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Development of UNO Card Learning Media Economic Growth and Development Material Aulia Sapitri; Mahmudah Hasanah; Sharfina Amima; Baseran Nor
Journal of Educational Management Research Vol. 5 No. 3 (2026)
Publisher : Al-Qalam Institue

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/jemr.v5i3.2154

Abstract

This study aims to develop UNO card-based learning media and analyze its validity and practicality in teaching economic growth and development. In the context of rapid digitalization, learning environments face challenges such as decreased student concentration and over-reliance on technology, which often reduce engagement and learning effectiveness. Therefore, innovative, non-digital, and interactive learning media are needed to support meaningful learning experiences. This research employed a Research and Development (R&D) design using the 4D model, consisting of define, design, develop, and disseminate stages. Data were collected through expert validation sheets, student questionnaires, interviews, and documentation, and analyzed using descriptive quantitative techniques. The findings indicate that the developed media achieved a very high level of validity (96.75%) and practicality (94.4%). The media aligns well with curriculum standards and student characteristics, enhancing its instructional relevance. The interactive game structure increases student motivation, participation, and engagement. The visual and structural design supports readability and usability. The media is flexible and does not require internet access, making it suitable for diverse contexts. It also promotes collaborative and active learning. This study contributes to the development of game-based learning in economics education and recommends further research to examine its effectiveness on learning outcomes.
Eco-Entrepreneurship Incubation for High Schoolers: Utilizing AI-Driven Vision Recognition in Wetland Conservation Monry Fraick Nicky Gillian Ratumbuysang; Dwi Atmono; Ananda Setiawan; Syaripudin Bahar; Sharfina Amima; Muhammad Zainadi; Hafid Febriansyah
Communautaire: Journal of Community Service Vol. 5 No. 1 (2026)
Publisher : Al-Qalam Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61987/communautaire.v5i1.2311

Abstract

This community service program aims to improve Artificial Intelligence (AI) literacy and strengthen entrepreneurial awareness among students of SMAN 4 Banjarmasin through a digital-based waste sorting learning model in wetland ecosystems. The method applied in this activity is Participatory Technology Development (PTD), which integrates socialization sessions, AI literacy workshops, and hands-on implementation using a web-based application system powered by Gemini AI Vision Recognition. This system is designed to identify wetland waste characteristics that are typically wet, mixed, and contaminated with sediment, making conventional sorting methods less effective. The results of the program show a significant improvement in students’ cognitive understanding, indicated by an increase in the average score from 5.67 in the pre-test to 7.76 in the post-test. In addition, 93.1% of participants reported that they had never interacted with AI technology before, while 91.0% expressed high satisfaction with the learning experience. The implication of this activity is the development of an innovative circular economy-based environmental education model that integrates AI technology into waste management learning. This model is expected to be scalable and adaptable for other schools in wetland regions, enabling the transformation of environmental challenges into opportunities for digital innovation and student entrepreneurship development. Â