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sitorus, yunita; sitorus, yunita; Teguh Khristianto

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Kemajuan teknologi telah menciptakan peluang baru dalam bidang pendidikan, terutama bagi anak usia dini. Penelitian ini mengembangkan sebuah game edukatif berbasis Android yang ditujukan untuk anak berusia 4 hingga 6 tahun, dengan materi pengenalan huruf, angka, buah, dan hewan. Pengembangan aplikasi ini menggunakan model Waterfall yang mencakup analisis kebutuhan, perancangan, implementasi, pengujian, serta pemeliharaan. Game dirancang menggunakan Flutter dan bahasa Dart untuk menghasilkan tampilan yang interaktif dan responsif, serta dilengkapi dengan fitur audio-visual yang menarik. Berdasarkan hasil pengujian Blackbox dan User Acceptance Testing (UAT), sebanyak 87% anak menunjukkan ketertarikan terhadap game ini, dan 82% mampu mengingat materi yang disampaikan. Para guru juga memberikan respon positif, menilai permainan ini efektif sebagai media pembelajaran. Meski demikian, masih diperlukan penambahan variasi soal serta peningkatan kinerja aplikasi guna meningkatkan pengalaman pengguna secara keseluruhan.

Khoirul Wafa; Naily Fauziyah; Moch. Romdon Andreansyah; Zakiyyatul 'Azizah; Achmad Arif Rofiki +1 more

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2025 Asosiasi Periset Bahasa Sastra Indonesia

The cultivation of holistic character in elementary school students is a fundamental component in shaping individuals who are morally, socially, and spiritually grounded. This study aims to describe the effectiveness of interactive educational approaches in fostering character development among elementary students at Pondok Pesantren At-Tausyiah, Blitar. A qualitative descriptive method was employed, involving observation, interviews, and active participation during the character-building program. The activities implemented included inspirational storytelling on heroism to foster nationalism and a “water-carrying game” designed to teach values of cooperation and responsibility. Observational data indicated a high level of enthusiasm and active participation from the students throughout the program. Reflections from the students and interviews with facilitators supported the finding that experience-based learning, educational games, and two-way communication significantly enhance both understanding and practice of character values. Beyond strengthening students' character, the program also fostered a joyful learning environment and strengthened the bond between student facilitators and the participants. The findings affirm that interactive education is an effective strategy for holistic character formation, particularly in Islamic boarding school settings.

Aulia Dini Ayuningtias; Rian Federico Ginting; Muhammad Arif; Novi Angelica; Fanisa Dwi Cahyani

VitaMedica : Jurnal Rumpun Kesehatan Umum 2025 STIKES Columbia Asia Medan

Nyeri punggung bawah (low back pain) merupakan salah satu masalah kesehatan muskuloskeletal yang sering terjadi di masyarakat, terutama pada kelompok usia produktif dan lanjut usia. Di Desa Tanjung Anom, kasus nyeri punggung bawah cukup tinggi akibat gaya hidup tidak aktif, posisi kerja yang salah, serta kurangnya pengetahuan mengenai pencegahan dan penanganan mandiri. Kegiatan edukasi ini bertujuan untuk meningkatkan pemahaman dan keterampilan masyarakat dalam mengelola nyeri punggung bawah melalui pendekatan self-care management. Metode yang digunakan dalam kegiatan ini adalah edukasi interaktif, demonstrasi latihan peregangan dan penguatan otot, serta pembagian leaflet sebagai media informasi. Hasil kegiatan menunjukkan peningkatan pengetahuan peserta sebesar 85% dan kemampuan praktik mandiri sebesar 75% dalam melakukan teknik self-care, seperti senam punggung, teknik relaksasi, dan ergonomi sederhana dalam aktivitas sehari-hari. Edukasi self-care management terbukti efektif dalam meningkatkan kapasitas masyarakat Desa Tanjung Anom untuk mencegah dan mengatasi nyeri punggung bawah secara mandiri dan berkelanjutan. Diharapkan kegiatan ini dapat menjadi model intervensi promotif-preventif yang dapat direplikasi di desa lain dengan masalah serupa.

