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Development Of Student Helpcare Application Model To Help Reduce Bullying Cases In Elementary Schools Ahdhianto, Erif; Barus, Yohannes Kurniawan; Mudiono, Alif; Ardiansyah, Ahmad Nurrayhanwatsiq; Mahanani, Etyka Rina
Proceedings Series of Educational Studies 2024: International Conference of Research Innovation and Technology on Elementary Education (ICRITE
Publisher : Universitas Negeri Malang

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Abstract

Bullying or harassment was a negative behavior involving the abuse of power or authority by individuals or groups with the aim of hurting others, which could lead to trauma. The aim of this research was to develop a reporting application called Student Helpcare to help reduce cases of bullying and harassment at the elementary school. This type of research was research and development (R&D) using the Borg and Gall development model, which consisted of ten stages including: information gathering and preliminary research; planning; initial product draft development; internal testing; revision; small-scale testing; revision; large-scale testing; final product revision; and dissemination. The instruments used were questionnaires, including product validation questionnaires given to media and language experts, practicality and effectiveness questionnaires given to teachers and students, and interview instruments given to the school principal, teachers, and students. The data collection stages in this research included questionnaires, interviews, and documentation as supporting evidence. The results of the study explained that the developed application product met valid, practical, and effective criteria. This application product received a validity score from media experts of 4.93, categorized as very valid, and from language experts, a score of 4.54, also categorized as very valid. The practicality score of the product from teachers received an average of 4.65, categorized as very practical, and the practicality score from students received an average of 94.2%, also categorized as very practical. The effectiveness of the product received an average score from teachers of 4.45, and from students an average score of 93.4%, indicating that the product developed was effective in reporting and receiving reports related to bullying or harassment in elementary schools.
Development of KAREBU (cultural diversity card game) to enhance curiosity in fourth-grade elementary students Mahanani, Etyka Rina; Ahdhianto, Erif; Barus, Yohannes Kurniawan
Journal of Artificial Intelligence in Education & Learning Innovation Vol. 1 No. 1 (2025): Journal of Artificial Intelligence in Education & Learning Innovation
Publisher : CV Rezki Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56003/jaieli.v1i1.526

Abstract

Background: Learning media is one of the important components of education. Objectives: The purpose of this research and development was to develop the KAREBU (Cultural Diversity Card) learning media to strengthen the curiosity character of fourth-grade students in the subject of Natural and Social Sciences with local cultural diversity material that is valid, practical, and effective. Methods: Using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), this study developed KAREBU cards integrated with augmented reality (AR) technology. This research instrument is in the form of interviews, observations, and questionnaires given to instrument experts, material experts, media experts, and users, including teachers and students. Data collection stages were carried out through observation, interviews, needs questionnaires, validation questionnaires, practicality questionnaires, and curiosity questionnaires before and after using the media. Results: The results showed that the KAREBU learning media met the valid, practical, and effective criteria. KAREBU media received a validity score from material experts of 3.72 with a valid category, a score from media experts of 4.91 with a very valid category, and a score from users of 4.73 with a very valid category. The KAREBU learning media received a practicality score from teachers of 4.49 with a convenient category and a practicality score from students of 98.5% with a convenient category. The level of media effectiveness in strengthening students' curiosity was obtained from the results of the questionnaire before and after using the media, which was calculated using the N-Gain Score test with a value of 0.76 and high effectiveness criteria. Conclusions: Therefore, it was concluded that the KAREBU learning media effectively strengthens students' curiosity. Further studies could explore the long-term impacts of KAREBU on cross-cultural empathy.