Nisriina Amiirah Faatin
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ANALISIS STRATEGIS MANAJEMEN MUTU DAN SUPERVISI PENDIDIKAN DALAM MENINGKATKAN STANDAR NASIONAL PENDIDIKAN DI INDONESIA Nisriina Amiirah Faatin; Anam Sutopo; Sofyan Anif
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.39760

Abstract

Quality management and educational supervision are crucial instruments in ensuring the sustainability of the quality of educational output in Indonesia. This study aims to analyze the integration between the concept of Integrated Quality Management (MMT) with academic supervision practices within the framework of National Education Standards (SNP). Using descriptive qualitative methods, this study dissects various challenges in curriculum implementation, teacher pedagogical competence, and the role of the principal as a supervisor. As well as the strategic role of both aspects in making education in Indonesia more qualified and quality and supporting the achievement of effective and efficient education. The results of the study indicate that the improvement of educational quality is significantly influenced by the consistency of supervision and collaboration. As well as improving education that has good and equitable quality for students, without differentiating social status, economics, and abilities. Therefore, this study concludes that the transformation of quality management must be supported by strengthening digital literacy for educators and data-based supervision policies. In order to create a harmonious environment and have a strong character.
IMPLEMENTASI EDUGAME BERBASIS ROBLOX SEBAGAI METODE PEMBELAJARAN INOVATIF DI ERA DIGITAL 4.0: STUDI NARATIF DI SD NEGERI PASARBATANG 03 Nisriina Amiirah Faatin; Markhamah; Ambarwati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.39962

Abstract

This research aims to apply learning methods in this modern era. Rapid technological developments have created a multitude of new developments, one of which is most relevant to today's lives. In this digital age, technology plays a significant role, not only for adults but also for children. Therefore, to provide a platform for children, who sometimes cannot yet distinguish between the positive and negative impacts of technological developments, close attention must be paid to the consumption period of gadgets and the choice of applications available on them. Focusing on this, many educational programs now also focus on learning experiences through gaming applications. The presence of technology not only facilitates access to information but also opens up new opportunities in learning methods. For the younger generation, especially students, technology has evolved into more than just a means of entertainment. Now, technology has become an interactive and engaging learning tool, motivating them to be more enthusiastic about exploring knowledge. In the context of language education, technology plays a crucial role in supporting the development of digital literacy, increasingly needed in the era of the Fourth Industrial Revolution. The use of games in education (Game-Based Learning or GBL) in 2025 is recognized as an effective method for creating active, interactive, engaging, and immersive learning experiences. One gaming platform that is very well-known and popular among children, teenagers, and perhaps even adults today is ROBLOX. Where in the game there are countless maps or game options that are fun and interesting and many there are also new learning tools. Roblox can be an effective educational tool because it hones creativity, logic, teamwork, and digital skills. Through game creation in Roblox Studio using the basic programming language Lua, and teaches subjects such as language, science, mathematics, and history interactively, although guidance is still needed to prevent addiction and ensure the educational content is age-appropriate for users. Because it is possible that in ROBLOX games there may still be some games that may not be age-appropriate for users and the impact of addiction to their use. Therefore, it is not only accepting and using, but also ensuring that what is currently developing can also be beneficial.