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PENGARUH GAME ONLINE TERHADAP MINAT BELAJAR SISWA KELAS VIII B1 SMP UNISMUH MAKASSAR Muhammd Ari Wijaksana; Nasir
Jurnal Riset Guru Indonesia Vol 1 No 2 (2022): April - Juli 2022
Publisher : Almeera Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62388/jrgi.v1i2.115

Abstract

The formulation of the problem in this study is whether online games have an effect on student interest in SMP Unismuh Makassar. The purpose of this study is to determine whether online games have an effect on student interest in SMP Unismuh Makassar. This research is an Expofacto research. The population in this study were students of SMP Unismuh Makasaar totaling 294 with subjects 22 students of class VIII B1. Based on the results, showed that there was a significant effect of online games on the interest of students in class VIII B1 showed the average value (mean) of the X variable regarding the effect online game is89 which lies in the interval 83-95 with fairly high qualification. Meanwhile, the average value (mean) for the Y variable regarding student interest in class VIII B1 is on average of 29 which is located in the interval 29-31 with quite high qualifications.
ANALISIS KEMAMPUAN GURU TERHADAP PENGGUNAAN MEDIA CANVA DI SMPN 2 GALESONG SELATAN Baso Dzulkifli Muhajir; Muh. Fadhil Fadhlur R; Nasir
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.35999

Abstract

Transformasi teknologi di era revolusi Industri 4.0 telah mengubah arah dan paradigma pendidikan secara global, termasuk dalam konteks pendidikan Indonesia. Proses pembelajaran tidak lagi sekadar berfokus pada penyampaian informasi, melainkan juga menuntut kemampuan untuk mengintegrasikan teknologi secara efektif. Literasi digital menjadi kompetensi utama yang wajib dimiliki oleh tenaga pendidik agar mampu menciptakan pembelajaran yang kreatif, kolaboratif, dan relevan dengan kebutuhan abad ke-21. Tujuan dari penelitian ini adalah untuk menganalisis sejauh mana guru mampu menggunakan media Canva sebagai alat bantu dalam menciptakan pembelajaran yang kreatif di SMPN 2 Galesong Selatan, serta mengidentifikasi faktor-faktor yang berpengaruh terhadap kemampuan tersebut. Dengan menggunakan pendekatan kualitatif deskriptif melalui teknik wawancara, observasi, dan dokumentasi, diperoleh temuan bahwa kompetensi guru berada pada tingkat cukup memadai. Guru telah memiliki kemampuan teknis yang baik dalam penggunaan Canva, namun penerapan prinsip-prinsip pedagogis dalam pembelajaran masih perlu ditingkatkan. Sebagian besar guru telah mampu membuat media visual seperti poster dan infografis, tetapi belum mengintegrasikannya secara sistematis dalam pembelajaran interaktif. Faktor yang memengaruhi kemampuan guru meliputi tingkat literasi digital, keterbatasan pelatihan profesional, dan minimnya infrastruktur sekolah. Meskipun demikian, guru menunjukkan sikap positif terhadap Canva karena dianggap mudah digunakan dan menarik secara visual. Penelitian ini menegaskan bahwa penguasaan media digital seperti Canva merupakan bagian integral dari kompetensi profesional guru yang mendukung terwujudnya pembelajaran kreatif, kolaboratif, dan berorientasi abad ke-21.
PENERAPANA PENDEKATAN KONTEKSTUAL untuk MENINGKATKAN MINAT BELAJAR SENI BUDAYA DI SMPN 2 GALESONG SELATAN Imamatul Islamyah; Erni Rosida; Nasir
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 In Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37467

Abstract

This study aims to describe the implementation of cultural arts learning in addressing the low learning interest of students, which is influenced by limited facilities, teacher readiness, and student readiness in the teaching and learning process at SMP Negeri 2 Galesong Selatan, particularly in grade VIII. These conditions affect students’ low engagement and learning outcomes that have not yet reached optimal standards. To overcome these issues, the Contextual Teaching and Learning (CTL) approach is applied, emphasizing the connection between learning materials and students’ real-life contexts so that learning becomes more relevant and meaningful.The research method used is Classroom Action Research (CAR), conducted in three cycles, each consisting of planning, implementation, observation, and reflection stages. The application of CTL is supported by the use of popular culture–based media such as videos, animations, and music to create an engaging, interactive, and enjoyable learning atmosphere.The results of the study indicate a significant increase in students’ emotional and intellectual engagement. In addition, the average learning outcomes consistently improved in each cycle, reaching the “excellent” category in the third cycle. Thus, the CTL approach is proven effective in increasing students’ interest and learning outcomes in cultural arts, even when the school faces limitations in learning facilities.