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INDONESIA
TEACHER : Jurnal Inovasi Karya Ilmiah Guru
ISSN : 28078837     EISSN : 28078667     DOI : https://doi.org/10.51878/teacher.v2i1
Core Subject : Education,
TEACHER : Jurnal Inovasi Karya Ilmiah Guru berisi tulisan/artikel hasil pemikiran dan hasil penelitian yang ditulis oleh para guru, dosen, pakar, ilmuwan, praktisi, dan pengkaji dalam smua disiplin ilmu yang berkaitan dengan karya tulis ilmiah yang dibuat oleh seorang pendidik dan lain lain.
Arjuna Subject : Umum - Umum
Articles 234 Documents
MEMBANGUN KETERAMPILAN MENULIS MELALUI KEBIASAAN MEMBACA Yohakim Yohakim; Nurhikmah Nurhikmah; Ainun Mardiah; Abu Bakar; Agus Sukrisman
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i2.12368

Abstract

Writing skills are essential language competencies that need to be developed among students. However, limited writing proficiency remains a common challenge, often caused by a lack of reading habits. Reading and writing are closely related activities because reading enriches vocabulary, broadens knowledge, and provides examples of effective language use. This article aims to examine the role of reading habits in developing writing skills and to describe the benefits gained through consistent reading practices. The method employed is a literature review by analyzing various relevant scientific sources related to writing skills and reading habits. The findings indicate that students who read regularly tend to demonstrate better writing abilities than those who read less frequently. Reading habits contribute to vocabulary development, idea organization, understanding of text structures, and creativity in writing. Furthermore, reading enhances critical thinking skills that support the writing process. In conclusion, cultivating reading habits is an effective strategy for developing and improving writing skills. Therefore, a reading culture should be consistently promoted in educational settings as well as in daily life. ABSTRAK Keterampilan menulis merupakan salah satu kompetensi berbahasa yang penting untuk dikembangkan pada peserta didik. Namun, rendahnya kemampuan menulis masih menjadi permasalahan yang sering ditemukan, terutama akibat kurangnya kebiasaan membaca. Membaca dan menulis memiliki hubungan yang erat karena kegiatan membaca dapat memperkaya kosakata, memperluas wawasan, serta memberikan contoh penggunaan bahasa yang baik. Artikel ini bertujuan untuk mengkaji peran kebiasaan membaca dalam membangun keterampilan menulis serta menjelaskan manfaat yang diperoleh melalui pembiasaan membaca secara berkelanjutan. Metode yang digunakan adalah studi kepustakaan dengan menganalisis berbagai sumber ilmiah yang relevan mengenai keterampilan menulis dan kebiasaan membaca. Hasil kajian menunjukkan bahwa peserta didik yang memiliki kebiasaan membaca secara rutin cenderung memiliki kemampuan menulis yang lebih baik dibandingkan dengan mereka yang jarang membaca. Kebiasaan membaca membantu meningkatkan penguasaan kosakata, kemampuan menyusun ide, pemahaman struktur teks, serta kreativitas dalam menulis. Selain itu, membaca juga berkontribusi dalam meningkatkan kemampuan berpikir kritis yang mendukung proses penulisan. Dengan demikian, dapat disimpulkan bahwa pembiasaan membaca merupakan strategi yang efektif untuk membangun dan meningkatkan keterampilan menulis. Oleh karena itu, budaya membaca perlu ditanamkan secara konsisten dalam lingkungan pendidikan maupun kehidupan sehari-hari.
HUBUNGAN FEAR OF MISSING OUT (FOMO) DENGAN SELF-ESTEEM PADA SISWA SMP DI ERA DIGITAL: SEBUAH KAJIAN KEPUSTAKAAN EKSTENSIF Muhammad Zulfahmiansyah
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i2.12634

