps with writing speed, but is lacking in terms of idea processing and writing structure.
Strengthening Global Diversity Character P5 Through The Sociodrama Method Of South Sulawesi Folktales Arni, Arni; Nisa'a Tasyibu , Khaerun; Razak, Firdha
ALENA : Journal of Elementary Education Vol 4 No 1 (2026): January
Publisher : Program Studi Pendidikan Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/jee.v4i1.627

Abstract

Observations in October 2024 at SDN 8 Pulau Laiya showed that fifth-grade students had difficulty recognizing local cultural identity, tended to imitate irrelevant social media content, and did not understand their own regional culture and stories. They were also less able to explore and appreciate cultural diversity in Pangkep, knowing only their own culture, and showed a tendency to compare and be less accepting of other cultures and beliefs. Stereotypes and ridicule of cultural differences, especially between the Bugis and Makassar tribes, still occur frequently. Participation in joint decision-making is also low, with students tending to be passive and follow the opinions of class leaders or teachers. The values of inclusiveness and social justice are not yet well established. This study aims to apply the *sociodrama* method based on local folklore as a learning strategy to instill the values of global diversity. The approach used is descriptive qualitative with data collection techniques through observation, questionnaires, and interviews. The results show an increase in character traits such as tolerance, empathy, cooperation, and social awareness. Narratives have also proven effective in instilling the values of the Pancasila Student Profile, including responsibility, communication skills, problem solving, and fair leadership.
Development Of Comic Media For Arts And Culture Based On Local Wisdom Fairuz Zahirah, A. Nasywa; Nisa'a Tayibu , Khaerun; Razak, Firdha
ALENA : Journal of Elementary Education Vol 4 No 1 (2026): January
Publisher : Program Studi Pendidikan Sekolah Dasar Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/jee.v4i1.629

Abstract

The limited introduction of local culture, especially the culture of Pangkep Regency to elementary school students, which is in line with the impact of the development of the era and technology, should encourage teachers to develop media that can help students recognize their area. The purpose of this study was to determine the characteristics of the Misteri Peti Warisan Bugis comic media and to describe the process of developing the Misteri Peti Warisan Bugis comic for students based on the stages of the ADDIE development model. The type of research is Research and Development (R&D) with a descriptive-quantitative approach. Data were obtained through observation sheets, questionnaires, and learning outcome tests, then analyzed with validity and reliability tests. The results showed that the Misteri Peti Warisan Bugis comic media has characteristics that attract the attention of teachers and students, help in learning, include local wisdom of Pangkep Regency, and produce new understanding in students, in addition, the procedure for developing the Misteri Peti Warisan Bugis comic media with the ADDIE model through the stages of analysis, design, development, implementation, and evaluation obtained a category that is feasible or valid, reliable, practical and effective.