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PENERAPAN MEDIA CANVA TERHADAP PENGEMBANGAN LITERASI MENULIS SISWA MELALUI PROYEK MADING SEKOLAH DI SMK AL-KARIMIYYAH SUMENEP Siti Sofa Riskianti; Listiani; Ianatul Musammita; Gita Shevania; Ainur Rahman; Yeni Puji Astuti
Jurnal Pendidikan Dewantara Vol. 4 No. 2 (2026): April
Publisher : Yayasan Pendidikan Internasional Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58222/jpd.v4i2.89

Abstract

This study aims to describe the impact of implementing Canva on the development of students' writing literacy through a wall magazine project at SMK Al-Karimiyyah Sumenep. This research is crucial due to students' lack of ability and motivation in writing. The method used is descriptive qualitative, with data collected through observation, interviews, and documentation of student work. The subjects were 10th and 11th grade students majoring in Agribusiness and Agricultural Product Processing (APHP) and Motorcycle Engineering (TSM). Data analysis consisted of three stages: data reduction, data presentation, and conclusion drawing. The results indicate that Canva provides a creative space for students, increases motivation, and enhances their interest in writing skills. Canva has proven effective as an innovative tool in developing students' writing literacy through a wall magazine project.  
Analisis Implementasi Deep Learning dalam Mewujudkan Kreativitas Siswa SDN Batang-Batang Daya II M. Humam Maulana; Yeni Puji Astuti; Jamilah
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2526

Abstract

This study aims to analyze the implementation of deep learning in fostering students' creativity at SDN Batang-Batang Daya II. A qualitative approach with a descriptive research design was employed. Data were collected through interviews, observations, and documentation, and subsequently analyzed using descriptive qualitative analysis to provide a comprehensive understanding of how deep learning is implemented in classroom practices. The findings reveal that deep learning is implemented through student-centered learning planning, contextual learning activities, reflective practices, the application of Project-Based Learning (PjBL), and the development of students' critical thinking skills, with teachers serving as facilitators of the learning process. The implementation of these strategies encourages students to become more active, creative, confident in expressing their ideas, and capable of generating solutions to problems encountered during learning. Nevertheless, the implementation still faces challenges, particularly the differences in students' critical thinking abilities, which require teachers to adopt differentiated learning strategies that accommodate diverse learning needs. Furthermore, support from the school, parents, and adequate learning facilities plays a significant role in ensuring the successful implementation of deep learning. Overall, the findings indicate that the implementation of deep learning contributes to creating more meaningful learning experiences while supporting the development of students' creativity in elementary school.
Penguatan Kompetensi Digital-Pedagogis Guru Sekolah Dasar Melalui Pelatihan Educaplay Berbasis Game-Based Learning: Pengabdian Muhammad Misbahudholam AR; Yeni Puji Astuti; Sama’; Choli Astutik
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Digital transformation requires elementary school teachers not only to operate technology but also to integrate it pedagogically, safely, and in accordance with student characteristics. This community service activity aims to strengthen teachers' digital competence through the development of game-based learning media using Educaplay. The activity was conducted at SDN Kebunagung II, Sumenep Regency, with the participation of 18 teachers. The method applied was participatory training based on partner needs, which included the stages of needs assessment, community education, enforcement, hands-on practice, mentoring, evaluation, and reflection. Data were collected through process and skills assessment sheets, product assessment rubrics, post-training questionnaires, reflective discussions, and activity documentation, then analyzed descriptively. The results showed that understanding of game-based learning concepts reached 83.3% in the very good category. Introduction to Educaplay features reached 78.9%, the ability to operate the platform 76.7%, and the ability to produce creative media 74.4%; these three indicators were in the good category. A total of 14 teachers or 77.8% understood the material well and stated they were ready to implement Educaplay in the classroom. However, only 11 teachers or 61.1% were able to produce media independently or with minimal assistance. The results of the activity indicate initial strengthening in understanding, operational skills, and readiness for implementation; However, continued mentoring is necessary to ensure more equitable and sustainable development of pedagogical design abilities.
PEMBELAJARAN MENDALAM SEBAGAI STRATEGI PENGEMBANGAN KOMPETENSI SISWA SDN PANGARANGAN 1 Yeni Puji Astuti; Lini Qinayah; Diva Fazhila; Rifatus Safira; Purnama Agustini; Amrotul Amilia; Putri Putri; Noro Zainur Rohmana
JURNAL AKADEMIK PENGABDIAN MASYARAKAT Vol. 4 No. 3 (2026): Mei
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/japm.v4i3.9595

Abstract

Twenty-first century learning requires the development of students’ critical thinking, creativity, collaboration, and communication skills at the elementary school level. The implementation of the Merdeka Curriculum initiated by the Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi encourages student-centered learning and emphasizes meaningful and in-depth conceptual understanding. This study aims to describe the implementation of deep learning as a strategy for developing student competencies at SDN Pangarangan 1 and to analyze its impact on improving conceptual understanding, critical thinking skills, and collaborative abilities. The study employed a descriptive qualitative approach using observation, interviews, and documentation as data collection techniques. The research subjects consisted of two classroom teachers and 48 fourth- and fifth-grade students. The findings indicate that the implementation of deep learning improved students’ conceptual understanding, as evidenced by 78% of students being able to explain the material in their own words and relate it to real-life contexts. Additionally, 72% of students demonstrated increased active participation in group discussions and improved critical thinking skills in responding to reflective questions. However, several challenges were identified, including limited instructional time and variations in students’ academic abilities. Overall, deep learning proved to be an effective strategy for developing elementary students’ competencies and is highly relevant to the objectives of the Merdeka Curriculum.
Pemanfaatan Media Permainan Monopoli dalam Meningkatkan Minat Belajar Siswa pada Materi Keberagaman Indonesia di SDN Pandian 1 Adelia Carera; Agus Wahdian; Yeni Puji Astuti
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 7 No. 3 (2026): August (Inpres)
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v7i3.2844

Abstract

This study is motivated by the issue of low learning interest among third-grade students at SDN Pandian 1 in understanding the diversity of Indonesia, which is largely caused by conventional lecturing methods that lead to passive learning and boredom. This research aims to describe and analyze in depth the implementation of Indonesian diversity monopoly game media in enhancing students' learning interest. A qualitative descriptive method with a case study design was employed, involving 23 third-grade students at SDN Pandian 1 Sumenep. Data were collected through participatory observation during learning activities, semi-structured interviews with the classroom teacher and student representatives, and documentation. The collected data were analyzed through qualitative processing, descriptive analysis, and conclusion drawing. The findings demonstrate that utilizing modified monopoly game media contextually integrated with Indonesian cultural topics significantly increases students' learning interest. This improvement is evidenced by the fulfillment of four key indicators of learning interest: expressions of enjoyment during learning, strong attraction toward visual media and game cards, sustained concentration, and active participation in group interactions. The incorporation of game elements—such as challenge cards, image guessing, and opportunity cards—not only simplifies complex theoretical concepts but also fosters character traits such as honesty, courage, and teamwork among students. Consequently, the modified monopoly game media proves to be an effective and interactive alternative for elementary school teachers to create a dynamic learning environment and elevate students' interest in cultural diversity topics.