Abstract

The persistent engagement of junior high school (SMP) students with social media platforms in the era of digital hyperconnectivity has given rise to a psychological phenomenon known as Fear of Missing Out (FoMO) an existential anxiety stemming from the subjective perception that others are having more meaningful experiences. This study aims to investigate the dynamics of the relationship between FoMO and self-esteem among junior high school students through a library research approach. Analysis was conducted by synthesizing empirical and theoretical findings from more than ten national and ten reputable international journals using a comparative thematic analysis framework. The synthesis reveals a global consensus on a significant negative correlation between self-esteem and FoMO: adolescents with low self-esteem consistently exhibit higher levels of FoMO as compensation for social validation deficits. This study further identifies a paradoxical anomaly in which high social self-esteem can intensify aggressive digital existence-seeking behavior, and uncovers a mediator–moderator architecture encompassing upward social comparison, self-control, self-compassion, and parental technoference. These findings affirm that mitigating the destructive impact of FoMO demands an orchestrated intervention of psychoeducation, digital literacy strengthening, and redefinition of parenting warmth rather than mere technological restriction. ABSTRAK Keterlibatan remaja Sekolah Menengah Pertama (SMP) yang konstan terhadap platform media sosial di era hiperkonektivitas digital telah melahirkan fenomena psikologis yang dikenal sebagai Fear of Missing Out (FoMO), yakni kecemasan eksistensial akibat persepsi subjektif bahwa orang lain memiliki pengalaman yang lebih bermakna. Penelitian ini bertujuan menginvestigasi dinamika hubungan antara FoMO dan self-esteem pada siswa SMP melalui pendekatan kajian kepustakaan (library research). Analisis dilakukan dengan menyintesis temuan empiris dan teoritis dari lebih dari sepuluh jurnal nasional dan sepuluh jurnal internasional bereputasi menggunakan kerangka analisis tematik komparatif. Hasil sintesis membuktikan adanya konsensus global mengenai korelasi negatif yang signifikan antara self-esteem dan FoMO: remaja dengan harga diri rendah secara konsisten menunjukkan tingkat FoMO yang lebih tinggi sebagai kompensasi atas defisit validasi sosial. Penelitian ini juga mengidentifikasi anomali paradoksikal di mana self-esteem sosial tinggi justru memantik kebutuhan eksistensi digital yang agresif, serta mengungkap arsitektur variabel mediator dan moderator yang meliputi upward social comparison, kontrol diri, self-compassion, dan parental technoference. Temuan ini menegaskan bahwa mitigasi dampak destruktif FoMO menuntut orkestrasi intervensi psikoedukasi, penguatan literasi digital, dan redefinisi kehangatan pola asuh bukan sekadar restriksi teknologi.
ANALISIS KEBIJAKAN PENDIDIKAN DI INDONESIA Fahmi Fahmi; Angel Rahmadani; Muhammad Ridho
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i2.12906

