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REAKTUALISASI PANCASILA DI ERA GEN-Z La Raessa Revita Salma; Rahma Dwi Apriliani; Rifa Nur Syaida; Ulinnuha Purwanin Tyas; Ari Metalin Ika Puspita
Civilia: Jurnal Kajian Hukum dan Pendidikan Kewarganegaraan Vol. 2 No. 6 (2023): Civilia: Jurnal Kajian Hukum dan Pendidikan Kewarganegaraan
Publisher : Civilia: Jurnal Kajian Hukum dan Pendidikan Kewarganegaraan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.572349/civilia.v2i6.1499

Abstract

In facing the challenges of generation Z, which tends to move away from the values ​​of nationalism and nationhood in the digital era, a Reactualization of Pancasila is needed so that the values ​​of Pancasila are maintained. In this research, the research method used is a qualitative approach with descriptive methods, focusing on behavior, challenges, impacts and efforts to instill Pancasila values ​​in generation Z. The results of the research show that generation Z tends to lack understanding and application of Pancasila in everyday life. -days due to the influence of technology and globalization. Challenges facing generation Z include individualism, dependence on technology, and decreased awareness of the values ​​of Pancasila. If Pancasila is not implemented, negative impacts could arise such as a shift in moral values ​​and potential social conflict. Efforts to instill Pancasila values ​​in generation Z involve strengthening nationalism, respect for differences, love for Indonesia, participation in democratic decisions, as well as attitudes of empathy and social justice. This research emphasizes the importance of the younger generation's awareness of the values ​​of Pancasila in maintaining unity and avoiding potential conflict in Indonesia.
Pengaruh Penggunaan Media Pembelajaran Digital Wayground Terhadap Motivasi Dan Minat Belajar Siswa SMK Pada Mata Pelajaran Informatika Tasya Crisanti; Muhammad Wildan Habibie; Rahul Ubaidilah; Ulinnuha Purwanin Tyas; Niken Salsavita; M. Ahlul ‘Ilmi Yuliantono; Mahdiyah Nur Fauziyyah
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 12 No. 3 (2026): Volume 12 No 3 September 2026
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/dd29mw80

Abstract

Abstrak Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media pembelajaran digital Wayground terhadap motivasi dan minat belajar siswa SMK pada mata pelajaran Informatika. Penelitian dilaksanakan di SMK Negeri 1 Kalitengah dengan melibatkan 95 siswa kelas X dari kompetensi keahlian Desain dan Produksi Busana (DPB), Layanan Perbankan (LP), dan Teknik Komputer Jaringan (TKJ). Metode penelitian menggunakan pendekatan kuantitatif dengan desain eksperimen one-group pretest-posttest. Data dikumpulkan melalui kuesioner skala Likert dan dianalisis menggunakan statistik deskriptif serta uji Wilcoxon Signed Rank Test dengan bantuan IBM SPSS Statistics 24. Hasil penelitian menunjukkan adanya peningkatan motivasi dan minat belajar siswa setelah penggunaan media Wayground. Hasil uji hipotesis menunjukkan nilai signifikansi motivasi sebesar 0,017 dan minat belajar sebesar 0,015 (<0,05), sehingga penggunaan Wayground berpengaruh signifikan terhadap motivasi dan minat belajar siswa. Penelitian ini menyimpulkan bahwa media pembelajaran digital berbasis gamifikasi mampu menciptakan pembelajaran yang lebih interaktif, menarik, dan berpusat pada siswa serta mendukung pengembangan inovasi pembelajaran berbasis teknologi di SMK. Kata Kunci: media pembelajaran digital; Wayground; motivasi belajar; minat belajar; Informatika.   Abstract This study aims to analyze the effect of using the Wayground digital learning platform on the motivation and interest in learning among vocational high school students in the Computer Science subject. The study was conducted at SMK Negeri 1 Kalitengah, involving 95 tenth-grade students from the Fashion Design and Production (DPB), Banking Services (LP), and Computer Networking (TKJ) programs. The research method employed a quantitative approach with a one-group pretest-posttest experimental design. Data were collected via a Likert-scale questionnaire and analyzed using descriptive statistics and the Wilcoxon Signed Rank Test with the assistance of IBM SPSS Statistics 24. The results indicate an increase in students’ motivation and interest in learning following the use of the Wayground platform. Hypothesis test results showed a significance value of 0.017 for motivation and 0.015 for learning interest (<0.05), indicating that the use of Wayground significantly influences students’ motivation and learning interest. This study concludes that gamification-based digital learning media can create more interactive, engaging, and student-centered learning experiences and supports the development of technology-based learning innovations in vocational high schools. Keyword: digital learning media; Wayground; motivation to learn; interest in learning; Computer Science.