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INKUBATOR KREATIF DESIMINASI AUGMENTED REALITY DOLANAN ANAK BERBASIS BUDAYA NUSANTARA Praheto, Biya Ebi; Barriyah, Insanul Qisti; Sari, Dyan Indah Purnama; Andini, Dinar Westri
Jurnal Berdaya Mandiri Vol. 6 No. 2 (2024): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v6i2.4275

Abstract

The LUKU community is a group of children located in Sarekan Hamlet RT 05, Plembutan, Canden, Jetis, Bantul. Luku itself stands for Put All and Read a 15-minute Book. The children collected in this community are in the age range from early childhood to junior high school. LUKU was formed on the basis of reasons during the COVID-19 pandemic and the home learning policy made children often focused on gadgets and lacked developmental stimulation according to their stage of development. Even though it is the age of these children that the stimulation of creativity is needed. The needs analysis in the LUKU community is that there is a need for developmental stimulation that hones creativity and is also connected to technology (because these children generally have gadgets, but have not been developed optimally according to children's creativity). Therefore, a service program was carried out to stimulate the creativity of the children of the Luku Community through traditional augmented reality-based games. Some of the stages that have been running include socialization, self-learning, and mentoring. The children and parents of the luku community participated in this activity very enthusiastically and always actively participated. Keywords: Creative Incubator, Traditional Games, Augmented Reality
Innovation of Audio-Visual Teaching Materials in Pancasila Education Learning in Elementary Schools to Enhance Student Learning Participation Natalia, Gloria; Pratomo, Wachid; Andini, Dinar Westri
Jurnal Sains Sosio Humaniora Vol. 10 No. 1 (2026): Volume 10, Nomor 1 Juni 2026 (In Progress)
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jssh.v10i1.56256

Abstract

This study aims to describe the use of audio-visual teaching materials in Pancasila Education learning at the elementary school level and to examine their role in enhancing students’ learning participation. The study employed a qualitative approach with a descriptive research design. The participants consisted of Pancasila Education teachers and elementary school students involved in learning activities utilizing audio-visual teaching materials. Data were collected through observation, interviews, and documentation, and were analyzed using an interactive analysis model consisting of data reduction, data display, and conclusion drawing. The findings revealed that the use of audio-visual teaching materials created a more engaging, interactive, and contextual learning environment. Through the utilization of instructional videos, animations, and other visual media, students became more actively involved in the learning process, as indicated by increased attention, confidence in asking questions, ability to express opinions, and participation in group discussions. Furthermore, audio-visual teaching materials helped students understand Pancasila values more concretely, as the content was presented through examples closely related to their daily lives. Although several challenges were identified, particularly regarding the availability of technological facilities and the preparation of learning media, the use of audio-visual teaching materials proved effective in supporting student-centered learning and optimizing student participation. Therefore, innovation in audio-visual teaching materials can serve as an alternative strategy for improving the quality of Pancasila Education learning in elementary schools.