Abstract

The escalating disparity in service quality and the lack of synchronization between central and regional regulations in the implementation of the new national curriculum system underlie this scientific study. These macro issues have triggered the widespread impact of the digital divide and the ongoing disparity in the quality of basic services. The main focus of this research is specifically directed at analyzing the profound gap between the ideal aspects of regulation and the operational reality of the Independent Curriculum in Indonesia's frontier, outermost, and underdeveloped regions. The research steps were carried out systematically using a literature study method through a review of policy documents, critical reading of literature reports, and processing of secondary textual data for the 2024-2026 period. The quantitative research findings revealed structural barriers in the form of limited telecommunications infrastructure with school internet coverage below 50 percent, and an unequal distribution of teaching staff, indicated by a teacher-to-student ratio of 1 to 40. Although the flexibility of project-based learning is growing rapidly in urban areas, the achievement rate of operational targets in remote areas only ranges from 60 to 70 percent due to low teacher competency readiness. The main conclusion emphasizes that national education policy requires a holistic governance reconstruction through a cross-sectoral pentahelix approach to optimize local potential in a more inclusive manner. Accelerating the implementation of integrated blended learning methods following the latest regulations is projected to significantly reduce regional quality disparities by 20 to 30 percent, achieving equitable distribution of national human resource competencies. ABSTRAK Eskalasi disparitas kualitas layanan serta ketidaksinkronan regulasi pusat-daerah pada implementasi sistem kurikulum baru nasional melatarbelakangi kajian ilmiah ini. Masalah makro tersebut memicu meluasnya dampak digital divide dan ketimpangan mutu layanan dasar secara berkelanjutan. Fokus utama penelitian ini diarahkan secara spesifik untuk menganalisis kesenjangan mendalam antara aspek idealitas regulasi dengan realitas operasional Kurikulum Merdeka di wilayah terdepan, terluar, dan tertinggal Indonesia. Langkah-langkah penelitian dijalankan secara sistematis menggunakan metode studi pustaka melalui telaah dokumen kebijakan, pembacaan kritis laporan literatur, serta pengolahan data tekstual sekunder periode 2024-2026. Temuan penelitian kuantitatif menyingkap adanya hambatan struktural berupa keterbatasan infrastruktur telekomunikasi dengan cakupan internet sekolah di bawah 50 persen, serta timpangnya distribusi tenaga pendidik yang ditunjukkan oleh rasio guru banding siswa mencapai 1 banding 40. Meskipun fleksibilitas pembelajaran berbasis proyek berkembang pesat di area urban, tingkat ketercapaian target operasional di daerah terpencil hanya berkisar antara 60 hingga 70 persen akibat rendahnya kesiapan kompetensi guru. Simpulan utama menegaskan bahwa kebijakan pendidikan nasional memerlukan rekonstruksi tata kelola holistik melalui pendekatan lintas-sektor model pentahelix guna mengoptimalkan potensi lokal secara lebih inklusif. Akselerasi metode pembelajaran campuran terpadu pasca-regulasi terbaru diproyeksikan andal mereduksi angka ketimpangan mutu regional sebesar 20 sampai 30 persen demi mewujudkan keadilan pemerataan kompetensi sumber daya manusia nasional.  
STRATEGI PEMBELAJARAN HANDS-ON ACTIVITY: UPAYA MENGATASI KEJENUHAN BELAJAR DAN PENINGKATAN PARTISIPASI ABK DI PAUD Maria Januarti; Vivit Diyah Anggraeni; Siti Muassaroh; Isnaini Utami; Endah Andayani
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i3.12533

Abstract

ABSTRACT Hands-on activity is a learning approach that emphasizes students' active engagement through direct experience, exploration, and object manipulation, making learning more meaningful. This article aims to examine the implementation of the hands-on activity strategy in enhancing the active participation of Children with Special Needs (CSN) in Early Childhood Education (ECE). This study employed a literature review by analyzing 30 scientific articles published between 2021 and 2026 using four stages: identification, selection, analysis, and synthesis. The findings indicate that the hands-on activity strategy consistently improves learning motivation, reduces learning fatigue, and enhances the verbal and nonverbal participation of Children with Special Needs (CSN). In addition, this approach promotes cognitive, social, and motor development by providing learning experiences that accommodate learners' characteristics and individual needs. The review concludes that hands-on activity is an effective strategy for increasing the active participation of Children with Special Needs (CSN) while strengthening inclusive learning practices in Early Childhood Education. The primary contribution of this study is to provide a synthesis of empirical evidence that can serve as a reference for educators and researchers in developing experience-based inclusive learning. ABSTRAK Hands-on activity merupakan pendekatan pembelajaran yang menekankan keterlibatan aktif peserta didik melalui pengalaman langsung, eksplorasi, dan manipulasi objek sehingga pembelajaran menjadi lebih bermakna. Artikel ini bertujuan mengkaji implementasi strategi hands-on activity dalam meningkatkan partisipasi aktif Anak Berkebutuhan Khusus (ABK) di Pendidikan Anak Usia Dini (PAUD). Penelitian ini menggunakan metode kajian literatur (literature review) terhadap 30 artikel ilmiah yang dipublikasikan pada rentang tahun 2021–2026 melalui tahapan identifikasi, seleksi, analisis, dan sintesis. Hasil kajian menunjukkan bahwa strategi hands-on activity secara konsisten meningkatkan motivasi belajar, mengurangi kejenuhan, serta memperkuat partisipasi verbal dan nonverbal Anak Berkebutuhan Khusus (ABK). Selain itu, pendekatan ini mendukung perkembangan kognitif, sosial, dan motorik melalui pengalaman belajar yang sesuai dengan karakteristik dan kebutuhan peserta didik. Kajian ini menyimpulkan bahwa hands-on activity merupakan strategi yang efektif untuk meningkatkan partisipasi aktif Anak Berkebutuhan Khusus (ABK) sekaligus memperkuat praktik pembelajaran inklusif di PAUD. Kontribusi utama kajian ini adalah menyajikan sintesis bukti ilmiah yang dapat menjadi rujukan bagi pendidik dan peneliti dalam mengembangkan pembelajaran inklusif berbasis pengalaman langsung.
PENGEMBANGAN E-MODUL INTERAKTIF BERBASIS PROBLEM BASED LEARNING BERBANTUAN MIND MAPPING PADA MATERI SISTEM PERNAPASAN KELAS VIII SMP Clara Zebua; Kompyang Selamet; Putu Hari Sudewa
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i3.12604

