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ANALISIS PENGGUNAAN SAINS EXPLORER: GAME EDUKASI IPA UNTUK MELATIH PEMAHAMAN DASAR STRUKTUR TUMBUHAN PADA SISWA KELAS 3 SD NEGERI 44 KOTA TERNATE Abdy, Iwan; Rahmadani, Andi
PEDAGOGIK Vol 13, No 1 (2025)
Publisher : Prodi PGSD FKIP Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/pedagogik.v13i1.10080

Abstract

Penelitian ini bertujuan untuk menganalisis penggunaan Sains Explorer sebagai game edukasi dalam melatih pemahaman dasar struktur tumbuhan pada siswa kelas 3 SD Negeri  44 Kota ternate. Permasalahan yang diangkat dalam penelitian ini adalah efektivitas penggunaan Sains Explorer dalam meningkatkan pemahaman siswa tentang struktur tumbuhan, aspek-aspek yang membuat Sains Explorer menarik bagi siswa, serta respon siswa terhadap penggunaan game ini sebagai metode pembelajaran. Metode penelitian yang digunakan adalah pendekatan kualitatif dengan wawancara dan observasi terhadap siswa dan guru. Hasil penelitian menunjukkan adanya peningkatan signifikan pada rata-rata nilai belajar siswa, dari 61 pada pra siklus menjadi 82 pada siklus II, dengan persentase ketuntasan belajar meningkat dari 30% menjadi 80%. Selain itu, Sains Explorer berhasil meningkatkan minat dan antusiasme belajar siswa, mendorong kemandirian belajar, serta memperkuat pemahaman konsep struktur tumbuhan secara lebih konkret dan menyenangkan. Dengan demikian, Sains Explorer dapat dijadikan media pembelajaran efektif untuk meningkatkan kualitas pembelajaran IPA di sekolah dasar.
Persepsi terhadap pengunaan AI: Tools aplikasi, intensitas, efektivitas, kemudahan, dukungan dan etika dalam pemanfaatan AI di kalangan mahasiswa Pamuti Pamuti; Iwan Abdy; Andi Rahmadani; Ayu Annisa Akbar; Lis Susilawati
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 9, No 3 (2025): December 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v9i3.109374

Abstract

Tujuan penelitian ini adalah mengeksplorasi persepsi mahasiswa terhadap penggunaan teknologi AI dalam aktivitas akademik, tools AI, intensitas pengunaan, kemudahan, dukungan lingkungan dan etika dalam pemanfaatan AI. Penelitian ini dilakukan dengan pendekatan Kuantitatif deskriptif. Teknik pengumpulan data dalam penelitian ini menggunakan angket yang dibagikan pada mahasiswa program studi PGSD sebanyak 137 responden. Data yang terkumpul dianalisis mengunakan analisis deskriptif untuk melihat pola dan kecenderungan data, serta mengungkap persepsi pemanfaatan AI dikalangan mahasiswa. Hasil: Temuan tersebut mengungkapkan integrasi pemanfaatan AI yang signifikan, dengan AI yang populer adalah ChatGPT/Gemini (59,12%). Respon Mahasiswa menunjukkan intensitas penggunaan yang tinggi (68,6% menggunakan AI selama  >10 jam per minggu) dan merasakan efektivitas yang tinggi dengan mengunaan AI, dengan 64,7% merasa mudah sampai lebih mudah mengerjakan tugas dan 56,2% sering sampai sangat sering menggunakan AI untuk memahami materi. Dukungan lingkungan kuat dari teman sebaya (88,6%), dukungan dosen juga cukup tinggi (52,4% mendukung) dan dukungan orang tua (54,3% mendukung). Kesenjangan kritis terjadi pada praktik integritas akademik yang rendah, karena 60,9% mahasiswa hanya terkadang atau tidak pernah menulusuri lebih lanjut konten yang dihasilkan AI.  Perceptions of AI use: Application tools, intensity, effectiveness, ease of use, support, and ethics in the use of AI among students Abstract: The purpose of this study was to explore students' perceptions of the use of AI technology in academic activities, AI tools, intensity of use, ease of use, environmental support, and ethics in the use of AI. This study was conducted using a descriptive quantitative approach. The data collection technique in this study used a questionnaire distributed to 137 respondents of the Elementary School Teacher Education (PGSD) study program students. The collected data were analyzed using descriptive analysis to see data patterns and trends, as well as to reveal perceptions of AI use among students. Results: The findings revealed a significant integration of AI use, with the most popular AI being ChatGPT/Gemini (59.12%). Student responses showed a high intensity of use (68.6% used AI for >10 hours per week) and felt high effectiveness by using AI, with 64.7% finding it easy to easier to do assignments and 56.2% often to very often using AI to understand the material. Strong environmental support from peers (88.6%), lecturer support was also quite high (52.4% supported) and parental support (54.3% supported). A critical gap exists in low academic integrity practices, as 60.9% of students only sometimes or never explore AI-generated content further.
Enhancing Learning Outcomes, Motivation, and Self-Efficacy in Sociodrama through a Blended Spinner Application and Role-Playing Method Rafik Abasa; Roni Kurniawan; Iwan Abdy; Andi Rahmadani; Pamuti Pamuti; Lis Susilawati
Jurnal Ilmiah Global Education Vol. 7 No. 1 (2026): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v7i1.5202

