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Analisis Profesionalisme Guru Ideal Dalam Menghadapi Tantangan Transformasi Pendidikan Di Era Modern: Studi Di SMAN 12 Luwu Sri Wahyuni Hasrin; Ramdani Sidik
Contemporary Education Review Vol. 1 No. 2 (2025): Agustus
Publisher : PT. Citra Media Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69875/cer.v1i2.312

Abstract

The transformation of education in the era of modernization requires teachers not only to master the subject matter but also to adapt to technological advancements and curriculum changes. Teacher professionalism is a key factor in creating an effective learning process that meets contemporary demands. This study aims to analyze the level of ideal teacher professionalism in facing educational transformation challenges at SMAN 12 Luwu, located on Jl. Trans Sulawesi, Bunga Eja Village, Kamanre Subdistrict, Luwu Regency. The research used a mixed-method approach, combining data from student questionnaires (36 respondents), teacher observations, and in-depth interviews with five subject teachers and the school principal. The results indicate that teachers demonstrate high professionalism in social and professional aspects, while pedagogical and technological adaptation still require improvement. Teachers showed discipline and the ability to build positive relationships with students, but the integration of digital media in teaching was not yet optimal across all teachers. In conclusion, the teachers at SMAN 12 Luwu have met most of the indicators of ideal professional educators. It is recommended that the school enhance digital teaching training and foster collaboration among teachers to improve adaptive teaching quality in the modern educational landscape.
Game Based Learning (GBL) as an innovative approach in social system learning: An experimental study at SMP Negeri 1 Balocci Hudayah Sulaiman; Indriani Indriani; Ramdani Sidik; A Hardiyanti; Alwi Usra Usman
Priviet Social Sciences Journal Vol. 6 No. 6 (2026): June 2026
Publisher : Privietlab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55942/pssj.v6i6.1910

Abstract

This study examined the effectiveness of Game-Based Learning (GBL) as an innovative instructional approach for improving students’ understanding of social system concepts in Social Studies education. A quasi-experimental design employing a Non-Equivalent Control Group Design was used. The participants consisted of 30 eighth-grade students at SMP Negeri 1 Balocci, divided into an experimental group (n = 15) and a control group (n = 15). Data were collected through pretests, posttests, and classroom observations. The experimental group received instruction through Game-Based Learning activities, while the control group received conventional instruction. Data were analyzed using descriptive statistics, Shapiro–Wilk normality tests, Levene’s homogeneity test, Independent Samples t-test, and N-Gain analysis. The results revealed a significant difference between the two groups, with the experimental group achieving a higher posttest mean score (M = 90.75) than the control group (M = 72.20). The N-Gain score also indicated a higher level of learning improvement in the experimental group (0.78) compared with the control group (0.58). These findings suggest that Game-Based Learning effectively enhances students’ learning outcomes, engagement, and conceptual understanding of social systems. The study concludes that GBL is a promising pedagogical strategy for transforming abstract social studies concepts into meaningful and engaging learning experiences.
Generative AI as an Agent of Knowledge Socialization among Elementary School Students Darman Manda; Dyan Paramitha Darmayanti; Iqbal Arifin; Ramdani Sidik
Celebes Journal of Elementary Education Vol. 4 No. 1 (2026): Celebes Journal of Elementary Education : Juni (2026)
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/cjee.v4i1.6654

Abstract

Generative artificial intelligence (Generative AI) such as ChatGPT, Gemini, and Meta AI is increasingly present in the lives of elementary school students, both through direct access and through various digital applications commonly used by families. Discussions of this phenomenon have so far been dominated by pedagogical and technological perspectives that view AI as a learning tool, while the social and cultural dimensions of children's interaction with AI have received relatively little attention. This study aims to examine the role of generative AI as an agent of knowledge socialization among elementary school students from a digital anthropology perspective. The method used is library research, with a narrative literature review of various sources published between 2020 and 2026, complemented by several foundational theoretical works as conceptual grounding. The findings show that generative AI cannot be understood merely as a technological tool. Its dialogic and personal mode of interaction leads children to perceive AI as a human-like figure and to position it as an authoritative source of knowledge. This condition enables AI to act as an agent of knowledge socialization, helping shape how children acquire, interpret, and internalize knowledge. The study also shows that the knowledge transmitted by AI is not neutral, as it is shaped by specific data, languages, and perspectives that do not always reflect the diversity of Indonesian culture. Based on these findings, the study proposes the concept of cultural-digital literacy as a framework to help children understand AI more critically, while preserving space for cultural diversity in the process of knowledge socialization in the digital era.
Efektivitas Game Based Learning Dalam Edukasi Bencana Alam Di SMP Negeri 1 Balocci Hudayah Sulaiman; Ramdani Sidik; A. Hardiyanti; Alwi Usra Usman; Reni Alfiyah
Ininnawa : Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2026): Vol. 4 No. 1 (2026): Volume 04 Nomor 01 (Mei 2026)
Publisher : Program Studi Manajemen FEB UNM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/b59z6p37

Abstract

Indonesia merupakan negara dengan tingkat kerentanan bencana alam yang tinggi sehingga edukasi mitigasi bencana perlu diberikan sejak usia sekolah. Namun, pembelajaran kebencanaan di sekolah masih cenderung bersifat teoritis dan kurang menarik sehingga pemahaman siswa belum optimal. Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan pengetahuan dan kesiapsiagaan siswa melalui penerapan metode Game Based Learning dalam edukasi bencana alam di SMP Negeri 1 Balocci. Metode pelaksanaan meliputi tahap analisis kebutuhan, perancangan media permainan edukatif, pelaksanaan pembelajaran berbasis permainan, serta evaluasi menggunakan pre-test dan post-test. Sasaran kegiatan adalah siswa kelas VIII sebanyak 30 orang. Hasil kegiatan menunjukkan peningkatan signifikan pemahaman siswa mengenai mitigasi bencana gempa bumi, banjir, kebakaran, dan angin puting beliung dengan rata-rata nilai meningkat dari 58,4 menjadi 84,7. Selain itu, siswa menunjukkan partisipasi aktif, kemampuan pengambilan keputusan darurat, serta peningkatan kesadaran risiko bencana. Kegiatan ini membuktikan bahwa Game Based Learning efektif sebagai pendekatan edukasi kebencanaan yang interaktif dan kontekstual di lingkungan sekolah. Dampak kegiatan terlihat pada meningkatnya kesiapsiagaan siswa dan terbentuknya budaya sadar bencana di sekolah.