Abstract

The use of digital teaching materials in science learning remains suboptimal, particularly in teaching the human respiratory system, an abstract topic that often hinders students' conceptual understanding and critical thinking development. In addition, learning resources in schools are still dominated by textbooks, printed modules, and student worksheets, which have not adequately supported interactive and problem-oriented learning. Previous studies have generally developed e-modules based on either Problem-Based Learning (PBL) or mind mapping separately, while the integration of both approaches into a single learning resource for the respiratory system topic remains limited. This study aimed to develop an interactive e-module based on Problem-Based Learning integrated with mind mapping. The study employed a Research and Development (R&D) approach using the ADDIE model, limited to the analysis, design, and development stages. Data were collected using validation sheets, practicality questionnaires, and readability questionnaires, and analyzed through quantitative and qualitative descriptive techniques. The findings indicate that the developed e-module achieved high validity, high practicality, and high readability, demonstrating its feasibility as a digital learning resource to support science learning on the respiratory system for eighth-grade junior high school students. ABSTRAK Pemanfaatan bahan ajar digital dalam pembelajaran IPA masih belum optimal, terutama pada materi sistem pernapasan yang bersifat abstrak sehingga peserta didik mengalami kesulitan memahami konsep dan mengembangkan kemampuan berpikir kritis. Di sisi lain, bahan ajar yang digunakan di sekolah masih didominasi oleh buku teks, modul cetak, dan LKPD, sehingga belum mampu mendukung pembelajaran yang interaktif dan berorientasi pada pemecahan masalah. Penelitian sebelumnya umumnya mengembangkan e-modul berbasis Problem Based Learning atau mind mapping secara terpisah, sedangkan integrasi keduanya dalam satu bahan ajar pada materi sistem pernapasan masih terbatas. Penelitian ini bertujuan mengembangkan e-modul interaktif berbasis Problem Based Learning berbantuan mind mapping. Penelitian menggunakan metode Research and Development dengan model ADDIE yang dibatasi pada tahap analysis, design, dan development. Data dikumpulkan melalui lembar validasi, angket kepraktisan, dan angket keterbacaan, kemudian dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa e-modul yang dikembangkan memenuhi kriteria sangat valid, sangat praktis, dan sangat terbaca, sehingga layak digunakan sebagai bahan ajar digital untuk mendukung pembelajaran IPA pada materi sistem pernapasan di kelas VIII SMP.
PENGEMBANGAN (LKPD) BERBASIS (PBL) MATERI LARUTAN ELEKTROLIT DAN NON ELEKTROLIT KELAS XII.2 SMAN 13 KONAWE SELATAN Tri Pri Astuti; Saefuddin Saefuddin; La Rudi
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i3.12795

