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PERAN TEKNOLOGI PENDIDIKAN DALAM PENGEMBANGAN KURIKULUM BERBASIS KOMPETENSI PADA KURIKULUM MERDEKA Suci Mega Dian Sari; Mulyasaroh; Sholeh Hidayat
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Terbit
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37342

Abstract

This literature review article aims to describe the role of educational technology in the development of competency-based curricula within the Indonesian “Kurikulum Merdeka” framework. The review synthesizes national and international studies on digital technology integration, teacher competency, and competency-based curriculum design, focusing on planning, implementation, and assessment processes. The findings indicate that educational technology supports data-based curriculum planning, student-centered and differentiated learning, as well as authentic and continuous assessment of competencies; however, challenges remain in terms of teachers’ digital skills, infrastructure gaps, and uneven access among schools. The article concludes that well-managed educational technology can become a key driver for realizing the goals of Kurikulum Merdeka to produce competent, character-based, and digitally literate graduates.
Pengembangan Media Pembelajaran Berbasis Lingkungan menggunakan Genially Mulyasaroh; Yayat Ruhiat; Aan Hendrayana
Jurnal Penelitian Pendidikan IPA Vol 12 No 3 (2026): In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i3.14750

Abstract

Science learning in elementary schools still faces challenges because ecosystem concepts are abstract and difficult for students at the concrete operational stage to understand. This study aimed to develop environment-based interactive learning media using the Genially platform and examine its effectiveness in improving students’ understanding of ecosystem concepts. This research employed a Research and Development (R&D) method using the ADDIE model, including analysis, design, development, implementation, and evaluation stages. The development phase resulted in interactive media integrating visual illustrations, animations, ecosystem simulations, and gamified quizzes. The product was validated by subject matter experts and media experts, obtaining scores of 92% and 93%, respectively, categorized as very suitable. The trial was conducted using a purposive sampling technique with 31 fifth-grade students at Pasar Bunder Elementary School, Cilegon City. Data were analyzed using descriptive statistics and the N-Gain test. The results showed that the average score increased from 50 (pretest) to 86 (posttest), with an N-Gain value of 0.72 (high category). In conclusion, the developed Genially-based learning media is effective in improving students’ understanding of ecosystem concepts through interactive and visual representations of environmental contexts.