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Enhancing Literacy and Numeracy through Inquiry-Based Learning: The Impact of E-Lens as an Innovative Board Game Subekti, Puji; Rahayu, Widya Adhariyanty
Indonesian Values and Character Education Journal Vol. 7 No. 2 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ivcej.v7i2.83964

Abstract

The problem faced is the low literacy and numeracy skills of students, which pose a challenge for conventional teaching methods. This study aims to analyze the effectiveness of the inquiry-based learning game, E-Lens, in improving students' literacy and numeracy. The study employs a quasi-experimental design with pre-test and post-test methods, involving two groups: the experimental group using E-Lens and the control group using conventional teaching methods. The instruments used include literacy and numeracy tests, questionnaires, and classroom observations. Data were analyzed using statistical analysis, including ANCOVA, to compare the results between the two groups. The findings show that the use of E-Lens significantly improves students' literacy and numeracy compared to the control group. Statistical analysis also reveals a strong negative correlation between pre-test scores and post-test improvements, with students who initially scored lower showing greater gains. Teacher evaluations indicate that E-Lens is easy to implement and enhances student engagement. The conclusion of this study is that E-Lens has been proven effective in improving students' literacy and numeracy and can serve as an innovative solution to enhance the quality of education in Indonesia.
Implementation of "E-Lens" inquiry-based learning game to improve literacy and numeracy skills Rahayu, Widya Adhariyanty; Subekti, Puji
Jurnal Cakrawala Pendidikan Vol. 44 No. 3 (2025): Cakrawala Pendidikan (October 2025)
Publisher : LPMPP Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/cp.v44i3.76930

Abstract

Literacy and numeracy are two fundamental skills that play a crucial role in the elementary education process. Literacy encompasses not only reading and writing skills but also the ability to understand information effectively. Meanwhile, numeracy includes the ability to understand and interpret mathematical concepts in everyday life. This research used the ADDIE model to develop a learning media in the form of E-Lens board game, namely Exploring Literacy, Numeracy, Math, and English. This research was conducted at Taji State Elementary School, located in a rural area, in the easternmost village on the slopes of Mount Bromo. In terms of infrastructure, the school has limited accessibility, especially regarding internet and conventional learning resources. The learning media was validated by media and material experts. Media expert assessment obtained an average percentage of 79.2% and the material expert has an average percentage of 77%. The validation results indicated that E-Lens board game, which is based on bilingual inquiry, are very good to be used as a learning media for developing numeracy literacy at the elementary level. Based on research stages and feedback from media, material experts, and respondents, E-Lens as learning media can improve elementary students’ literacy and numeracy skills.
Penguatan Nasionalisme pada Era Digital melalui Game Mobile Edukatif Bilingual bagi Siswa Inklusif Abdul Aziz Muslim; Widya Adhariyanty Rahayu; Suastika Yulia Riska
Jurnal Masyarakat Madani Indonesia Vol. 4 No. 4 (2025): November
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/b3rdg674

Abstract

SD Muhammadiyah 4 Kota Malang sebagai lembaga pendidikan berbasis inklusif menghadapi tantangan signifikan dalam pelaksanaan pembelajaran, terutama dengan pendekatan konvensional yang kurang adaptif bagi siswa slow learner. Untuk mengatasi permasalahan tersebut, diusulkan inovasi berupa pengembangan media pembelajaran digital melalui game mobile edukatif bilingual bertema nasionalisme. Kegiatan ini bertujuan memperkuat wawasan kebangsaan sekaligus meningkatkan keterampilan bahasa Inggris siswa inklusif. Metode pelaksanaan menerapkan pendekatan berbasis komunitas yang melibatkan guru, orang tua, dan pakar pendidikan dalam tahapan identifikasi kebutuhan, perancangan hingga implementasi serta evaluasi game interaktif. Pelatihan bagi guru dan sosialisasi untuk orang tua turut diberikan guna memastikan optimalisasi pemanfaatan media baru ini di sekolah dan di rumah. Hasil kegiatan menunjukkan game “Nusantaraku” dapat meningkatkan motivasi belajar, pemahaman konsep nasionalisme, dan keterampilan bahasa Inggris, yang tercermin dari partisipasi aktif siswa, respon positif guru dan orang tua, serta kenaikan hasil evaluasi belajar. Kendala utama berupa keterbatasan perangkat digital dan kebutuhan pelatihan lanjutan bagi guru, namun secara umum kegiatan berhasil membawa perubahan nyata dalam proses pembelajaran yang lebih inklusif, menyenangkan, serta mendorong partisipasi seluruh pihak sekolah.
Enhancing UI/UX Design Competency Using Figma at SMK NU Donomulyo Adriani Kala'lembang; Suastika Yulia Riska; Azwar Riza Habibi; Widya Adhariyanty Rahayu; Yudistira Arya Sapoetra
Jurnal Pengabdian Masyarakat Vol. 7 No. 1 (2026): Jurnal Pengabdian Masyarakat
Publisher : Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v7i1.2855