Abstract

Chemistry learning on electrolyte and non-electrolyte solution materials is often hindered by the limited availability of innovative and problem-based instructional materials. This study aims to develop a valid and practical Student Worksheet (LKPD) based on the Problem Based Learning (PBL) model for electrolyte and non-electrolyte solution materials for 12th-grade students at SMAN 13 Konawe Selatan. The study employed the Research and Development (R&D) method using the 4-D model (Define, Design, Develop, Disseminate), limited to the Develop stage. The limited trial subjects consisted of 9 students from class XII.2 selected through purposive sampling based on high, medium, and low cognitive ability categories, along with 1 chemistry teacher. Data were collected through media expert and material expert validation sheets, as well as teacher and student response questionnaires that had undergone content validity prior to use. The results indicate that the developed LKPD obtained a media expert validation score of 91.88% and a material expert validation score of 89.21%, both categorized as highly feasible. The practicality level was demonstrated by a student response rate of 86.28% and a teacher response rate of 94.25%, with a combined average of 90.27% categorized as very good. Based on these results, the PBL-based LKPD is declared valid and practical, making it suitable for implementation as an effective chemistry learning tool at the senior high school level. ABSTRAK Pembelajaran kimia pada materi larutan elektrolit dan non elektrolit kerap terhambat oleh keterbatasan bahan ajar yang inovatif dan berbasis masalah. Penelitian ini bertujuan mengembangkan Lembar Kerja Peserta Didik (LKPD) berbasis Problem Based Learning (PBL) yang valid dan praktis pada materi larutan elektrolit dan non elektrolit untuk peserta didik kelas XII SMA Negeri 13 Konawe Selatan. Metode yang digunakan adalah Research and Development (R&D) dengan model 4-D (Define, Design, Develop, Disseminate) yang dibatasi hingga tahap Develop. Subjek uji coba terbatas terdiri atas 9 peserta didik kelas XII.2 yang dipilih secara purposive sampling berdasarkan kategori kemampuan kognitif tinggi, sedang, dan rendah, serta 1 guru mata pelajaran kimia. Data dikumpulkan melalui lembar validasi ahli media dan ahli materi, serta angket respon guru dan peserta didik yang telah melalui validasi isi sebelum digunakan. Hasil penelitian menunjukkan bahwa LKPD yang dikembangkan memperoleh persentase validasi ahli media sebesar 91,88% dan ahli materi sebesar 89,21%, keduanya dalam kategori sangat layak. Tingkat kepraktisan produk ditunjukkan oleh respon peserta didik sebesar 86,28% dan respon guru sebesar 94,25%, dengan rata-rata gabungan 90,27% dalam kategori sangat baik. Berdasarkan hasil tersebut, LKPD berbasis PBL dinyatakan valid dan praktis sehingga layak diimplementasikan sebagai bahan ajar kimia yang efektif di tingkat SMA.
PRAKTIK GACHA DALAM GAME ONLINE PERSPEKTIF HUKUM ISLAM: ANALISIS HADIS TERHADAP UNSUR GHARAR DAN MAISIR Rahma Tazkia; Maila Rosyadah; Siti Dhea Luthfiyyah; Alimron Alimron; Rifqi Annas
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i3.12796

