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Pelatihan Pengembangan Media Pembelajaran Canva for Education dalam Modul Ajar berbasis Problem Based Learning bagi Guru di SDN Bandungrejosari 2 Kecamatan Sukun Kota Malang Dewi, Radeni Sukma Indra; Widiyanti, Widiyanti; Chisbiyah, Lismi Animatul; Kusumaningrum, Shirly Rizki; Effendi, Muhammad Idris; Nurlaili, Amaliya Islami; Anjarwati, Rika; Herawati, Megania; Annisa, Ahwatul; Fransisca, Windy
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 8 No 3 (2024): Volume 8 Nomor 3 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v8i3.23638

Abstract

The Canva for Education training at SDN Bandungrejosari 2 Malang aims to enhance teachers' abilities to create innovative and interactive learning media. This training is essential because many teachers struggle to create engaging and relevant media using modern technology. The training uses the design thinking method, which includes the stages of Define, Ideate, Prototype, and Test. The participants of the training are teachers from SDN Bandungrejosari 2 Malang. Data is collected through surveys, interviews, and observations and then analyzed descriptively. The training results show a significant improvement in teachers' ability to use Canva to create effective learning media. Teachers can identify learning needs, generate creative ideas, and produce engaging and interactive learning media prototypes. Feedback from students indicates that the media created successfully increased their participation and motivation to learn. In conclusion, this training successfully enhanced teachers' technical skills and creativity in using modern design tools and improved the quality of learning at SDN Bandungrejosari 2 Malang.
Pemanfaatan Magic School untuk Pelatihan Peningkatan Kompetensi Guru Sekolah Dasar dalam Merancang Modul Ajar Kurikulum Merdeka berbasis Pendekatan Deep Learning Dewi, Radeni Sukma Indra; Nurlaili, Amaliya Islami; Khasanah, Kholidatul; Andini, Fahrany Wahyu; Khusniah, Navik; Islami, Kaisra Alfikri; Rufiana, Intan Sari; Faizah, Siti; Kusumaningrum, Shirly Rizki; Herawati, Megania
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 10 No 1 (2026): Volume 10 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v10i1.27264

Abstract

Kurikulum Merdeka menuntut guru untuk mampu merancang pembelajaran yang inovatif, adaptif, dan berorientasi pada pengembangan kompetensi siswa abad ke-21. Namun, hasil analisis kebutuhan di KKG Gugus IV Kecamatan Tumpang Kabupaten Malang menunjukkan bahwa sebagian besar guru masih mengalami kesulitan dalam menyusun Modul Ajar Kurikulum Merdeka berbasis pendekatan Deep Learning serta belum terbiasa memanfaatkan Artificial Intelligence (AI) Magic School. Sebuah program pelatihan diselenggarakan untuk membantu para instruktur menjadi lebih mahir dalam menggunakan AI Magic School untuk menyusun rencana pembelajaran sebagai respons terhadap permasalahan ini. Langkah-langkah yang terlibat dalam penerapan program ini meliputi perencanaan, instruksi, praktik pengembangan modul, dan penilaian. Hasil menunjukkan bahwa pengetahuan dan kompetensi pendidik dalam menyusun rencana pembelajaran yang sesuai dengan prinsip-prinsip Kurikulum Merdeka meningkat, dengan luaran berupa draft modul ajar dan dokumentasi kegiatan. Selain itu, pelatihan ini juga berdampak positif pada perubahan pola pikir guru yang semakin terbuka terhadap pemanfaatan teknologi dalam pembelajaran. 
Web Genially Gamification: Development of Joyful Learning Media to Improve Literacy and Numeracy Learning Outcomes of Elementary School Students Kusumaningrum, Shirly Rizki; Faizah, Siti; Rufiana, Intan Sari; Jemeo, Maria Kurniati; Khusniah, Navik; Andini, Fahrany Wahyu; Khasanah, Kholidatul; Nurlaili, Amaliya Islami; Herawati, Megania; Dewi, Radeni Sukma Indra
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 2 (2026): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i2.27273

Abstract

This study aims to develop Genially Web-based Gamification learning media within the framework of Joyful Learning to improve elementary school students' literacy and numeracy learning outcomes. The method used is Research and Development (R&D) with the Lee & Owens model, which includes the stages of analysis, design, development, implementation, and evaluation. Validation was carried out by subject matter experts and media experts, while practicality was tested by teachers and students. Effectiveness was tested through a one-group pretest and post-test design. The results showed that the Genially-based learning media obtained a highly valid rating from subject matter experts (88.33%) and media experts (82.5%). The practicality test received a very good response from teachers (90%) and students (97.39%). In addition, students’ learning outcomes in both literacy and numeracy domains showed a significant improvement. The average literacy score increased from 68.12 (pretest) to 88.74 (post-test), while the numeracy score increased from 66.22 to 89.38, resulting in an overall average N-Gain of 0.667 (medium–high category). These findings confirm that the integration of gamification through Web Genially creates a fun, interactive, and effective learning experience that simultaneously strengthens literacy comprehension and numeracy problem-solving skills among elementary school students.