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PENGEMBANGAN GAME EDUCATION DENGAN MATERI PENGENALAN PENJUMLAHAN SEDERHANA UNTUK SEKOLAH DASAR MENGGUNAKAN APLIKASI CONSTRUCT 2 M, Maemunah; Mas'ud, Huzaima
PEDAGOGIKA: Jurnal Pedagogik dan Dinamika Pendidikan Vol 12 No 2 (2024): Pedagogika: Jurnal Pedagogik dan Dinamika Pendidikan
Publisher : Prodi Pendidikan Guru Sekolah Dasar (PGSD) FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pedagogikavol12issue2page527-540

Abstract

Education is undergoing significant transformation in the ever-evolving digital era. Educators are increasingly required to integrate technology into learning to create more dynamic and engaging experiences for students. Interest in mathematics often diminishes when students encounter concepts that are perceived as difficult and abstract. Therefore, a learning approach that enhances students' understanding and skills is necessary. This research aims to design and develop educational games using the Construct application as an innovative step towards advancing mathematics learning for elementary school students. The Research and Development (R&D) method was employed, utilizing the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) approach. This structured and systematic approach enables researchers to design, develop, and evaluate educational programs more effectively. The development process in this study has led to significant advancements in mathematics education at the elementary school level through an innovative approach using the Construct application. The results reveal several key findings that demonstrate the relevance and impact of the developed educational game program. The Construct application has proven to be a powerful platform for creating interactive and engaging educational games, allowing educators to design captivating learning experiences for students.
Pengembangan Game Edukasi Interaktif Berbasis Adobe Animate untuk Meningkatkan Pengenalan dan Pemahaman Hewan serta Habitatnya pada Anak Usia Dini M, Maemunah; Mas'ud, Huzaima
JoMMiT Vol 9 No 1 (2025): Artikel Jurnal Volume 9 Issue 1, June 2025
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v9i1.1477

Abstract

Pengenalan jenis-jenis hewan dan habitatnya kepada anak usia dini merupakan langkah penting dalam membangun pemahaman mereka tentang keanekaragaman hayati dan lingkungan hidup. Namun, metode pembelajaran konvensional seringkali kurang menarik bagi anak-anak, sehingga diperlukan pendekatan yang lebih interaktif dan menyenangkan. Penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Adobe Animate yang dirancang untuk mengenalkan habitat hewan (darat, laut, dan udara) kepada anak usia dini secara interaktif. Metode yang digunakan dalam pengembangan adalah Game Development Life Cycle (GDLC), yang mencakup tahapan initiation, pre-production, production, testing, release, dan post-production. Hasil pengembangan menunjukkan bahwa game ini berhasil memenuhi kebutuhan pembelajaran anak usia dini dengan menyediakan visual yang menarik, mekanisme permainan berbasis drag-and-drop, serta sistem reward yang memotivasi. Implementasi dilakukan melalui uji coba kepada 30 anak usia dini di lingkungan rumah dan sekolah, dengan pendampingan orang tua dan guru. Evaluasi efektivitas dilakukan melalui post-test pencocokan gambar, di mana 86,7% anak berhasil menjawab minimal 80% soal dengan benar. Selain itu, observasi keterlibatan menunjukkan bahwa 83% anak memperoleh skor tinggi dalam aspek perhatian dan interaksi, dengan rata-rata durasi bermain 12 menit per sesi. Umpan balik dari 10 guru PAUD dan 20 orang tua juga menunjukkan bahwa 93,3% responden memberikan penilaian positif terhadap media ini, menyatakan bahwa game mampu meningkatkan minat dan keterlibatan anak secara signifikan. Evaluasi menunjukkan bahwa game ini efektif meningkatkan pemahaman anak tentang habitat hewan, dengan tingkat keterlibatan dan antusiasme yang tinggi selama bermain. Guru dan orang tua juga memberikan umpan balik positif, menyatakan bahwa media ini membantu proses pembelajaran menjadi lebih menarik dan interaktif.
Pengembangan Media Pembelajaran Interaktif Editing Video Berbasis Adobe Flash M, Maemunah; Mas'ud, Huzaima
Jurnal Ilmiah Multidisiplin Amsir Vol 1 No 2 (2023): Juni
Publisher : AhInstitute of Research and Community Service (LP2M) Institute of Social Sciences and Business Andi Sapada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.411 KB) | DOI: 10.62861/jimat amsir.v1i2.216

Abstract

In an effort to provide a quality and sustainable education, each study program needs to evaluate the Multimedia-based learning is an alternative learning that can be done in the classroom. Through based learning. In multimedia, the teacher can help lead students to get a learning situation in such a way as to provide a concrete understanding of the material presented. In this study, the development of interactive learning media for video editing based on Adobe Flash was carried out. The results of the study show that interactive learning animation simulations will deepen their understanding and increase their interest in editing. The results of the analysis also show that video editing learning media using the Adobe Flash application can be used as a support for online and offline learning to help students learn and see phenomena online.
Decoding Gen-Z Voter Reactions to Political Hoaxes: a Deep Dive Into the 2024 Indonesian Presidential Election Hayat, Nahrul; M, Maemunah; Hidayati, Sari
Jurnal Review Politik Vol. 15 No. 1 (2025): June
Publisher : Fakultas Ushuluddin dan Filsafat UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/jrp.2025.15.1.122-145

Abstract

This study explores how Gen-Z voters in South Sulawesi, Indonesia, process and respond to political hoaxes during the 2024 presidential election. Using qualitative exploratory methods, data from 323 respondents in Makassar and Parepare were collected through focus group discussions (FGDs), interviews, and online questionnaires. The analysis, guided by the Elaboration Likelihood Model and Reception Theory, reveals that while Gen-Z voters generally exhibit rational affirmative behaviors, their responses to political hoaxes are shaped by political bias and motivations. Notably, 87% of respondents admitted to sharing misinformation about opposing politicians, while 46% were likely to dismiss hoaxes targeting candidates they support. This selective processing of political information highlights the critical need for digital literacy initiatives to equip Gen-Z with skills for critically assessing information. Strengthening digital literacy can empower this generation to make informed decisions, thereby fostering a transparent, inclusive, and resilient democratic process. The study underscores the importance of education in reducing Gen-Z's vulnerability to misinformation and calls for targeted programs to address confirmation bias. Future research should expand on these findings by examining rural Gen-Z voters to gain a broader understanding of voter behavior across diverse demographics in Indonesia.