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Student Digital Literacy: A Mini Research in 3rd grades of English Study Program IKIP PGRI Bojonegoro Caca - Junaidi; Rinsyana Sholekah; Andri Andri; Desy Zahwa Almaghfiroh; Ayu Fitrianingsih; Ima Isnaini Taufiqur Rohmah; Fitri Aprianti
National Conference on Language, Education, and Technology Proceeding Vol. 2 No. 1 (2022): December 2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Muhammadiyah Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32534/nacolet.v2i1.3393

Abstract

Digital literacy is an ability to understand and use information from various digital sources. This includes not only reading skills, but also being able to think critically and evaluate information found in digital media. Literacy has an important role as a basis for life increasing knowledge and skills in the community as well as adequate digital literacy are also needed by the community as a guideline using digital technology. The purpose of this research is to increase knowledge in understanding and applying digital literacy, especially in learning English, and to improve character effectively. The method used is classroom action research. The research results refer to the answers from the plans that have been made. Starting from identifying problems, analyzing, formulating actions, planning and implementing to processing data and reporting. The data will be a guideline regarding how to implement digital literacy, especially in English and is reflective in order to improve or increase digital literacy skills.
Pendampingan Anak Berkebutuhan Khusus dalam Membaca Permulaan Dengan Bantuan Aplikasi Si Raca Cahyo Hasanudin; Ayu Fitrianingsih; Muhamad Sholehhudin; Ida Zulaeha; Kundharu Saddhono; Bagas Romadhoni Sugiarto
Jurnal Masyarakat Mengabdi Nusantara Vol. 3 No. 3 (2024): September : Jurnal Pengabdian Kepada Masyarakat
Publisher : STIPAS Tahasak Danum Pambelum Keuskupan Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58374/jmmn.v3i3.270

Abstract

Children with special needs refer to they who had educational need and additional needs because of certain physical, mental, or emotional condition. They needed special teaching approach and additional sources to support their learning process. Therefore, this community service aimed to teach student using Si Raca App. The method consisted of three main stages, namely 1) preparation stage, 2) implementation stage, and 3) evaluation stage. The subjects of this community service were children with special needs who got difficulties in early reading. The subjects were 4 students with different special needs. This service was conducted at SLB Negeri Tambahrejo. Data was collected using observation, interview, and documentation. Results of this community service showed that in the preparation stage, initial assessment about students' backgrounds was conducted. In the implementation stage, it was focused on the use of Si Raca App. It was started from introducing alphabets using visual and audio media. In the evaluation stage, it utilized word puzzles in Si Raca App. These puzzles were designed to test children's skill in recognizing and arranging words. It could be concluded that three stages of this comnunity service supported the reading skill development of children with special needs using Si Raca App.
Scratch-based Game Design of KaKu to Improve Students’ Ability in Distinguishing Indonesian Formal Words at Primary School Linda Rahma Dhani Saputri; Tutut Septia Wati; Cahyo Hasanudin; Ayu Fitrianingsih
International Journal of Educational Evaluation and Policy Analysis Vol. 2 No. 1 (2025): International Journal of Educational Evaluation and Policy Analysis
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijeepa.v2i1.115

Abstract

Formal words are words which follow the language rules that have been determined in formal situations both in oral and written. The purpose of this study is to improve the ability of primary school students in distinguishing formal words. The method used is SDLC (System Development Life Cycle) in waterfall model. The result of this study is the design of a scratch-based game design of KaKu to improve students’ ability to distinguish formal words at primary school has code blocks on 1) Teacher’s sprite, 2) Easy quiz, 3) Medium quiz, 4) Hard quiz, 5) Tick sprite, 6) Cross sprite, 7) Easy sprite, 8) Medium sprite, and 9) Hard sprite. The conclusion of this study is that there are 9 scratch-based game designs of KaKu (formal words) to improve students’ ability to distinguish formal words at primary school.
The Design of Interactive Listening Quiz for Students using Scratch Ayu Fitrianingsih; Devina Dwi Saskia; Umi Nur Kholisah; Cahyo Hasanudin; Oktha Ika Rahmawati
International Journal of Educational Technology and Society Vol. 2 No. 1 (2025): International Journal of Educational Technology and Society
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ijets.v2i1.253

Abstract

Scratch is a visual programming platform that allows people without advanced programming knowledge to create interactive projects such as games, animations, and quizzes. The purpose of this research is to create an interactive listening quiz design for university students using the scratch website. The method in this research is using SDLC with waterfall model. The results of this study was the design of interactive listening quizzes by applying the SDLC-Waterfall model by involving five stages, namely 1) requirement (Planning), 2) design (design), 3) Implementation (implementation), 4) Verification (operation), and 5) Maintenance (maintenance). The conclusion of this study is that there were five stages in designing interactive listening quizzes for students using the scratch website.
Pendampingan Guru dalam Menyusun Media 3D dengan Konsep Kartun berbantuan Meta AI Dan Chat GPT untuk Pembelajaran di Sekolah Dasar Cahyo Hasanudin; Ayu Fitrianingsih; Masnuatul Hawa; Sutrimah Sutrimah; Syahrul Udin; Bagas Romadhoni Sugiarto; Natasya Erdina Zilla; Ali Noeruddin
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol 9, No 1 (2025): April 2025
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j-abdipamas.v9i1.5090

