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IMPLEMENTASI PEMBELAJARAN SEKOLAH MENGGUNAKAN E-LEARNING Mahbubul Wathoni; Adi Alam; Sari Palestina; Rikaro Ramadi; Ahmad Fikri Adriansyah; Diah Budi Ratriningrum; Mia Hariyani
AN-NAS: Jurnal Pengabdian Masyarakat Vol 1, No 1 (2021): AN-NAS: Jurnal Pengabdian Masyarakat
Publisher : Fakultas Ilmu Pendidikan Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/an-nas.1.1.39-46

Abstract

Pembelajaran ialah suatu kebutuhan terutama dalam keberlangsungan proses belajar mengajar yang membutuhkan tanggung jawab moral lumayan besar untuk seseorang pendidik. Tingkatan keberhasilan pembelajaran terhadap siswa sangat tergantung pada pertanggungjawaban seseorang guru dalam melakukan tugasnya.. Dalam sebuah proses pendidikan, pemilihan model serta tata cara ataupun media pendidikan sangat diperlukan buat melaksanakan penyesuaian dengan keahlian dari peserta didik, supaya memudahkan dalam pemilihan kurikulum serta kompetensi untuk partisipan didik. Pendidikan dikala ini, lebih ditunjukan pada kegiatan modernisasi dengan dorongan teknologi mutahir dengan harapan bisa menolong siswa dalam mengolah modul pendidikan secara interaktif, produktif, efisien, inspiratif, konstruktif, serta mengasyikkan. Tidak hanya itu, siswa pula diharapkan mempunyai life skill dari aplikasi teknologi tersebut. Dengan terdapatnya masa teknologi yang terus menjadi tumbuh ini hingga progam pendidikan ditunjukan buat dapat menggunakan teknologi dengan lebih baik. Salah satu pemanfaatan teknologi dikala ini merupakan e-learning memakai website buat mengaksesnya. Tidak memungkiri sebab banyak siswa saat ini mempunyai smart phone jadi lebih gampang buat mengaksesnya dari manapun terletak serta kapanpun.
STRENGTHENING DIGITAL LEARNING IN INDONESIAN PRIMARY SCHOOLS: A QUALITATIVE STUDY OF PPG GRADUATES Linda Astriani; Dewi Setiyaningsih; Ahmad Susanto; Sri Immawati; Sodikin Sodikin; Rikaro Ramadi; Ratna Nur Krismawati
Jurnal Cakrawala Pendas Vol. 12 No. 1 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v12i1.16739

Abstract

Digital transformation in primary education requires teachers to possess integrated technological and pedagogical competencies in order to design effective learning environments. However, disparities in digital readiness remain a significant challenge in many primary schools. This study aims to describe the role of graduates of the Teacher Professional Education Program (PPG) in strengthening digital learning practices in primary schools, to identify the challenges they encounter, and to examine the strategies employed to optimize the use of instructional technology. This research adopted a descriptive qualitative approach, with data collected through classroom observations, in-depth interviews, and documentation. Data were analyzed using an interactive analysis process consisting of data reduction, data display, and conclusion drawing and verification. The findings indicate that PPG graduates contribute to improving the quality of digital lesson planning, the use of interactive learning media, and the implementation of technology-based assessment that supports students’ conceptual understanding and engagement. Digital learning practices also enhance instructional clarity and enrich students’ learning experiences through the use of diverse digital learning resources. Nevertheless, limited access to digital devices, unstable internet connectivity, and insufficient continuous professional development remain major barriers to effective digital learning implementation. This study concludes that PPG graduates play an important role as agents of digital transformation in primary education; however, the effectiveness of this role is highly dependent on systemic school support, infrastructure readiness, and the sustainability of teachers’ professional development.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS GAME ANDROID PADA MATA PELAJARAN INFORMATIKA KELAS VII DI SMP INSAN TELADAN Mohamad Alfin Fisar; Yasin Efendi; Mahbubul Wathoni; Rikaro Ramadi
MEDIA DIDAKTIKA Vol. 12 No. 1 (2026): Mei 2026
Publisher : LPPM Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study was to design an Android game-based learning medium for Informatics subjects at Insan Teladan Middle School.The method used in this research was Research and Development (R&D) with the Game Development Life Cycle (GDLC) model. This development model includes 6 phases: initialization/concept creation, pre-production, production, testing, beta, and release. This research was conducted at Insan Teladan Middle School with a trial subject of 23 seventh-grade students. The data collection technique used was a questionnaire assessed by media experts, subject matter experts, teachers, and students. The results of the assessment by the experts included an average score of 86% from media experts, 80% from subject matter experts, and 88% from teacher responses, all in the "highly feasible" category. The student questionnaire assessment was conducted in one trial and received a trial result of 90% in the "highly feasible" category. Based on these assessments, the Android game-based learning medium for Informatics subjects in Middle School is declared highly feasible for use in the learning process.