Claim Missing Document
Check
Articles

Found 23 Documents
Search

Peningkatan Kompetensi Pedagogi Digital Guru SD melalui Integrasi AI dan Augmented Reality untuk Mendukung Deep Learning di KKG Gugus Diponegoro Kabupaten Semarang Andriani, Aldina Eka; Purwati, Panca Dewi; Witanto, Yuli; Sismulyasih, Nugraheti; Widodo, Susilo Tri; Sulistyorini, Sri
Jurnal SOLMA Vol. 15 No. 1 (2026)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v15i1.22282

Abstract

Pendahuluan: Minimnya kompetensi digital pedagogy guru di KKG Gugus Diponegoro mengakibatkan pemanfaatan teknologi dalam pembelajaran belum optimal, meskipun fasilitas sekolah memadai. Studi ini bertujuan untuk meningkatkan pengetahuan dan keterampilan guru dalam menerapkan pembelajaran Deep Learning (Mindful, Meaningful, Joyful Learning) melalui pemanfaatan Artificial Intelligence (Teachy.App) dan Augmented Reality (Assembler Edu). Metode: Sosialisasi, pelatihan teknis, penugasan mandiri, dan evaluasi menggunakan pretest serta postest. Hasil: Adanya peningkatan signifikan pada kompetensi guru. Berdasarkan analisis data, terjadi pergeseran skor drastis dimana sebelum pelatihan 86,67% peserta berada pada kategori "Kurang/Sangat Kurang", namun setelah pelatihan 86,67% peserta mencapai kategori "Cukup", "Baik", atau "Sangat Baik". Luaran kegiatan berupa produk flash card berbasis AR dan desain pembelajaran berbasis AI. Kesimpulan: integrasi AI dan AR efektif meningkatkan digital pedagogy guru dalam menciptakan pembelajaran yang mendalam dan interaktif.
PENGEMBANGAN MEDIA E-LKPD BERBASIS ETNOMATEMATIKA UNTUK MENINGKATKAN HASIL BELAJAR SISWA SD NEGERI REJOSARI 3 Andriyani, Nia; Witanto, Yuli
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50838

Abstract

This study was motivated by the low mathematics achievement of sixth-grade students at SD Negeri Rejosari 3 in the topic of ratios, where only 12.5% of students met the Learning Achievement Mastery Criteria (KKTP). The study aimed to develop an E-LKPD (electronic worksheet) based on the tumpeng ethnomathematics model, analyze the feasibility of the medium, and test its effectiveness in improving student learning outcomes. The research method used was Research and Development (R&D) based on an adapted Borg & Gall model. The research subjects consisted of 22 sixth-grade students. Data collection techniques included questionnaires, interviews, and learning outcome tests. Data analysis was conducted through validity and reliability tests, normality tests, paired-sample t-tests, and N-Gain tests. The results showed that the E-LKPD media was deemed highly feasible, with a media expert validation score of 90% and a content expert validation score of 85%. The medium was also proven effective in improving student learning outcomes with a significance value of 0.00 (p < 0.05) and an N-Gain score in the moderate category. The conclusion of this study is that the ethnomathematics-based E-LKPD on tumpeng is suitable and effective for use as a learning medium to improve elementary school students’ mathematics learning outcomes.
Pengembangan Media Board Game Berbasis Gamified Learning Pada Materi Membandingkan dan Mengurutkan Bilangan Siswa Kelas III B SD Negeri Ngaliyan 03 Kota Semarang Prismarini, Fernandia; Witanto, Yuli
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.52161

Abstract

Mathematics instruction on comparing and ordering whole numbers up to 1,000 in elementary school still faces various challenges. Observations indicate that instruction is still dominated by lecture-based methods and written exercises. This makes it difficult for students to understand the concept of numerical value and to correctly determine the order and comparison of numbers. These conditions result in low student engagement and motivation. This study aims to develop a board game-based learning medium using gamified learning, assess the medium’s feasibility, and test its effectiveness in teaching the topic of comparing and ordering whole numbers up to 1,000 for third-grade elementary school students. This study employs the Research and Development (R&D) method, using the ADDIE model, which consists of the Analysis, Design, Development, Implementation, and Evaluation stages. The research subjects were third-grade students in Class 3B at Ngaliyan 03 Public Elementary School in Semarang City. Data collection techniques included observation, interviews, questionnaires, expert validation, and learning outcome tests. The results showed that the gamified learning-based board game educational medium was rated as highly feasible based on a 92.5% rating from the media expert, a 92.5% rating from the content expert, and a “very good” user response category. The results of the effectiveness test showed an improvement in student learning outcomes after using the media, as indicated by the difference in pretest and posttest scores and an increase in the N-Gain score of 78.19%, categorized as effective. Thus, the gamified learning-based board game media is deemed highly suitable and effective for use in mathematics instruction on the topic of comparing and ordering whole numbers up to 1,000. Keywords: Natural Numbers, Board Game, Gamified Learning, Comparing Numbers, Ordering Numbers