Abstract

The gacha practice in online games is a growing digital transaction phenomenon that has sparked serious debate in Islamic law. This study aims to analyze the gacha practice from the perspective of Islamic law, particularly through hadith analysis of the elements of gharar (uncertainty) and maisir (speculation/gambling), and to examine their implications within fiqh muamalah and maqashid shariah. This study employs a qualitative method using a library research approach. Primary data were obtained from the hadiths of the Prophet Muhammad (peace be upon him) in authoritative hadith collections, while secondary data were drawn from books on muamalah fiqh, Islamic economics, and SINTA-accredited scientific journals published between 2021 and 2026. Data analysis was conducted using a descriptive-analytical method. The results indicate that the gacha system contains elements of gharar, evidenced by uncertainty regarding the object of contract, quality, value, and benefit of the transaction. Furthermore, the gacha system contains elements of maisir, reflected in the dominance of luck, imbalance between cost and benefit, and compulsive consumption patterns triggered by the near miss effect. Both elements coexist and mutually reinforce each other within a single transaction. Within the framework of fiqh muamalah and maqashid shariah, gacha practices potentially contradict the principles of hifz al-mal and hifz al-aql, leading the majority of Islamic scholars to rule it as haram or syubhat that must be avoided. ABSTRAK Praktik gacha dalam game online merupakan fenomena transaksi digital yang terus berkembang dan menimbulkan perdebatan serius dalam perspektif hukum Islam. Penelitian ini bertujuan menganalisis praktik gacha berdasarkan perspektif hukum Islam, khususnya melalui analisis hadis terhadap unsur gharar (ketidakjelasan) dan maisir (spekulasi/perjudian), serta meninjau implikasinya dalam fikih muamalah dan maqashid syariah. Penelitian menggunakan metode kualitatif dengan pendekatan kepustakaan (library research). Data primer bersumber dari hadis-hadis Nabi saw. dalam kitab hadis mu'tabar, sedangkan data sekunder bersumber dari buku fikih muamalah, ekonomi syariah, dan jurnal ilmiah terakreditasi SINTA terbitan 2021–2026. Analisis data dilakukan secara deskriptif-analitis. Hasil penelitian menunjukkan bahwa sistem gacha mengandung unsur gharar karena terpenuhinya indikator ketidakjelasan objek akad, kualitas, nilai, dan manfaat transaksi. Selain itu, sistem gacha juga mengandung unsur maisir yang tampak pada dominasi faktor keberuntungan, ketimpangan antara biaya dan manfaat, serta pola konsumsi kompulsif akibat efek near miss. Kedua unsur ini hadir secara bersamaan dan saling memperkuat dalam satu transaksi. Dalam bingkai fikih muamalah dan maqashid syariah, praktik gacha berpotensi bertentangan dengan prinsip hifz al-mal dan hifz al-’aql, sehingga mayoritas ulama menghukuminya haram atau syubhat yang wajib dihindari.
HYBRID LEARNING BERBASIS DIGITAL SEBAGAI STRATEGI RESILIENSI PEMBELAJARAN PASCABENCANA Parihin Parihin; Joko Suseno; Velya Pramesthi Putri Ragil; Ahmad Subagyo
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i3.12916

Abstract

ABSTRACT The tornado disaster that damaged learning facilities at SMAN 2 Gunungputri required the school to develop an adaptive strategy to ensure the continuity of educational services. This study aimed to describe the implementation of Hybrid Learning supported by digital technology as a strategy for strengthening learning resilience in a post-disaster context. The study employed a qualitative approach using a single-case study design involving the principal, vice principal for curriculum affairs, teachers, students, and parents as research participants. Data were collected through semi-structured interviews, non-participant observation, and document analysis, and were analyzed using the interactive model of Miles, Huberman, and Saldana. The findings reveal that the implementation of Hybrid Learning successfully sustained learning continuity by strengthening four dimensions of learning resilience, namely institutional, teacher, student, and social resilience. This adaptive strategy restored the effectiveness of instructional activities, enhanced the digital competencies and digital literacy of both teachers and students, and reinforced collaboration between schools and parents in supporting the learning process. Although challenges related to internet connectivity, learning devices, and monitoring of online learning remained, the school was able to adapt effectively to maintain the quality of educational services. The study concludes that digitally supported Hybrid Learning is not merely an alternative instructional approach during emergencies but also a learning resilience strategy that enhances schools' adaptive capacity in responding to disasters while promoting sustainable digital transformation in education. ABSTRAK Bencana angin puting beliung yang merusak fasilitas belajar di SMAN 2 Gunungputri menuntut sekolah mengembangkan strategi adaptif untuk menjaga keberlangsungan proses pendidikan. Penelitian ini bertujuan mendeskripsikan implementasi Hybrid Learning berbasis digital sebagai strategi membangun resiliensi pembelajaran pada kondisi pascabencana. Penelitian menggunakan pendekatan kualitatif dengan desain single case study yang melibatkan kepala sekolah, wakil kepala sekolah bidang kurikulum, guru, peserta didik, dan orang tua sebagai informan. Data dikumpulkan melalui wawancara semi-structured, observasi nonpartisipan, dan studi dokumentasi, kemudian dianalisis menggunakan model Miles, Huberman, dan Saldana. Hasil penelitian menunjukkan bahwa penerapan Hybrid Learning mampu mempertahankan keberlangsungan pembelajaran melalui penguatan empat dimensi resiliensi, yaitu resiliensi institusional, guru, peserta didik, dan sosial. Adaptasi tersebut ditunjukkan oleh pemulihan efektivitas pembelajaran, meningkatnya kompetensi dan literasi digital guru serta peserta didik, dan menguatnya kolaborasi antara sekolah dengan orang tua dalam mendukung pembelajaran. Meskipun masih dihadapkan pada keterbatasan jaringan internet, perangkat belajar, dan pengawasan pembelajaran daring, sekolah mampu melakukan penyesuaian yang menjaga kualitas layanan pendidikan. Penelitian ini menyimpulkan bahwa Hybrid Learning berbasis digital tidak hanya menjadi alternatif pembelajaran pada situasi darurat, tetapi juga merupakan strategi resiliensi pendidikan yang memperkuat kapasitas adaptasi sekolah dalam menghadapi bencana sekaligus mendukung transformasi pendidikan yang berkelanjutan.
ANALISIS TREN RAGAM MEDIA PEMBELAJARAN BERBASIS TEORI KONSTRUKTIVISME DALAM PEMBELAJARAN TEMATIK SEKOLAH DASAR UNTUK MENINGKATKAN HASIL BELAJAR DAN MOTIVASI SISWA SEKOLAH DASAR Ayura Rahma Awalia; Dzaki Ullin Nuha Fachrur Rossy; Najwa Fauziah; Nurcholis Fajar Dwi Kurniawan; Oktavia Diah Rahmadhani; Sabrina Wafa; Taufik Muhtarom
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i3.13217

