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The Development of Digital Library Platform in Indonesian School Library Nurhikmah Nurhikmah H; Arismunandar Arismunandar; Hadiwijaya Hadi; Mustafa Mustafa; Amrah Amrah; Abdul Malik Ramli
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 3 (2023): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i3.3709

Abstract

The purposes of this research are to find the needs of Digital Library Application Development, to create the prototype of Digital Library Application Development and to find the validation level, practicality, and effectiveness of Digital Library Application Development. This research method used Research and Development, which uses ADDIE (analysis, Design, Development, Implementation, Evaluation). The subjects of this research were 1 expert, 1 media expert, 1 leader, 4 librarians, 10 teachers, and 35 students. The method of collecting data used in this research were interviews, observation, and questionnaires. Based on the result of this research, it shows that the digital library application development is necessary to improve the learning and teaching process, with the centralized database, it can help the users access the information and help the librarian to manage the school library. The prototype of the library application development of Athirah Islamic School provides some descriptions that the library application is suitable for the users' needs. The testing result by the expert shows that the digital library application of Athirah Islamic School has fulfilled the very valid category through some field-testing steps such as content validation and media validation. The level of practicality of digital library application can be seen from the testing result of the product based on the technical aspect given by the practitioners (libraries, students, and teachers) that fulfills the strongly agree criteria or very practical category. The level of effectiveness of the library application use can be seen from the questionnaire results given to the students, teachers, and librarians. It can be concluded that of 5 indicators such as: system quality, information quality, serving quality, users' satisfaction and the net benefit obtained that the library application is at a very effective qualification level.
Pelatihan Gamifikasi Dalam Pembelajaran Sekolah Menegah Atas Nurhikmah H; Dedy Aswan; Baso Asrul N Bena; Abdul Malik Ramli
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2023): Agustus
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v6i1.2074

Abstract

Peningkatan kemampuan tenaga pendidik pada satuan pendidikan SMA untuk menguasai pembelajaran dengan konsep dan media gamifikasi dalam pembelajaran. Metode Pelaksanaan PKM ini dengan menggunaka metode Workshop Interaktif dan Pembelajaran Berbasis Proyek, Terdapat peningkatan pengetahuan dan keterampilan guru dalam memproduksi media gamifikasi untuk pembelajaran bagi siswa menengah atas yang memiliki ketertarikan pada game. Pelatihan gamifikasi telah berhasil dalam meningkatkan pemahaman, motivasi, dan kesiapan peserta dalam menerapkan gamifikasi dalam pembelajaran.
The Effect of Pop-Up Digital Book Media on Fourth-Grade Students’ Vocabulary Comprehension in English Learning Syahdila Intan Andira; Latri Aras; Abdul Malik Ramli
International Journal of Elementary School Teacher Vol 6, No 1 (2026): April
Publisher : Program Studi PGSD FIP UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70713/ijest.v6i1.74297

Abstract

This study investigated the effect of Pop-Up Digital Book media on fourth-grade students’ vocabulary comprehension in English learning at SDN Kalukuang 2 Makassar. The study employed a quantitative approach using a quasi-experimental design with a non-equivalent control group design. The participants consisted of 40 students divided into an experimental group (n = 20) and a control group (n = 20). Data were collected through classroom observations, vocabulary comprehension tests, and documentation. The data were analyzed using descriptive statistics and an Independent Samples t-test. The findings revealed that the implementation of Pop-Up Digital Book media was carried out effectively, as indicated by an increase in observation scores from 70% to 90% during the treatment sessions. Students in the experimental group demonstrated substantially higher vocabulary comprehension scores than those in the control group. The mean score increased from 49.50 in the pretest to 74.00 in the posttest, whereas the control group showed only a slight improvement. Hypothesis testing indicated a statistically significant difference between the two groups (p < 0.05), confirming that the use of Pop-Up Digital Book media had a significant positive effect on students’ vocabulary comprehension. These findings suggest that interactive digital learning media can enhance vocabulary acquisition, increase student engagement, and support more effective English language learning at the elementary school level.
PKM Pelatihan Penerapan Strategi Question Student Have bagi Guru-Guru Sekolah Dasar SDI Perumnas 1 Makassar Rosdiah Salam; Muhammad Faisal; Hardiyanti Hatibu; Abdul Malik Ramli; Amir Pada
Abdimas Langkanae Vol. 5 No. 2 (2025): September-Desember 2025
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53769/jpm.v5i2.516

Abstract

Pemahaman guru sekolah dasar mengenai strategi pembelajaran interaktif dan berpusat pada siswa masih terbatas, sehingga keterlibatan siswa dalam proses belajar cenderung rendah. Kondisi ini menuntut adanya upaya untuk memperkenalkan strategi pembelajaran yang inovatif agar kualitas pengajaran meningkat. Kegiatan pengabdian ini bertujuan untuk: (1) meningkatkan pemahaman guru mengenai konsep dan manfaat strategi Question Student Have dalam pembelajaran, (2) melatih guru dalam menerapkan strategi tersebut secara efektif di kelas, (3) mengidentifikasi tantangan yang dihadapi guru dalam penerapannya serta merumuskan solusi, dan (4) mendorong guru menciptakan suasana belajar yang lebih interaktif serta berpusat pada siswa guna meningkatkan hasil belajar. Kegiatan dilaksanakan melalui sosialisasi, pelatihan, pendampingan, dan evaluasi. Hasil menunjukkan adanya peningkatan pemahaman guru terhadap strategi QSH, kemampuan merancang pembelajaran berbasis pertanyaan siswa, serta keterampilan membimbing siswa mengajukan pertanyaan dan menggunakannya sebagai dasar diskusi kelas. Guru merasa terbantu dengan penyediaan modul, lembar kerja, rubrik penilaian, dan pertanyaan pemantik, sehingga lebih percaya diri dalam mengimplementasikan QSH. Selain itu, siswa mulai menunjukkan keterlibatan yang lebih aktif dalam pembelajaran. Namun, kendala masih dijumpai berupa keterbatasan waktu, variasi kemampuan teknologi, dan resistensi sebagian kecil guru terhadap perubahan metode.Secara keseluruhan, kegiatan PKM ini berdampak positif terhadap peningkatan kompetensi guru dalam menerapkan strategi QSH, serta mendorong terciptanya proses pembelajaran yang lebih interaktif, reflektif, dan berpusat pada siswa.