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Meningkatkan Motivasi dan Hasil Belajar Siswa dengan Menggunakan Media Digital (YouTube dan Game Online) pada Materi Literasi Digital untuk Kemajuan Bangsa di SMP Sunan Giri Kota Probolinggo Dzaky Isyuniandri; Alfiatus Syarofah; Halimah Halimah; Indani Khoirun Nisak; Syamriba Ardila
Dewantara : Jurnal Pendidikan Sosial Humaniora Vol. 3 No. 4 (2024): Desember : Dewantara : Jurnal Pendidikan Sosial Humaniora
Publisher : Universitas 45 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30640/dewantara.v3i4.3614

Abstract

This Classroom Action Research (PTK) was motivated by the low interest of students in Civics subjects. This is thought to be due to a lack of adequate reference sources, which makes students have to write a lot of study material which then makes them feel bored and boring. This Classroom Action Research (PTK) aims to increase student motivation and learning outcomes by using digital media (YouTube and Online Games) on the material "Digital Literacy for Student Progress" at Sunan Giri Middle School, Probolinggo City. The benefits of Classroom Action Research (PTK) are: it can provide information about the causes of students' low interest in Civics subjects as well as ways to increase student motivation. Classroom Action Research (PTK) can provide greater opportunities for students to gain knowledge by using media. digital in the learning process, so that it has an impact on improving student learning outcomes, besides that it can also be used as input material in an effort to increase student motivation and learning outcomes in Civics subjects. Thus, students' interest in learning about Civics subjects increases. Classroom Action Research consists of 2 cycles. Data from this research was obtained from teachers (observers) and students through observation, tests and documentation. Based on research data from cycle I to cycle II, data was obtained that students' interest and learning outcomes in the learning process through digital media (YouTube and Online Games) had increased significantly from previous learning which used the summarizing method. So the conclusion is that the application of digital media (YouTube and Online Games) can increase student interest and learning outcomes in Civics subjects at Sunan Giri Middle School, Probolinggo City.
Membangun LINGKAR (Literasi Digital untuk Anak Pintar) sejak Dini di SDN Mranggon Lawang II Probolinggo Dzaky Isyuniandri; Indani Khoirun Nisak
Jurnal Kemitraan Masyarakat Vol. 2 No. 4 (2025): Desember : Jurnal Kemitraan Masyarakat
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/jkm.v2i4.2481

Abstract

The purpose of this community service activity is to improve the digital literacy of children at SDN Mranggon Lawang II by teaching them how to find accurate information and know the dangers of hoaxes. In order for children to use technology wisely, they must be taught important digital literacy from an early age. This activity was carried out through interactive lectures and Q&A discussions for seven days in August 2024. In addition to examples of simple false information, the material includes differences of opinion and facts, there were 13 children who participated showing a high level of enthusiasm during the activity. However, there are obstacles regarding language that hinder understanding that can be overcome through communication techniques and visual media. The results of the activity show that children better understand the importance of critical thinking when getting information. This activity is expected to increase knowledge about digital literacy and encourage smart media behavior.