Abstract

Technological innovations have driven the diversification of pedagogical instruments in elementary school thematic learning. However, prior studies tend to examine media utilization partially, leaving a significant gap in research that integrates trends, characteristics, and implementation phases of constructivist-based media into a single comprehensive synthesis. This study aims to comprehensively analyze the trends, characteristics, and implementation patterns of learning media based on constructivist theory in elementary school thematic learning. The Systematic Literature Review (SLR) method was applied by adopting the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) protocol to screen articles from the Google Scholar database published between 2016 and 2025. Out of 970 identified articles, 25 met the strict inclusion and exclusion criteria for further analysis. The synthesis reveals a distinct shift in media trends, transitioning from conventional-manipulative media to interactive-digital media (such as interactive PowerPoint, animated videos, Android applications, Quizizz, and Wordwall) that are strictly oriented toward students' independent knowledge construction. The core characteristics of these media center on a student-centered approach, visual attractiveness, and contextual relevance, while their implementation systematically follows procedural stages from needs analysis to evaluation. This literature synthesis confirms that the integration of constructivism-based media consistently transforms thematic learning into a more active, meaningful, and adaptive experience aligned with the cognitive development of elementary school students. ABSTRAK Perkembangan inovasi teknologi telah mendorong diversifikasi instrumen pedagogis dalam pembelajaran tematik di sekolah dasar. Namun, literatur terdahulu cenderung mengkaji pemanfaatan media secara parsial, sehingga belum ada kajian yang mengintegrasikan tren, karakteristik, dan tahapan implementasi media berbasis konstruktivisme dalam satu kesatuan sintesis yang utuh. Penelitian ini bertujuan untuk menganalisis secara komprehensif tren ragam, karakteristik, serta pola implementasi media pembelajaran berbasis teori konstruktivisme pada lanskap pembelajaran tematik sekolah dasar. Metode Systematic Literature Review (SLR) diterapkan dengan mengadopsi protokol PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) melalui pangkalan data Google Scholar (2016–2025). Dari total 970 artikel yang tersaring, sebanyak 25 artikel memenuhi kriteria inklusi dan eksklusi untuk dianalisis. Hasil sintesis menunjukkan adanya pergeseran tren media yang linier, bergerak dari media konvensional-manipulatif menuju media digital-interaktif (seperti PowerPoint interaktif, video animasi, aplikasi Android, Quizizz, dan Wordwall) yang berorientasi pada konstruksi pengetahuan mandiri siswa. Karakteristik utama media tersebut bertumpu pada pendekatan student-centered, visibilitas menarik, dan kontekstual. Sementara itu, implementasinya secara konsisten mengikuti pola prosedural analisis kebutuhan hingga evaluasi. Sintesis literatur ini menegaskan bahwa integrasi media berbasis konstruktivisme secara konsisten mampu mentransformasi pembelajaran tematik menjadi lebih aktif, bermakna, dan adaptif terhadap perkembangan kognitif siswa sekolah dasar.
POTENSI GAME SIMULASI BERBASIS ROBLOX DAN MUSLIM 3D SEBAGAI MEDIA PEMBELAJARAN MATERI HAJI: KAJIAN LITERATUR Muhammad Arman Mardani
TEACHER : Jurnal Inovasi Karya Ilmiah Guru Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/teacher.v6i3.13488

