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PENGARUH PENERAPAN MEDIA PEMBELAJARAN IPA BERBASIS 3D TERHADAP HASIL BELAJAR SISWA KELAS V SD Septiana, Nanda; Nur Fadhilah, Mutik
Al-Adawat : Jurnal Pendidikan Madrasah Ibtidaiyah Vol. 3 No. 02 (2024): AGUSTUS
Publisher : PGMI UNHASY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/aldawat.v3i02.6986

Abstract

The study aim to describe the effect of implementating 3D based sicence learning media on the laerning outcames of fifth grade elementary school students. The research method used is, experimental with a one group pretest-postest only design. The population in this study consisted of all elementary school students residing in Toronan, with fifth grade students selected as the sample using random sampling. The research instrument was a learning outcome test, anda data were analyzed using a t-test to measure the significance pf the impact. The result showed that 3D media had a significant effect pn improving students learning outcomes in science subjects, with a significance value of 0,000<0,05. This media helps students understand  abstract concepts more concretely, enchancing comprehension and is recommended as an affective alternative in science learning for fifth grade classes
Tes Pilihan Ganda Berbantuan Media Quizizz sebagai Alat Evaluasi Pembelajaran Teks Iklan, Slogan, dan Poster pada Siswa Kelas VIII Moh. Toharuddin Arifin; Rika Maulinda; Mutik Nur Fadhilah
DEIKTIS: Jurnal Pendidikan Bahasa dan Sastra Vol. 5 No. 4 (2025)
Publisher : Perkumpulan Dosen Muslim Indonesia - Sulawesi Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53769/deiktis.v5i4.2404

Abstract

Penelitian ini membahas penerapan Tes Pilihan Ganda Berbantuan Quizizz sebagai alat evaluasi pembelajaran teks iklan, slogan, dan poster pada siswa kelas VIII SMP Ma'arif 4 Pamekasan berbasis pesantren Tujuan penelitian ini adalah mendeskripsikan pelaksanaan evaluasi berbantuan media digital Quizizz serta memahami keterlibatan siswa dalam kegiatan evaluasi kolaboratif menggunakan smart TV dengan satu gawal per kelompok Penelitian ini menggunakan metode deskriptif kualitatif dengan teknik pengumpulan data melalui observasi. Hasil penelitian menunjukkan bahwa pelaksanaan evaluasi menggunakan Quizizz menciptakan suasana belajar yang interaktif kolaboratif, dan menyenangkan Unsur permainan dalam aplikasi seperti poin dan leaderboard meningkatkan motivasi serta partisipasi siswa Dua kelompok menjawab benar seluruh soal, sedangkan satu kelompok hanya salah dua menandakan efektivitas media ini dalam memperkuat pemahaman materi Dapat disimpulkan bahwa penggunaan Quizizz merupakan inovasi evaluasi yang adaptif kolaboratif dan efektif di lingkungan pesantren.
Penguatan Karakter Religius dan Cinta Tanah Air bagi Anak Pekerja Migran Indonesia di Sanggar Bimbingan Ampang Selangor Malaysia Mutik Nur Fadhilah; Suwantoro Suwantoro; Rasidi Rasidi; Novem Sri Wahyuni; Wardatul Basyra; Rina Paramita; Siswanto Siswanto; Ahmad Fawaid; Muliatul Maghfiroh; Jamiluddin Usman
ABDI: Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 7 No 2 (2025): Abdi: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : Labor Jurusan Sosiologi, Fakultas Ilmu Sosial, Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/abdi.v7i2.1116

Abstract

Realita di lapangan menunjukkan bahwa rasa cinta tanah air di kalangan masyarakat Indonesia, khususnya generasi milenial hingga generasi platinum, saat ini mengalami krisis identitas nasional. Tantangan ini semakin besar dihadapi oleh anak-anak pekerja migran Indonesia yang tinggal di luar negeri, seperti di Malaysia, yang memiliki keterbatasan akses terhadap pendidikan karakter berbasis nilai religius dan nasionalisme. Program Penguatan Karakter Religius dan Cinta Tanah Air bagi Anak Pekerja Migran Indonesia di Sanggar Bimbingan Ampang Selangor Malaysia dirancang untuk menjawab permasalahan tersebut. Program ini menggunakan pendekatan Asset-Based Community Development (ABCD), yang berfokus pada identifikasi, mobilisasi, dan pemanfaatan potensi serta aset komunitas. Pelaksanaan program dilakukan dalam lima tahap: identifikasi aset, pembentukan kemitraan, pendidikan dan pelatihan, penerapan, serta evaluasi. Evaluasi program dilakukan melalui pre-test, post-test, observasi, dan wawancara. Hasil penelitian menunjukkan peningkatan signifikan dalam karakter religius anak, yang tercermin dari peningkatan stabilitas emosional, penguatan identitas budaya, pemahaman moral dan etika, serta dukungan sosial yang lebih baik. Sementara itu, karakter cinta tanah air anak juga meningkat, ditandai dengan pemahaman yang lebih kuat terhadap identitas nasional, kebanggaan dan loyalitas terhadap bangsa, integrasi sosial di lingkungan komunitas migran, serta motivasi untuk berkontribusi bagi bangsa Indonesia di masa depan. Partisipasi aktif orang tua, guru, pengelola sanggar, dan KBRI Malaysia menjadi faktor kunci keberhasilan program. Selain memberikan dampak jangka pendek, program ini juga berpotensi berkelanjutan melalui integrasi modul penguatan karakter dalam kurikulum sanggar dan terbentuknya forum orang tua. Model ini direkomendasikan untuk direplikasi di komunitas pekerja migran Indonesia di negara lain sebagai upaya strategis membangun karakter bangsa di era globalisasi.
Pemanfaatan Gamifikasi dalam Ekopedagogi untuk Meningkatkan Keterampilan Membaca dan Menulis Anak Nanda Septiana; Mutik Nur Fadhilah
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia 2024: SPECIAL EDITION: LALONGET V
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.vi.17198