Abstract

ABSTRACTAssisting teachers in compiling cartoon-based 3D media using Meta AI and ChatGPT was innovative step in improving the learning quality in primary school. This activity aimed to equip teachers withskill in developing interactive learning media based on students' needs. There were 3 main stages in it, namely identifying needs and situation analysis, designing training program, conducting training and mentoring. Results of this activity showed that teachers were able to understand and utilize Meta AI and ChatGPT in creating 3D cartoon illustrations. Moreover, they were able to develop pop-up media using various mechanism, such as V-fold, rotary, and mouth mechanism. Result of evaluation showed that teachers' creativities were improved in compiling interesting and applicative learning media. It could be concluded that the utilization of AI technology and 3D media were potential to improve learning effectivity, motivate the students, and support teachers in delivering learning materials in more innovative ways.Keywords: 3D media, Meta AI, ChatGPT, primary school ABSTRAKPendampingan guru dalam menyusun media 3D berbasis kartun dengan bantuan Meta AI dan ChatGPT merupakan langkah inovatif untuk meningkatkan kualitas pembelajaran di sekolah dasar. Kegiatan ini bertujuan untuk membekali guru dengan keterampilan dalam mengembangkan media pembelajaran interaktif dan sesuai dengan kebutuhan siswa. Metode yang digunakan mencakup tiga tahap utama, meliputi identifikasi kebutuhan dan analisis situasi, perancangan program pelatihan, pelaksanaan pelatihan dan pendampingan. Hasil kegiatan menunjukkan bahwa guru mampu memahami dan memanfaatkan teknologi Meta AI serta ChatGPT dalam menciptakan ilustrasi kartun 3D. Selain itu, mereka berhasil mengembangkan media pop-up menggunakan berbagai mekanisme, seperti V-fold, rotary, dan mouth mechanism. Evaluasi menunjukkan peningkatan kreativitas guru dalam menyusun media pembelajaran yang menarik dan aplikatif. Simpulan dari kegiatan ini adalah pemanfaatan teknologi AI dan media 3D berpotensi meningkatkan efektivitas pembelajaran, memotivasi siswa, serta mendukung guru dalam menyampaikan materi secara lebih inovatif.Kata Kunci: media 3D, kartun, meta AI, Chat GPT, sekolah dasar
Website Utilization of Indonesian Learning Material as a Media for Disabled Students in Creating Scientific Works Cahyo Hasanudin; Ayu Fitrianingsih; Muhamad Sholehhudin; Nabila Ulfaida
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 4 No. 2 (2024): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v4i2.105

Abstract

The learning material website of Indonesian language contained materials of Indonesian language course. This website was very useful for students as additional learning material. Therefore, this study aimed to investigate the components of website as Indonesian learning materials. This study was literature study with primary and secondary data sources. Result of study showed that website of Indonesian language contained the access of main menu, material menu, and media menu. It could be concluded that website of Indonesian language could be utilized as learning media for disabled students in compiling scientific works.
Website Utilization of Indonesian Learning Material as a Media for Disabled Students in Creating Scientific Works Cahyo Hasanudin; Ayu Fitrianingsih; Muhamad Sholehhudin; Nabila Ulfaida
Proceeding International Conference Of Innovation Science, Technology, Education, Children And Health Vol. 4 No. 2 (2024): Proceeding of The International Conference of Inovation, Science, Technology, E
Publisher : Program Studi DIII Rekam Medis dan Informasi Kesehatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icistech.v4i2.105

Abstract

The learning material website of Indonesian language contained materials of Indonesian language course. This website was very useful for students as additional learning material. Therefore, this study aimed to investigate the components of website as Indonesian learning materials. This study was literature study with primary and secondary data sources. Result of study showed that website of Indonesian language contained the access of main menu, material menu, and media menu. It could be concluded that website of Indonesian language could be utilized as learning media for disabled students in compiling scientific works.
PENDAMPINGAN SISWA SEKOLAH MENENGAH PERTAMA DALAM MENULIS TEKS TANGGAPAN DENGAN BANTUAN METODE SUGESTOPEDIA Cahyo Hasanudin; Ayu Fitrianingsih; Meiga Ratih Tirtanawati; Bintang Puspita Sari; Nabila Ulfaida; Dwi Setiawan; Ali Noeruddin
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 2 No 02 (2024): APRIL 2024
Publisher : Media Inovasi Pendidikan dan Publikasi

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

Abstract

Teks tanggapan merupakan jenis tulisan yang mengemukakan opini, pendapat, atau tanggapan pribadi terhadap suatu topik atau teks yang telah dibaca. Kemampuan dalam menulis teks tanggapan penting sekali dimiliki oleh siswa sekolah menengah pertama. Oleh karena itu, tujuan dalam pengabdian ini adalah ingin melakukan pendampingan kepada siswa sekolah menengah pertama dalam menulis teks tanggapan dengan bantuan metode suggestopedia. Metode pelaksanaan pengabdian ini dimulai dari prapengabdian, kegiatan inti, dan pascapengabdian dengan melibatkan seluruh kelas IX siswa SMP MBS Al-Amin Bojonegoro. Hasil pengabdian menunjukkan bahwa metode suggestopedia di dalam pembelajaran menulis teks tanggapan dapat dimulai dengan langkah 1) ice breaking, 2) tahap konser awal, 3) tahap konser akhir, dan 4) praktik. Simpulan di dalam penelitian ini adalah keempat langkah ini terbukti efektif dalam menciptakan lingkungan pembelajaran yang kondusif, membangun keyakinan siswa, mengulang materi dengan suasana santai, dan memberikan kesempatan praktik dalam menulis teks tanggapan