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Pelatihan Pembuatan Alat Peraga Interaktif (Edugame) Sebagai Media Pembelajaran Bagi Guru Sekolah Penggerak SD Negeri 149 Seluma Era Merdeka Belajar Hiasa, Fina; Agustina, Emi; Rahayu, Ngudining; Ilahi, Bogy Restu
DHARMA RAFLESIA Vol 23 No 1 (2025): JUNI (ACCREDITED SINTA 5)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dr.v23i1.40521

Abstract

Kegiatan ini berjudul Pelatihan Pembuatan Alat Peraga Interaktif Berbasis EduGame Sebagai Media Pembelajaran Bagi Guru Sekolah Penggerak SD Negeri 149 Seluma di Era Merdeka Belajar. Tujuan pengabdian ini untuk menambah kompetensi mengajar tenaga pendidik di Sekolah Penggerak SD Negeri 149 Seluma dalam membuat alat peraga pembelajaran yang sesuai dengan kebutuhan perkembangan saat ini yaitu lebih mengedepankan teknologi melalui media pembelajaran berbasis EduGame. Metode yang kami gunakan dalam kegiatan pengabdian masyarakat ini adalah metode pelatihan dengan cara ceramah dan tanya jawab serta mengadakan praktek serta pendampingan langsung bagi para peserta pelatihan sehingga tujuan bisa tercapai maksimal. Kegiatan Pelatihan Pembuatan Alat Peraga Interaktif Berbasis EduGame Untuk Meningkatkan tingkat keterampilan dalam pembuatan bahan ajar pada tenaga pendidik  di Sekolah Penggerak SD Negeri 149 Seluma untuk meningkatkan pengetahuan dan kemampuan tenaga pendidik dan rencana akan dilaksanakan pada Juni atau Agustus 2024. Peserta kegiatan ini adalah Tenaga Pendidik Sekolah Penggerak SD Negeri 149 Seluma berjumlah 14 orang Dari pelaksanaan kegiatan tersebut bisa menjawab permasalahan yang ada, dimana manfaat yang  setelah mengikuti pelatihan adalah; (1)  Guru mulai menggunakan Alat Peraga Interaktif Berbasis EduGame yang sesuai dengan kebutuhan proses belajar mengajar, (2) Meningkatkan pengetahuan guru mengenai pemanfaatan teknologi untuk menunjang pembelajaran yang interaktif dan komunikatif, (3) Meningkatkan kemampuan dan keterampilan guru dalam hal mempersiapkan perangkat pembelajaran yang inovatif, dan (4) Membantu guru untuk menghasilkan media pembelajaran yang berkualitas melalui Alat Peraga Interaktif Berbasis EduGame. Dengan hasil peningkatan sebelum pelatihan dengan setelah pelatihan 45% meningkat menjadi 83,5%.
The Analysis of Social Values in the Novel Bayanaka Sigrah by Ichamfs14 Pamungkas, Bayu; Chanafiah, Yayah; Agustina, Emi
Jurnal Korpus Vol 9 No 3 (2025): Desember 2025
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jik.v9i3.30891

Abstract

The aim of this research is to describe the social events and social values contained in the novel Bayanaka Sigrah. This research is in the form of a qualitative descriptive study. The approach used is literary sociology. The data source for this research is social events and social values in the novel Bayanaka Sigrah by Ichamfs14. Data collection techniques use library research. Data analysis techniques include reading and understanding, creating a synopsis, describing, reviewing/analyzing, and making conclusions. The results of the research show that the social events contained in the Bayanaka Sigrah novel are about sexual relations outside marriage, harassment of female workers, fraternal bonds between humans, self-eradication from poverty and defamation. The social events above have impacts related to social values. The social values in the Bayanaka Sigrah novel include; gender equality, hard work, empathy, sympathy, concern for others, and compassion.
Peningkatan HOTS Mahasiswa dengan Pendekatan Etnopedagogi pada Mata Kuliah Pembelajaran Sastra Afrodita, Meli; Wulandari, Catur; Agustina, Emi
Bahtera: Jurnal Pendidikan Bahasa dan Sastra Vol. 25 No. 1 (2026): BAHTERA: Jurnal Pendidikan Bahasa dan Sastra, Volume 25 Nomor 1 Januari 2026
Publisher : Program Studi Pendidikan Bahasa Program Pascasarjana Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/bahtera.251.01

Abstract

This study aims to improve students' Higher Order Thinking Skills (HOTS) in the Literature Learning course through the application of an ethnopedagogical approach. This study uses a classroom action research (CAR) design implemented in two cycles. Each cycle consists of four stages: planning, action, observation, and reflection. Data were obtained through tests, observations, interviews, and documentation. The results showed a significant increase in students' HOTS skills after the application of ethnopedagogy. The average score in cycle I was 76.26 (B+) with a completion rate of 32.35%, increasing in cycle II to 81.57 (A-) with a completion rate of 85.29%. Students were better able to analyze cultural values, conduct reflective evaluations, and produce more original, local culture-based creative works. This study concludes that the ethnopedagogical approach is effective in strengthening higher order thinking skills through contextual and culture-based literature learning.  Keywords: ethnopedagogy; HOTS; literature learning
Implementation of the PjBL learning model assisted by the TikTok application in the literary expression course Hiasa, Fina; Agustina, Emi; Tawandorloh, Ku-Ares
BAHASTRA Vol. 42 No. 2 (2022): BAHASTRA
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/bs.v42i2.76

Abstract

This study aims to improve the learning quality of the Literary Expression course using the TikTok application as a learning medium in the application of the PjBL model to the seventh semester students of the Indonesian Language Education Study Program FKIP Bengkulu University. The assignment of making this TikTok video is an implementation of the PjBL model where students not only perform analysis but also explore, collect information, interpret, and assess. This research was conducted in two cycles. The results of this study indicate that the use of the TikTok application as a learning medium in the application of the PjBL model can improve student learning outcomes. The achievement targets were obtained in cycle II with the following details: 15 students or 42% got category A, 17 students or 47% got category B, 4 students or 11% got category C, and none or 0 students got category D. The results of the response questionnaire showed a final score of 24 .61 or obtained an average of 4.1 which means that the category most chosen by students is agree. These results indicate that the implementation of the project assignment of making short stories expressing videos using the TikTok application is of interest to students. Not only reaching aspects of knowledge implementation but also increasing students' creativity and interest in learning activities.