Yunauro Prespi Mubaroq
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DAMPAK GAME ONLINE ROBLOX TERHADAP MOTIVASI BELAJAR SISWA STUDI KASUS DI SD NEGERI SETIA DARMA 04 Yunauro Prespi Mubaroq; Suharjuddin; Yohamintin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 3 September 2025 In Order
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31758

Abstract

This study aims to describe and analyze the impact of the online game Roblox onthe learning motivation of elementary school students. The focus of the study isdirected at changes in learning behavior, consistency of learning enthusiasm, andthe responses of students, teachers, and parents to the habit of playing onlinegames. This study was conducted at SD Negeri Setia Darma 04 using a qualitativeapproach and case study method. Data were obtained through in-depth interviewswith informants consisting of class teachers, parents of students, and fourth gradestudents who actively play Roblox. This study is based on the researchersconcern because of the rampant children playing online games around theresearchers residence. This study aims to determine the impact of the onlinegame Roblox on the learning motivation of students at SD Negeri Setia Darma 04.
PENDAMPINGAN LITERASI DAN NUMERASI SISWA SEKOLAH DASAR MELALUI CERITA ANAK DIGITAL BERBASIS FLIPBOOK DALAM PROGRAM BELAJAR KREATIF BERKELANJUTAN Aliera Azzahra Putri; Anastya Basyith Ad Dauwi; Sabrina Putri Salsabila; Yunauro Prespi Mubaroq; Fauzan Dwi Alfianto; Decenni Amelia
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42278

Abstract

Literacy and numeracy are fundamental skills that must be developed from the elementary school level because they form the basis for students’ thinking abilities and academic success. However, learning activities in the community are still often limited to conventional methods that are less engaging for children. This study aims to describe the implementation of literacy and numeracy assistance for elementary school students through digital children’s stories based on flipbooks within the Sustainable Creative Learning Program. This research used a descriptive qualitative approach. Data were collected through observation, interviews, documentation, and student questionnaires during the implementation of the program. The assistance activities were carried out during a one-month community service program (KKN) in Harapan Jaya, Bekasi, through several thematic activities that integrated reading and numeracy exercises using digital flipbooks. The results show that the use of digital flipbook-based children’s stories made students more interested, active, and motivated in learning. Students were able to better understand reading content and apply simple numeracy concepts through contextual and enjoyable activities. Overall, digital flipbook media played an important role in supporting literacy and numeracy assistance by creating a more meaningful, interactive, and student-centered learning experience.