Sonya Sonya; Ibnu Muthi

Nian Tana Sikka : Jurnal ilmiah Mahasiswa 2025 Fakultas Ekonomi & Bisnis, Universitas Nusa Nipa

Reading literacy skills are an important foundation in the learning process of lower grade elementary school students. Unfortunately, many students have difficulty in understanding reading and have low reading interest. This study aims to examine the effectiveness of the use of interactive children's stories in improving the reading literacy skills of lower grade elementary school students. The method used was a quasi-experimental method with a pretest-posttest non-equivalent control group design. The subjects of the study consisted of two classes: an experimental class that used interactive children's story media, and a control class that used conventional methods. The results showed that students who learned with interactive children's stories experienced significant improvements in three main aspects of literacy, namely word recognition, reading comprehension, and reading interest. This media provides a fun and contextual reading experience through a combination of audio, visuals, and interactivity. In addition, students are more enthusiastic and active during the learning process. Thus, interactive children's stories have proven effective as an alternative to innovative literacy learning that is in accordance with technological developments. It is recommended that teachers integrate this media into learning and schools support the development of infrastructure that supports the use of digital media in the classroom.

Prizca Asty Andreana; Devi Putri Febriyanti; Anggi Novellia Zulva; Edy Susena

Jurnal Kendali Teknik dan Sains 2025 International Forum of Researchers and Lecturers

This research iss motivated by the problem of the lack of digital learning facilities that can be flexibly accessed by students and theachers at SMP Djama'atul Ichwan Surakarta, so that interaction in the theaching and learning proces is limited. The theories applied in this study include the concept of E-Learning as a distance learning method rooted in information technology, web-based system development, and an interactive technology integration approach to increase effectiveness and engagement in learning. The method used is the Waterfall model system development life cycle (SDLC), which includes the stages of needs analysis, system design, implementation with PHP and MySQL using the CodeIgniter framework, and function testing. The research findings show that the designed web-based E-Learning system successfully provides features for managing student and teacher data, distributing teaching materials, scheduling lessons, giving assignments, and interaction through discussion forums. This system is considered capable of supporting a more organized and interactive online education process.The implementation of this systemis expected to a long-term solution to overcome the limitations of traditional learning methods and become a foundation for the development of digital learning platforms in the futur.

Rizaldi Khairun Nuzul; Anita Khumairoh; Faridah Hamidah Iswahyudi; Diva Putri Vania; Tri Fajar Yuliarti +1 more

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Mathematics is often perceived as a subject that is difficult for students to master, a notion that has been confirmed by numerous previous studies. One of the contributing factors is the limited variety of instructional media used in classrooms, which affects students' interest and comprehension. Many teachers still lack appropriate learning media to support blended learning approaches. This study aims to develop and implement multimedia-based Educational Instructional Media (EIM) that are valid, practical, and effective. The project utilizes video-based learning to deliver algebra concepts material for Grade VII students at SMPN 252 Jakarta and SMPIT Al-Qudwah. The development process follows the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. During the analysis phase, both learning needs and content requirements were mapped according to SAP (System Analysis and Product). The material was then divided into seven core sections. In the design stage, the curriculum structure, system flow, and user interface were developed. The development stage involved creating instructional content based on the analysis results. The content was then uploaded to the Moodle platform and presented using the Project-Based Learning (PjBL) model.

Karunia, Reiza Dwi; Hidayati, Nurtriana

Dinamik 2025 Universitas Stikubank

Penelitian ini menganalisis pola ancaman siber global dengan menggunakan metode Exploratory Data Analysis (EDA) berdasarkan dataset “Global Cybersecurity Threats (2015–2024)” yang disusun oleh Atharva Soundankar dan dipublikasikan di Kaggle. Dataset tersebut mencakup 3.000 insiden keamanan siber dari berbagai negara, dengan atribut seperti negara, tahun, jenis serangan, industri sasaran, kerugian finansial, jumlah pengguna terdampak, sumber serangan, jenis kerentanan, mekanisme pertahanan, dan waktu penyelesaian insiden. Melalui pendekatan EDA dan visualisasi interaktif dengan Tableau, penelitian ini bertujuan mengidentifikasi pola, tren, dan anomali dari serangan siber global serta menguji dua hipotesis utama: (1) jenis serangan DDoS dan phishing merupakan yang paling dominan secara global; dan (2) sektor teknologi informasi dan perbankan merupakan industri paling rentan terhadap serangan. Hasil analisis menunjukkan bahwa kedua hipotesis tersebut terbukti, di mana DDoS dan phishing menempati urutan teratas sebagai jenis serangan terbanyak, dan sektor IT serta perbankan paling sering menjadi sasaran. Temuan ini memberikan kontribusi penting dalam penyusunan strategi mitigasi serangan siber, khususnya pada sektor-sektor vital. Visualisasi data juga memberikan dukungan kuat dalam pemahaman pola ancaman dan pengambilan keputusan berbasis data. Kata Kunci: Ancaman Siber, DDoS, Phishing, Industri IT, EDA, Visualisasi Data