Abstract

Purpose: This study addresses the competency gap between vocational graduates and industry demands for UI/UX design skills through a Figma-based training program at SMK NU Donomulyo. Method: A hands-on, project-based workshop was delivered to 30 students. Effectiveness was measured via pre-test/post-test assessments, final project rubrics, and participant satisfaction surveys. Practical Applications: The program provides students with industry-standard prototyping capabilities and ready-to-use digital portfolios, directly improving their employability in the growing digital design sector. Conclusion: Findings revealed a 40.6% knowledge improvement, 100% project completion, and high satisfaction (4.5/5.0). The initiative successfully bridges educational and industrial requirements, confirming hands-on training as a vital strategy for vocational digital readiness.
PEMBERDAYAAN EKONOMI PETANI KOPI DESA TAJI: DARI PENJUALAN KOMODITAS KE PRODUK BERNILAI TAMBAH Agus Purnomo Sidi; Puji Subekti; Widya Adhariyanty Rahayu; Boge Triatmanto
Jurnal Edukasi Pengabdian Masyarakat Vol 5 No 3 (2026): JULI 2026
Publisher : FIP UNIRA MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36636/eduabdimas.v5i3.10884

Abstract

Kegiatan pengabdian masyarakat ini bertujuan meningkatkan nilai ekonomi komoditas kopi di Desa Taji, Kabupaten Malang, melalui hilirisasi produk. Saat ini, petani masih bergantung pada tengkulak dengan menjual kopi dalam bentuk gelondong, yang menempatkan mereka pada posisi tawar rendah. Melalui metode observasi lapangan, seminar, dan diskusi terpumpun, kegiatan ini berhasil mengubah orientasi 25 anggota kelompok tani dari sekadar menjual bahan mentah menuju pentingnya pengolahan pascapanen menjadi green bean hinggaroasted bean. Meskipun demikian, tantangan utama yang teridentifikasi mencakup keterbatasan infrastruktur, rendahnya literasi digital, serta adanya “paradoks likuiditas” yang mendorong petani menjual hasil panen secara instan. Menjawab tantangan tersebut, program ini merancang pemberian hibah alat pengolahan (pulper dan roaster) serta pelatihan pemasaran digital berbasis kecerdasan artifisial (AI) bagi pemuda desa sebagai strategi pemangkasan rantai distribusi. Lebih lanjut, keberhasilan hilirisasi sangat bergantung pada penguatan kelembagaan kelompok tani, seperti pembentukan sistem simpan pinjam untuk menyediakan dana talangan bagipetani. Kegiatan ini menjadi langkah awal dalam mentransformasi sistem usaha tani kopi menuju arah yang lebih bernilai ekonomis, kompetitif, dan berkelanjutan bagi masyarakat Desa Taji. Implikasi kegiatan ini menunjukkan bahwa penguatan kapasitas petani melalui teknologi pengolahan, literasi digital, dan kelembagaan ekonomi lokal dapat menjadi model pemberdayaan yang mendukung peningkatan daya saing komoditas kopi berbasis potensi desa serta membuka peluang pengembangan rantai nilai kopi yang lebih inklusif dan berkelanjutan.
Developing AI Enhanced Gamified Assessments to Improve Student Mastery of English Tense Widya Adhariyanty Rahayu; Jaenal Arifin
Journal of English Language Teaching, Linguistics, and Literature (JETLEE) Vol. 6 No. 2 (2026): Journal of English Language Teaching, Linguistics and Literature (JETLEE)
Publisher : Universitas Islam Negeri (UIN) Sultanah Nahrasiyah Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47766/jetlee.v6i2.7557

Abstract

The integration of Artificial Intelligence (AI) with gamified learning platforms demonstrates strong potential to enhance student engagement and improve learning outcomes in English language education. This study aims to develop and evaluate AI-supported gamified assessments focusing on students’ mastery of English verb tenses, including Simple Present, Simple Past, and Simple Future. The research employed a Research and Development (R&D) approach using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The study was conducted at Institut Teknologi dan Bisnis Asia Malang involving undergraduate EFL students. The learning tool was developed through the Wayground (Quizizz) platform and supported by AI features such as adaptive feedback, randomized questions, and automated performance monitoring. Validation was carried out by media and subject-matter experts using Likert-scale questionnaires to ensure pedagogical and technical quality. The implementation results showed that 87% of students achieved the expected learning outcomes. These outcomes included the ability to accurately identify, analyse, and apply English tenses in various grammatical and communicative contexts. In addition, students demonstrated increased participation, greater learning motivation, and improved confidence when completing grammar-related tasks. The findings indicate that AI-enhanced gamified assessments effectively support grammar instruction by promoting learner autonomy, improving comprehension, and creating a more engaging learning environment. Therefore, the integration of AI-powered gamified assessments can serve as an innovative and effective approach to enhancing English grammar learning in higher education EFL contexts.