Abstract

This study addresses the challenge of low student engagement and performance in sociodrama within secondary education. Conventional teaching methods often lead to passive learning, lack of confidence, and inadequate understanding of role-playing techniques. The aim of this research is to investigate the effectiveness of a blended pedagogical approach combining a digital Spinner Application and Sociodrama (Role-Playing) to enhance learning outcomes, motivation, and self-efficacy among students. The research employed a Classroom Action Research (CAR) design, conducted over two cycles with 30 Grade XI Social Studies students at MAN 1 Ternate City, Indonesia. Methods included direct observation, performance rubrics, and pre- and post-intervention questionnaires measuring motivation and self-efficacy using a 5-point Likert scale. The results showed significant improvements: average spontaneity scores rose from 83.33 (Cycle I) to 88.67 (Cycle II), and structured performance scores increased from 82 (pre-test) to an average of 89.5 (Cycle II). Motivation increased by 63.4% and self-efficacy by 76.8%. The blended method successfully reduced anxiety, increased participation, and improved both cognitive and affective learning domains. These findings support the integration of gamification and experiential learning in drama education.  
Penerapan Teknologi Dalam Pelatihan Pembuatan E- Modul Untuk Mengintegrasikan Budaya Lokal Risna Srinawari; Selvi Wulandari; Fauzia Harun; Andi Rahmadani; Jein C. Flori; Sriwildasari Suleman
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 6 No 1 (2025): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v6i1.30783

Abstract

In the context of education in Indonesia, fostering love and pride for local culture is crucial. Our country has a vast cultural diversity that, if not preserved and introduced from an early age, could be lost to the tides of modernization. Therefore, the role of teachers as strategic agents in the educational process must be encouraged to adopt more innovative approaches in teaching. This community service aims to equip teachers with the skills to create e-modules that integrate local cultural values as part of the learning process. The activities were conducted in May 2025, involving 14 teachers from SMA Negeri 11 Halmahera Selatan. The training procedure included planning, implementation, and evaluation stages. Evaluation results showed a significant improvement in teachers' understanding of local culture and technical skills, reflected in the average pretest and posttest scores, which increased from 61.4% to 90% for cultural understanding and from 58.6% to 80.3% for digital application skills. The resulting e-modules were able to present material aligned with regional characteristics, facilitating more engaging and interactive learning. This training outcome is expected to support the improvement of learning quality through culturally relevant digital media while strengthening the preservation of local culture within education. Integrating local culture into e-modules is also expected to enhance students' learning interest and critical thinking regarding cultural values.
Motivasi Belajar Meningkatkan Motivasi Belajar Menggunakan Student Teams Achievement Divisions Pembelajaran IPA Kelas IV SDN 48 Ternate Iwan Abdy; Andi Rahmadani; Dwi Widyastuti Nurharyanto
JURNAL ARMADA PENDIDIKAN Vol 3 No 3 (2025): JURNAL ARMADA PENDIDIKAN
Publisher : Kilau Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60041/jap.v3i3.205

Abstract

The research aims to determine the improvement of student learning motivation at SDN 48 Ternate in science subjects through the application of the Student Teams Achievement Divisions (STAD) model. The research design is classroom action research with the subjects being 22 students from the fourth grade of SDN 48 Ternate for the 2024/2025 academic year. This research was conducted in two cycles. Observation and Testing are the two main approaches to data collection. Student learning motivation consists of: the frequency of questions asked by students, student attention, student cooperation in groups, and the increase in learning resources utilized by students. In the pre-cycle, the average was 28.41%, in Cycle I the average was 44.32%, while in Cycle II the average reached 75%. From these results, it can be concluded that student motivation increased by 15.91% in Cycle I. The increase in student learning motivation in cycle II is greater than in cycle I by 30.68%, this indicates that the indicator of increased student learning motivation has been achieved. It can be concluded that the STAD method of learning has a positive effect and can enhance student learning motivation in science education.
PSIKOEDUKASI PERILAKU ANTI VANDALISME KE SISWA SMA NEGERI 3 KOTA TERNATE Fiki Febrian Dwi Prasetya; Liasari Armaijn; Rufaidah Azzahrah; Irma Dasi; Novi Elisadevi; A. Agustan Arifin; Irham Wibowo; Rohana Sufi; Andi Rahmadani
Jurnal Pengabdian kepada Masyarakat Sidoluhur Vol 6 No 01 (2026)
Publisher : Universitas Islam Batik Surakarta

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

Abstract

Perilaku vandalisme di lingkungan sekolah, seperti mencoret dinding, meja, kursi, dan fasilitas umum, merupakan permasalahan yang dapat mengganggu kenyamanan belajar serta mencerminkan rendahnya kontrol diri, kesadaran terhadap norma, dan kepedulian terhadap lingkungan sekolah. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan pengetahuan dan kesadaran siswa mengenai dampak perilaku vandalisme, membentuk sikap anti-vandalisme, serta memperkuat rasa memiliki dan tanggung jawab terhadap lingkungan sekolah. Kegiatan dilaksanakan di SMA Negeri 3 Kota Ternate dengan menggunakan pendekatan psikoedukatif yang interaktif, partisipatif, dan reflektif. Tahapan kegiatan meliputi sosialisasi, psikoedukasi, pelatihan kontrol diri dan disiplin positif, diskusi kelompok, studi kasus, simulasi, pemanfaatan media edukasi digital, serta penguatan dukungan teman sebaya melalui pembentukan agen perubahan anti-vandalisme. Evaluasi dilakukan melalui observasi, refleksi siswa, serta pengukuran pengetahuan dan pemahaman menggunakan pre-test dan post-test dengan melibatkan guru Bimbingan dan Konseling serta wali kelas. Kegiatan diarahkan pada penguatan school belongingness, kepedulian terhadap fasilitas sekolah, dan pembentukan budaya sekolah yang positif. Program ini diharapkan dapat meningkatkan pemahaman, kontrol diri, kepedulian, serta tanggung jawab siswa dalam mencegah perilaku vandalisme dan menciptakan lingkungan belajar yang aman, nyaman, tertib, dan kondusif.