Suderajat, Agung; Kamalia, Antika Zahrotul; Afandi, Dedi

Dinamik 2025 Universitas Stikubank

Pasar properti rumah memiliki harga yang bervariasi tergantung lokasi dan spesifikasi bangunan. Penelitian ini melakukan segmentasi harga properti berdasarkan lokasi (latitude & longitude), harga, dan luas bangunan menggunakan algoritma K-Means Clustering. Dataset berisi 18.962 data properti dari wilayah Bandung dan sekitarnya. Data melalui tahap pembersihan, transformasi lokasi ke koordinat geografis, normalisasi, dan denormalisasi untuk memastikan kualitas analisis. Metode Elbow digunakan untuk menentukan jumlah cluster optimal dan menunjukkan nilai K = 3. Proses clustering menghasilkan tiga segmen: Cluster 0 (Affordable Housing) mencakup 7.751 properti dengan harga rendah dan bangunan kecil, Cluster 1 (Luxury Estate) sebanyak 2.402 properti dengan harga tinggi dan bangunan luas, serta Cluster 2 (Middle-Class Residences) terdiri dari 5.555 properti dengan karakteristik menengah. Visualisasi menggunakan peta interaktif berbasis Folium memperlihatkan distribusi spasial yang jelas, dengan konsentrasi tertinggi berada di pusat kota seperti Bandung dan Cimahi. Rata-rata harga di cluster 0 sekitar Rp900 juta, cluster 1 mencapai Rp4,9 miliar, dan cluster 2 sekitar Rp1,8 miliar. Penelitian ini menunjukkan bahwa K-Means efektif untuk segmentasi harga properti. Untuk hasil yang lebih komprehensif, disarankan agar penelitian lanjutan menambahkan variabel seperti aksesibilitas, fasilitas umum, dan kondisi bangunan.

Safira Azhari; Salsabila Khoirunnisa; Niken Dwi Rianti; Tian Nurani

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The rapid development of information and communication technology demands the education sector to strengthen digital literacy, particularly in mastering computer networks. Observations at SMK Taruna Bakti Baturraden revealed that 10th-grade students face difficulties in understanding basic network concepts such as topology, hardware, IP addresses, and the use of Cisco Packet Tracer. This study aims to measure the effectiveness of interactive teaching methods in improving students' understanding. The activities were carried out through stages including observation, module preparation, delivery of interactive materials, and evaluation. The learning process involved participatory presentations, discussions, and hands-on simulations. Evaluation was conducted using quizzes and student reflections. The results showed a significant increase in students' understanding of networking concepts and enthusiasm in learning network technologies. Furthermore, the activity enhanced students' digital literacy through a practical approach and the use of simulation applications. These findings indicate that interactive teaching methods are effective in improving computer network comprehension and can serve as a replicable digital literacy-based learning model in other vocational schools.

Delia Anggraeni; Riska Suhela; Andhita Octaviana; Asharifa Sekar Kedasih

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community outreach program was initiated to foster foundational knowledge of computer networking among students in the Visual Communication Design (VCD) department at SMK Diponegoro 3 Kedungbanteng. Key topics included basic networking concepts, types and topologies of networks, hardware components, and their significance in creative fields. The implementation involved interactive learning through lectures, hardware demonstrations, and open discussions. A total of 46 students engaged in the sessions. The outcomes indicated increased engagement and awareness of interdisciplinary digital literacy, emphasizing the value of basic technology comprehension in collaborative design workflows.

Delia Anggraeni; Riska Suhela; Andhita Octaviana; Asharifa Sekar Kedasih

Jurnal Pengabdian Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

This community outreach program was initiated to foster foundational knowledge of computer networking among students in the Visual Communication Design (VCD) department at SMK Diponegoro 3 Kedungbanteng. Key topics included basic networking concepts, types and topologies of networks, hardware components, and their significance in creative fields. The implementation involved interactive learning through lectures, hardware demonstrations, and open discussions. A total of 46 students engaged in the sessions. The outcomes indicated increased engagement and awareness of interdisciplinary digital literacy, emphasizing the value of basic technology comprehension in collaborative design workflows.

