Aulia Fahsa
Universitas Negeri Jakarta

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ANALISIS PENGGUNAAN MEDIA PEMBELAJARAN WORDWALL TERHADAP MINAT BELAJAR SISWA KELAS TINGGI PADA PEMBELAJARAN PENDIDIKAN PANCASILA Aulia Fahsa; Yustia Suntari; Chrisnaji Banindra Yudha
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 02 (2025): Volume 11 No. 02 Juni 2025
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i02.5867

Abstract

Minat dalam belajar merupakan aspek yang mendorong pembelajaran menjadi bermakna. Dalam praktiknya minat belajar siswa masih tergolong rendah, khususnya pada pembelajaran Pendidikan Pancasila. Pendidikan Pancasila yang dinilai sebagai bekal dalam membentuk karakter bangsa justru dianggap pembelajaran yang terlalu teoretis. Hal itu diperkuat dengan pemilihan strategi pengajaran oleh guru kurang bervariatif, sehingga kerap kali membuat pembelajaran bersifat membosankan. Penelitian ini bertujuan untuk menganalisis sejauh mana penggunaan media pembelajaran wordwall terhadap minat belajar siswa kelas tinggi di SD pada pembelajaran Pendidikan Pancasila. Penelitian ini menggunakan metode kualitatif dengan melakukan kajian literatur terhadap 5 penelitian terdahulu dan wawancara. Berdasarkan kajian literatur terhadap penelitian terdahulu dan wawancara, hasil penelitian menunjukkan bahwa media pembelajaran wordwall mampu meningkatkan minat belajar siswa pada proses pembelajaran.
Penguatan Literasi Digital di Sekolah Dasar melalui Kolaborasi dalam Program PkM-KKN Arifin Maksum; Arita Marini; Endang M. Kurnianti; Dinda Ayu Putri; Salsabila Rizky; Aulia Fahsa; Annisa Maghfira Pramawita; Chairunnisa Ussabrina; Leola Dewiyani; Desy Safitri
Amaliah: Jurnal Pengabdian Kepada Masyarakat Vol 9 No 1 (2025): Amaliah Jurnal: Pengabdian kepada Masyarakat
Publisher : LPPI UMN AL WASHLIYAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32696/ajpkm.v9i1.5166

Abstract

The implementation of the PkM KKN program at SDN Pondok Kopi 03 aims to empower elementary school teachers in realizing digitally literate schools through the use of digital games as a means to build literacy collaboratively with Universitas Negeri Jakarta. This approach is designed to enhance the effectiveness of teaching and student engagement by creating a more interactive, enjoyable, and meaningful learning environment, while also promoting the development of 21st-century skills such as critical thinking, problem-solving, and collaboration. The main objective of this activity is to strengthen teachers' pedagogical capacity, digital literacy, and creativity through an understanding of educational game design principles, selecting curriculum-relevant games, and integrating them into effective teaching strategies. The results of this program demonstrate improvements in teacher competence in creating innovative and adaptive learning environments, which are expected to contribute significantly to the sustainable improvement of the quality of primary education. The collaboration between schools and higher education institutions has fostered a supportive educational ecosystem and strengthened the roles of both parties in developing learning innovations. The application of educational technology through this approach has also fostered greater confidence among teachers in using digital tools in the classroom.
Meningkatkan Hasil Belajar Pendidikan Pancasila Siswa Melalui Model Kooperatif Tipe Student Teams Achievement Division Berbantuan Media Quartet Card Aulia Fahsa; Nina Nurhasanah; Iva Sarifah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13715

Abstract

The learning outcomes of Pancasila Education students are still relatively low, especially in the cognitive realm. This is characterized by students' difficulties in understanding the material. This research aims to improve the learning outcomes of Pancasila Education students through a Cooperative learning model of the Student Teams Achievement Division type with the help of Quartet Card media. The results showed an increase in learning outcomes with a percentage of cycle I (64.5%) and cycle II (93.5%). This increase shows that the actions implemented are able to improve the learning outcomes of Pancasila Education students. Based on these results, it can be concluded that the learning model applied is able to improve the learning outcomes of Pancasila Education students.