Abstract

Ecopedagogy offers an approach to the importance of sustainable education, to raise critical awareness of environmental impacts. Through the integration of game elements, such as challenges, points, and rewards, in learning that focuses on environmental themes, this study aims to increase students' motivation and engagement in the learning process related to children's reading and writing. This research method uses a literature study, which involves analyzing relevant literature, including scientific articles, books, and recent research reports. This method allows for the exploration of information on how gamification can be applied to improve literacy skills, as well as how social interaction in game-based activities can strengthen students' understanding of learning materials. The results showed that students who participated in gamification activities experienced significant improvements in reading and writing skills, and were more motivated and engaged in learning. Collaboration between students can strengthen their sense of responsibility for the environment, and improve critical thinking skills. These findings suggest that the integration of gamification in ecopedagogy can create a more holistic and effective learning experience, contributing to the development of literacy as well as environmental awareness. This article provides recommendations for educators to integrate gamification into the curriculum as a tool to create more interactive, engaging, and relevant learning in the modern era.
Promoting Sustained Learning through Critical Thinking Pedagogies: A Comparative Study of Singapore and Indonesia Mutik Nur Fadhilah; Mohamad Nurahman
Entita: Jurnal Pendidikan Ilmu Pengetahuan Sosial dan Ilmu-Ilmu Sosial Special Edition: Renaisans 2nd International Conference of Social Studies
Publisher : IAIN Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ejpis.v2i.24485

Abstract

This study aims to comparatively analyze critical thinking pedagogies in Singapore and Indonesia by examining how primary school teachers within the frameworks of Teach Less, Learn More (TLLM) and the Kurikulum Merdeka design and implement instruction that deliberately directs students to think critically. The research employs a qualitative approach with a cross- national descriptive-comparative design, involving two teachers from Singapore and five teachers from Indonesia as participants. Data were collected through semi-structured interviews, classroom observations, and analysis of policy and curriculum documents, and were then analyzed using thematic analysis focusing on strategies of content reduction, the design of authentic tasks and projects, the use of higher-order questioning and argumentative discussion, as well as the facilitation of students’ metacognitive reflection. The findings indicate that both TLLM and the Kurikulum Merdeka possess strong potential to foster critical thinking skills; however, teachers in Singapore are more consistent in operationalizing these principles in classroom practice through deep, dialogic, and reflective learning, whereas teachers in Indonesia are still in a transitional phase from traditional teaching patterns toward pedagogies that are genuinely oriented toward critical thinking
Pemanfaatan Gamifikasi dalam Ekopedagogi untuk Meningkatkan Keterampilan Membaca dan Menulis Anak Nanda Septiana; Mutik Nur Fadhilah
GHANCARAN: Jurnal Pendidikan Bahasa dan Sastra Indonesia 2024: SPECIAL EDITION: LALONGET V
Publisher : Tadris Bahasa Indonesia, Fakultas Tarbiyah, Institut Agama Islam Negeri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ghancaran.vi.17198

Abstract

Ecopedagogy offers an approach to the importance of sustainable education, to raise critical awareness of environmental impacts. Through the integration of game elements, such as challenges, points, and rewards, in learning that focuses on environmental themes, this study aims to increase students' motivation and engagement in the learning process related to children's reading and writing. This research method uses a literature study, which involves analyzing relevant literature, including scientific articles, books, and recent research reports. This method allows for the exploration of information on how gamification can be applied to improve literacy skills, as well as how social interaction in game-based activities can strengthen students' understanding of learning materials. The results showed that students who participated in gamification activities experienced significant improvements in reading and writing skills, and were more motivated and engaged in learning. Collaboration between students can strengthen their sense of responsibility for the environment, and improve critical thinking skills. These findings suggest that the integration of gamification in ecopedagogy can create a more holistic and effective learning experience, contributing to the development of literacy as well as environmental awareness. This article provides recommendations for educators to integrate gamification into the curriculum as a tool to create more interactive, engaging, and relevant learning in the modern era.