Nurul Fadilah; Syamsiah Depalina

Jurnal Hukum, Pendidikan dan Sosial Humaniora 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This study aims to examine the role of interactive play in early childhood language development in Sipolu-polu Village, Panyabungan District. Interactive games are a fun and educational approach that supports children's language skills, particularly vocabulary acquisition, sentence structure, storytelling ability, and two-way communication. This research employed a qualitative descriptive method using observation, interviews, and documentation techniques. The subjects were children aged 4–6 years involved in interactive play activities within non-formal education settings and their home environments. The findings show that interactive games, such as role-playing, picture puzzles, and educational digital games, have a positive impact on children's language development. Children became more verbally active, followed instructions better, and could express ideas and stories in a more structured manner. Therefore, interactive games are proven to play a significant role as an effective learning medium in developing early childhood language skills in the community of Sipolu-polu Village.

Lisnida Yanti; Syamsiah Depalina

Jurnal Pendidikan Bahasa dan Anak Usia Dini 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to examine the effectiveness of an interactive storytelling method supported by visual media in enhancing young children's language skills and character development. The research employs a qualitative approach, collecting data through observation, interviews, and descriptive analysis of learning practices in early childhood education institutions (PAUD). The findings indicate that the use of visual media and active interaction from parents and teachers significantly enriches vocabulary, improves listening skills, and supports children's social- emotional and overall character development. These results underscore the crucial role of parents and visual media in the language stimulation and character-building process for early childhood, aligning with language development theories and social constructivism as foundational principles for effective learning approaches.

Rino Andreas; Adimas Maditra Permana; Priyanto Priyanto

Jurnal Pengabdian dan Solidaritas Masyarakat 2025 Lembaga Pengembangan Kinerja Dosen

Tujuan artikel ini untuk mengelaborasi peningkatan literasi informasi pustakawan, guru, dan pegiat literasi melalui Bimbingan Teknis yang diselenggarakan oleh Dinas Kearsipan dan Perpustakaan Kabupaten Karanganyar. Kegiatan ini dilaksanakan selama lima hari melibatkan narasumber dari berbagai institusi seperti D3-Komunikasi Terapan UNS, D3-Perpustakaan UNS, UPT Perpustakaan UNS, UMUKA, dan Kominfo, serta difokuskan pada materi kebutuhan informasi, penelusuran, evaluasi, analisis, sintesis, dan diseminasi informasi, yang sejajar dengan capaian literasi sebagaimana digariskan dalam literatur pelatihan literasi informasi.  Metode yang digunakan adalah program pelatihan interaktif terpadu, terdiri dari ceramah, studi kasus, simulasi praktik, diskusi kelompok, dan tanya jawab. Tiap narasumber memberikan sesi spesifik sesuai keahlian. Evaluasi dilakukan melalui pre‑test dan post‑test, observasi partisipatif, serta refleksi individu. Hasil menunjukkan peningkatan signifikan dalam kompetensi literasi informasi para peserta: rata‑rata skor post‑test naik dibanding pre‑test; peserta melaporkan peningkatan kemampuan merumuskan kebutuhan informasi, memilih sumber yang relevan, mengevaluasi kredibilitas, melakukan analisis dan sintesis, serta menyebarkan informasi secara sistematis. Selain itu, partisipasi aktif dan sangat tingginya antusiasme peserta mencerminkan keberhasilan metode interaktif. Temuan ini sejalan dengan penelitian sebelumnya yang menunjukkan bahwa pelatihan literasi informasi efektif meningkatkan kemampuan praktis pustakawan dan tenaga perpustakaan. Secara keseluruhan, Bimtek ini efektif meningkatkan literasi informasi secara sistematis, dan direkomendasikan sebagai model pelatihan berkelanjutan untuk penguatan layanan perpustakaan daerah.

Desi Azelina Sitorus; Imelda Gaindra Daeli; Putri jafriati Ningsih

Jurnal Insan Pendidikan dan Sosial Humaniora 2025 International Forum of Researchers and Lecturers

This study uses a qualitative method to examine the effect of the use of interactive learning media on elementary school students’ learning motivation. The focus of this study is to understand how learning media that involves active interaction can increase students’ interest and enthusiasm in the learning process. Data were collected through observation, in-depth interviews with teachers and students, and documentation of learning activities. The results of the study indicate that interactive learning media can create a more interesting and enjoyable learning atmosphere, thus triggering a significant increase in student learning motivation. In addition, the use of this media also helps students understand the subject matter more easily and effectively. This study provides an overview that the integration of technology in learning can be an effective strategy to improve the quality of education in elementary schools. These findings are expected to be a reference for teachers and curriculum developers in optimizing the use of interactive learning media to improve student motivation and learning achievement.

