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Analisis kebutuhan: bumper videos interaktif etnografis dengan pendekatan gamifikasi di sekolah dasar Dewinta Aulia Savitri; Aswasulasikin Aswasulasikin; Makmum Raharjo
Jurnal Konseling dan Pendidikan Vol. 13 No. 3 (2025): JKP
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1177100

Abstract

This study aims to analyze the needs for developing ethnographic bumper videos based on gamification in Natural and Social Science (IPAS) learning at the elementary school level. A descriptive qualitative approach was employed involving 12 teachers and 324 students from three elementary schools in Palembang. The instrument was constructed based on six main aspects pedagogical, technical, cognitive, aesthetic, socio-cultural, and evaluative integrated across four components: students, teachers, media, and instructional design. Data were collected through observation, semi-structured interviews, and questionnaires, then analyzed using percentage techniques and Spearman’s rank correlation. The findings revealed that all aspects were in the high to very high category, with strong positive correlations (rs = 0.67–0.78) between school-based learning needs and home learning activities. Cognitive and aesthetic aspects emerged as the dominant needs, emphasizing the importance of visually engaging designs that enhance information processing efficiency. These results affirm that multidimensional needs analysis is essential for developing digital learning media that are contextual, adaptive, and aligned with the Merdeka Curriculum, contributing to effective and culturally relevant learning experiences.
PENGARUH AGROWISATA TERHADAP DAYA SERAP TENAGA KERJA LOKAL DI DESA SINDANG PANJANG Lia Puspita Sari; Azizah Husin; Aswasulasikin Aswasulasikin; Shomedran Shomedran
Jurnal Pariwisata Bisnis Digital dan Manajemen Vol. 5 No. 1 (2026): Jurnal Pariwisata, Bisnis Digital dan Manajemen Periode Mei 2026
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jasdim.v5i1.8423

Abstract

Pengembangan sektor agrowisata menjadi salah satu strategi pembangunan daerah yang mampu meningkatkan aktivitas ekonomi masyarakat pedesaan melalui penciptaan lapangan kerja baru. Penelitian ini bertujuan untuk mengetahui pengaruh Agrowisata Tanjung Sakti terhadap daya serap tenaga kerja lokal di Desa Sindang Panjang, Tanjung Sakti, Kabupaten Lahat. Penelitian menggunakan pendekatan kuantitatif dengan metode asosiatif yang melibatkan 30 tenaga kerja lokal sebagai responden menggunakan teknik sampel jenuh. Analisis data dilakukan menggunakan uji validitas, reliabilitas, normalitas, linearitas, regresi linear sederhana, dan koefisien determinasi (R²) dengan bantuan SPSS. Hasil penelitian menunjukkan bahwa agrowisata berpengaruh signifikan terhadap daya serap tenaga kerja lokal dengan nilai t sebesar 6,911 dan signifikansi <0,001. Nilai koefisien determinasi (R²) sebesar 0,630 menunjukkan bahwa agrowisata memberikan kontribusi sebesar 63% terhadap daya serap tenaga kerja lokal. Penelitian ini menegaskan bahwa pengembangan agrowisata mampu meningkatkan kesempatan kerja, peluang usaha, dan kesejahteraan masyarakat lokal di Desa Sindang Panjang.
Penguatan Kompetensi Guru dalam Penyusunan Pedoman Praktikum IPA SD untuk Melatih Berpikir Kritis Siswa di Sekolah Dasar Sakatiga Seberang Ogan Ilir Suratmi Suratmi; Laihat Laihat; Aswasulasikin Aswasulasikin; Nurdin Kamil; Meilani Tirta Sari; Mazda Leva Okta Safitri
Jurnal Pengabdian UNDIKMA Vol. 7 No. 1 (2026): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v7i1.18657

Abstract

This community service program aims to enhance teachers’ competencies in developing science practicum guidelines to foster elementary school students’ critical thinking skills. The program employed a Participatory Learning and Action (PLA) approach involving 20 elementary school teachers in Sakatiga, Seberang Ogan Ilir. Program evaluation was conducted using written tests (pre-tests and post-tests), observation sheets, interviews, and reflective discussions. The data were analyzed using descriptive quantitative methods. The results indicate a significant improvement in teachers’ competencies. The average pre-test scores were categorized as moderate, while post-test results improved to a very good category after teachers participated in the training and mentoring activities. In addition, the quality of the instructional products developed by the teachers also improved, and enhanced teacher competencies were reflected in classroom instructional practices. The impact on students was evidenced by increased active participation, enthusiasm, and confidence in asking questions and expressing opinions during science practicum activities.
Implementasi Pendekatan Gamifikasi untuk Meningkatkan Kreativitas Mahasiswa PGSD dalam Merancang Media Pembelajaran Sekolah Dasar Meilani Tirta Sari; Aswasulasikin Aswasulasikin; Mazda Leva Okta Safitri; Bunda Harini; Nurdin Kamil; Ilham Arya Susanto
Educatio Vol 21 No 2 (2026): Educatio
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edc.v21i2.36231

Abstract

This study aims to analyze the implementation of a gamification approach in the Learning Media and Technology course and its effect on the creativity of Primary School Teacher Education (PGSD) students at Universitas Sriwijaya in designing learning media for elementary school students. This study employed a pre-experimental method with a One-Group Pretest-Posttest design, involving 32 PGSD students who received a gamification intervention over six meetings, incorporating elements such as points, badges, leaderboards, and tiered challenges. Creativity data were collected through a product assessment rubric based on four indicators, namely fluency, flexibility, originality, and elaboration, which were then analyzed using a paired sample t-test, N-Gain Score, and Cohen's d. The results showed that students' average creativity scores increased significantly from 58.75 in the pretest to 87.41 in the posttest (t = 20.68; p = 0.000), with an N-Gain of 0.695 (moderate to high category) and a Cohen's d of 3.67, categorized as a very large effect. The originality indicator, despite being the weakest at pretest, recorded the highest increase among all indicators. It is concluded that the gamification approach is effective when applied in the Learning Media and Technology course to enhance the creativity of PGSD students as prospective elementary school teachers. Keywords: creativity, elementary school learning media, gamification, PGSD students