Abstract

Hajj as a subject matter in Islamic Religious Education (PAI) demands procedural understanding and sequential mastery of ritual practices, requiring learning media capable of presenting simulations that closely resemble real conditions. Various technologies such as augmented reality, virtual reality, and interactive multimedia have been developed for Hajj-related instruction; however, studies on more immersive three-dimensional simulation-based games, such as Roblox and Muslim 3D, remain relatively limited and scattered. This study aims to systematically examine the potential of simulation-based educational games as learning media for Hajj material through a literature review approach. A descriptive-qualitative method was employed using content analysis of relevant literature obtained from academic databases such as Google Scholar and Garuda, published between 2020 and 2026. The findings reveal that among eight identified studies specifically addressing Hajj material, only two developed Roblox-based simulation games, while the majority of studies focused on AR, VR, and interactive multimedia approaches. Further analysis indicates that Roblox-based simulation games offer conceptual advantages over other approaches due to their emphasis on active, role-play-based experiences that align with the procedural nature of Hajj rituals, supported by students' high interest in the platform. Nevertheless, implementation still faces challenges related to technological infrastructure, teacher readiness, and the scarcity of systematic research. This study recommends further in-depth research on the instructional design and effectiveness of Roblox and Muslim 3D-based simulation games as learning media for Hajj education. ABSTRAK Materi ibadah Haji merupakan salah satu materi Pendidikan Agama Islam (PAI) yang menuntut pemahaman prosedural dan tata cara pelaksanaan secara berurutan, sehingga memerlukan media pembelajaran yang mampu menghadirkan simulasi mendekati kondisi nyata. Berbagai teknologi seperti augmented reality, virtual reality, dan multimedia interaktif telah dikembangkan untuk materi Haji, namun kajian mengenai game simulasi berbasis platform tiga dimensi yang lebih imersif, seperti Roblox dan Muslim 3D, masih relatif terbatas dan tersebar. Penelitian ini bertujuan untuk mengkaji secara sistematis potensi game edukasi berbasis simulasi sebagai media pembelajaran materi Haji melalui pendekatan kajian naratif (narrative review). Metode yang digunakan adalah deskriptif-kualitatif dengan teknik analisis isi terhadap literatur yang relevan, bersumber dari basis data akademik seperti Google Scholar dan Garuda, dengan rentang tahun terbit 2020–2026. Hasil kajian menunjukkan bahwa dari delapan literatur yang secara spesifik membahas materi Haji, hanya dua studi yang mengembangkan game simulasi berbasis Roblox, sementara mayoritas studi lain masih berfokus pada pendekatan AR, VR, dan multimedia interaktif. Analisis lebih lanjut menunjukkan bahwa game simulasi berbasis Roblox memiliki keunggulan konseptual dibandingkan dengan pendekatan lain karena berorientasi pada pengalaman aktif (role-play) yang sesuai dengan karakteristik prosedural materi Haji, serta didukung oleh tingginya minat peserta didik terhadap platform tersebut. Meskipun demikian, implementasinya masih dihadapkan pada tantangan infrastruktur, kesiapan pendidik, dan minimnya penelitian sistematis. Kajian ini merekomendasikan perlunya penelitian lanjutan yang lebih mendalam mengenai desain instruksional dan efektivitas game simulasi berbasis Roblox dan Muslim 3D sebagai media pembelajaran materi Haji.