Nurrohmah, Faiza Intan; Wartoyo, Wartoyo; Sari, Ama Farida

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2025 Prodi PPKn Universitas Slamet Riyadi

ABSTRAK Tujuan penelitian ini untuk mengetahui bentuk kegiatan yang dilakukan ekstrakurikuler KIR SMK Negeri 1 Mojosongo yang dapat menguatkan kreativitas dan berpikir kritis pada anggota KIR. Penelitian ini menggunakan metode penelitian deskriptif kualitatif. Strategi penelitian ini menggunakan pendekatan studi analisis. Subjek penelitian ini adalah waka kesiswaan, pembina, dan anggota ekstrakurikuler kelompok ilmiah remaja. Teknik pengumpulan data meliputi observasi, wawancara dan dokumentasi. Uji keabsahannya menggunakan triangulasi sumber dan triangulasi metode. Data penelitian dianalisis menggunakan teknik deskriptif kualitatif dengan model analisis interaktif. Hasil penelitian ini dapat disimpulkan bahwa bentuk kegiatan yang dilakukan di ekstrakurikuler KIR meliputi kegiatan penelitian dan perlombaan. Dalam tahapan kegiatan penelitian telah memuat kelima indikator penguatan berpikir kritis yaitu ketrampilan menganalisis pada kegiatan pengujian, ketrampilan mensintesis/menggabungkan pada kegiatan perolehan informasi dari jurnal, ketrampilan memecahkan masalah, ketrampilan menyimpulkan serta ketrampilan mengevalusi pada setiap tahapan penelitian. Selain itu kreativitas para anggota selalu diasah dengan kegiatan penemuan ide/tema penelitian yang akan dilakukan. Kata Kunci : Kreativitas, Berpikir Kritis, Kelompok Ilmiah Remaja ABSTRACT The purpose of this study was to determine the form of extracurricular activities carried out by SMK N 1 Mojosongo KIR which can strengthen creativity and critical thinking in KIR members. This research method was a qualitative descriptive method. The research strategy used was an analysis study. The subjects of this study were the vice principal of student affairs, the supervisor, and members of the extracurricular youth scientific group. Data collection techniques include observation, interviews and documentation. The validity test of the data used was by using source triangulation and method triangulation. The research data was analyzed using qualitative descriptive techniques with an interactive analysis model. The results of this study could be concluded that the forms of activities carried out in the KIR extracurricular were research and competition activities. In the research activity stage, there are 5 indicators of strengthening critical thinking such as analytical skills in testing activities, synthesis skills/combining information acquisition activities from journals, problem-solving skills, conclusion skills and evaluation skills for each stage of the research. In addition, the creativity of the members is always honed through activities to find ideas/themes for research to be carried out. Keywords : Creativity, Critical Thinking, Youth Scientific Group

Nur Oktavia, Bella; Sutoyo, Sutoyo; Trisiana, Anita

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2025 Prodi PPKn Universitas Slamet Riyadi

