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MEMBENTUK GENERASI ANTI-KORUPSI MELALUI MEDIA PIXTON DI SD NEGERI MAULAFA KUPANG Arnoldus, Angeline; Nitte, Yulsy Marselina; Masae, Ariani Indah Lestari; Anabokay, Dini Lidya; Dethan, Endang Adolfina; Ega, Elisabeth; Gandur, Maria Dela; Manek, Maria Derosari Muti; Siba, Yohana Yuvita; Adu, Wiliam Yusri Yadi
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 3 No 01 (2025): FEBRUARI 2025
Publisher : Media Inovasi Pendidikan dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Korupsi merupakan salah satu tantangan terbesar di Indonesia. Artikel ini melaporkan kegiatan sosialisasi untuk memperkenalkan nilai-nilai anti-korupsi kepada siswa sekolah dasar melalui media Pixton. Media ini dirancang untuk mendukung edukasi yang menarik, memperkenalkan kejujuran, tanggung jawab, dan integritas, serta meningkatkan kesadaran siswa akan pentingnya menjauhi korupsi sejak dini. Hasil kegiatan ini menunjukkan bahwa Pixton secara efektif meningkatkan pemahaman siswa tentang nilai-nilai anti-korupsi, terlihat dari partisipasi aktif mereka dan kemampuan mengidentifikasi contoh perilaku koruptif dalam kehidupan sehari-hari.
Pengaruh Media Pembelajaran Digital Math Maze Terhadap Hasil Belajar Matematika Materi Pecahan Di SD Kristen Harmony Kupang Nitte, Yulsy Marselina; Missa, Hilda Anjela; Leu Insantuan, Maria Dea Gracia; gono ate, Apriliana yenilasari; Arnoldus, Angeline
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 11 No. 2 (2025): Volume 11 No 2 September 2025
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v11i2.3042

Abstract

Abstrak Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran digital Math Maze terhadap hasil belajar matematika materi pecahan di kelas V SD Kristen Harmony Kupang. Permasalahan utama dalam pembelajaran matematika adalah rendahnya hasil belajar siswa, kurangnya keterlibatan aktif, serta minimnya media interaktif dan inovatif. Math Maze, sebagai game edukatif digital, diharapkan dapat meningkatkan minat, motivasi, dan pemahaman siswa dalam mempelajari materi yang abstrak. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi eksperimen dan desain pretest-posttest control group. Sampel terdiri dari dua kelas: kelompok eksperimen (15 siswa, menggunakan Math Maze) dan kelompok kontrol (15 siswa, metode konvensional). Pengumpulan data dilakukan melalui tes hasil belajar, observasi, wawancara, dan dokumentasi. Analisis data mencakup uji validitas, reliabilitas, normalitas, homogenitas, uji-t, gain score, dan regresi linier sederhana. Hasil penelitian menunjukkan bahwa Math Maze memberikan pengaruh positif dan signifikan terhadap hasil belajar. Rata-rata nilai posttest kelompok eksperimen (84,67) lebih tinggi daripada kelompok kontrol (72,40), dengan gain ternormalisasi 0,56 (kategori sedang). Uji-t menunjukkan perbedaan signifikan (Sig. = 0,000 < 0,05), serta persepsi siswa turut memengaruhi peningkatan hasil belajar. Kata Kunci : Media Pembelajaran Digital; Math Maze; Hasil Belajar; Matematika; Pecahan   Abstract This study aims to determine the effect of digital learning media Math Maze on mathematics learning outcomes on fraction material in grade V of SD Kristen Harmony Kupang. The main problems in mathematics learning are low student learning outcomes, lack of active involvement, and minimal interactive and innovative media. Math Maze, as a digital educational game, is expected to increase students' interest, motivation, and understanding in learning abstract material. This study uses a quantitative approach with a quasi-experimental method and a pretest-posttest control group design. The sample consisted of two classes: the experimental group (15 students, using Math Maze) and the control group (15 students, conventional method). Data collection was carried out through learning outcome tests, observations, interviews, and documentation. Data analysis included validity, reliability, normality, homogeneity, t-test, gain score, and simple linear regression tests. The results showed that Math Maze had a positive and significant effect on learning outcomes. The average posttest score of the experimental group (84.67) was higher than the control group (72.40), with a normalized gain of 0.56 (moderate category). The t-test showed a significant difference (Sig. = 0.000 < 0.05), and student perceptions also influenced the improvement of learning outcomes.Keywords: Digital Learning Media; Math Maze; Learning Outcomes; Mathematics; Fractions
PENGEMBANGAN BAHAN AJAR BERBASIS ARTIFICIAL INTELLIGENCE (AI) UNTUK MENINGKATKAN HASIL BELAJAR MATERI KEBERAGAMAN SOSIAL SISWA KELAS IV SDN OEBOBO 2 KOTA KUPANG Arnoldus, Angeline; Yulsy Marselina Nitte; Heryon Bernard Mbuik
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57670

Abstract

The rapid advancement of digital technology has encouraged elementary schools to develop more innovative teaching materials that are able to improve students' learning outcomes. However, the teaching materials used in Pancasila Education learning at SDN Oebobo 2 Kupang City remain dominated by printed textbooks, making students less active and resulting in low learning achievement, particularly on the topic of social diversity. This study aimed to develop Artificial Intelligence (AI)-based teaching materials and determine their feasibility, practicality, and effectiveness in improving fourth-grade students' learning outcomes. The study employed a Research and Development (R&D) approach using the ADDIE development model consisting of Analysis, Design, Development, Implementation, and Evaluation. The research subjects consisted of 46 fourth-grade students divided into an experimental class and a control class. Data were collected through expert validation sheets, teacher and student response questionnaires, and pretest-posttest achievement tests. The developed product was an AI-based interactive learning video integrating ChatGPT, Terabox AI, CapCut, and Mindstamp AI. The results showed that the teaching materials were highly feasible, with media expert validation reaching 77.7%, material expert validation 96.8%, and language expert validation 100%. Teacher and student responses reached 97.5% and 87.5%, respectively, indicating that the product was highly practical. The effectiveness test demonstrated a significant improvement in learning outcomes, with the experimental class average score increasing from 58.82 on the pretest to 80.73 on the posttest. Independent sample t-test analysis showed a significance value of 0.000 (<0.05), while the average N-Gain score reached 0.345, indicating a moderate improvement category. Therefore, AI-based teaching materials are feasible, practical, and effective for improving elementary school students' learning outcomes on social diversity material.