Tujuan penelitian ini: 1) Untuk menganalisis game edukasi "KARISMA" dalam pembentukan karakter Merdeka Belajar pada siswa kelas VIII SMP Negeri 18 Surakarta tahun ajaran 2024 / 2025. 2)  Untuk mendeskripsikan persepsi siswa kelas VIII SMP Negeri 18 Surakarta dalam penggunaan game edukasi "KARISMA" dalam pembelajaran pada tahun ajaran  tahun ajaran 2024 / 2025. Bentuk  penelitian ini menggunakan metode penelitian deskripsi kualitatif. Subjek penelitian ini melibatkan guru PPKn kelas VIII dan siswa kelas VIII. Sumber data yang digunakan sumber primer dan sumber data sekunder. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, dokumentasi. Uji keabsahan dilakukan dengan triangulasi sumber dan triangulasi metode. Data dalam penelitian ini dianalisis menggunakan teknik deskripsif kualitatif dengan model analisis interaktif. Hasil penelitian ini dapat disimpulkan: 1) Game edukasi "KARISMA" memiliki kontribusi positif terhadap pembentukan karakter Merdeka Belajar pada siswa kelas VIII SMP Negeri 18 Surakarta tahun ajaran 2024/2025. Game ini dirancang untuk menerapkan nilai-nilai karakter sesuai dengan Profil Pelajar Pancasila yang sejalan dengan prinsip-prinsip Kurikulum Merdeka Belajar. 2)  Persepsi siswa kelas VIII SMP Negeri 18 Surakarta terhadap penggunaan game edukasi "KARISMA" dalam pembelajaran cenderung positif. Persepsi siswa pada game ini sebagai media pembelajaran yang inovatif, menarik, dan relevan dengan kebutuhan siswa. Game "KARISMA" tidak hanya meningkatkan pemahaman siswa terhadap materi pembelajaran, tetapi juga memotivasi mereka untuk lebih aktif, kreatif, dan mandiri dalam belajar. Kata Kunci : Persepsi, Game Edukasi, “KARISMA”     The objectives of this study were: 1) To analyze the educational game "KARISMA" in the developing Merdeka Belajar characters in class VIII students of SMP Negeri 18 Surakarta in the 2024/2025 academic year. 2) To describe the perceptions of class VIII students of SMP Negeri 18 Surakarta in the use of the educational game "KARISMA" in the 2024/2025 academic year. This research method is qualitative descriptive. The subjects of this study were civics teachers in grade and students in grade VIII. The data sources used are primary sources and secondary data sources. Data collection techniques used were through observation, interviews, documentation. Data validity testing was carried out using source triangulation and methods triangulation. The data in this study were analyzed using qualitative descriptive techniques with an interactive analysis model. The results of this study  could be e concluded: 1) The educational game "KARISMA" has a positive contribution to the development of the Merdeka Belajar character in students in class VIII students of SMP Negeri 18 Surakarta in the 2024/2025 academic year. This game is designed to apply  character values ​​in accordance with the Profil Pelajar Pancasila which was in accordance  with the principles of the Merdeka Belajar Curriculum. 2) The perception of students in class VIII towards the use of the educational game "KARISMA" in tended to be positive. The Students' perceptions of this game as an innovative, interesting, and relevant learning media to students' needs. The "KARISMA" game not only improves students' understanding of the learning material, but also motivates them to be more active, creative, and independent in learning. Keywords: Perception, Educational Game, "KARISMA"

Widiastuti, Heni Delia Putri; Trisiana, Anita; Farida Sari, Ama

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2025 Prodi PPKn Universitas Slamet Riyadi

Tujuan penelitian ini adalah untuk mendeskripsikan Implementasi Karakter dalam meningkatkan karakter tanggung jawab pada pembelajaran PPKn melalui Proyek P5 pada peserta didik kelas VII SMP Negeri 18 Surakarta. Metode penelitian ini menggunakan pendekatan deskriptif kualitatif. Subjek penelitian terdiri dari guru PPKn kelas 7 dan siswa kelas 7 di SMP Negeri 18 Surakarta. Dalam pengumpulan data, peneliti menerapkan beberapa teknik, yakni observasi, wawancara, dan dokumentasi. Untuk memastikan kevalidan data digunakan triangulasi, baik sumber maupun teknik. Analisis data dalam penelitian ini dilakukan secara deskriptif kualitatif dengan model interaktif. Hasil penelitian ini dapat disimpulkan bahwa: 1) Penguatan karakter tanggung jawab dalam pembelajaran PPKn melalui P5 dilakukan dengan tugas proyek kelompok karena mendorong siswa menyelesaikan tugasnya masing-masing. 2) hambatan yang dihadapi meliputi keterbatasan fasilitas, kurangya tanggung jawab siswa, rendahnya motivasi pribadi, dan pengaruh lingkungan. 3) solusinya, guru berperan sebagai fasilitator yang menciptakan lingkungan belajar kondusif, memberikan tugas menantang, umpan balik positif dan reward untuk memotivasi siswa agar lebih bertanggung jawab. Kata Kunci : Karakter Tanggung Jawab, Proyek Profil Pelajar Pancasila, Implementasi.

Julius Kalangi; Dewi Rosita

ARDHI : Jurnal Pengabdian Dalam Negri 2025 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study uses the Research and Development (R&D) research type with the PPE model consisting of three stages, namely Planning, Production and Evaluation. The research subjects involved 35 students from class VIII (8) at SMP Samarinda as well as 3 media experts and 1 material expert. The object of the study was the Ispring Suite teaching material on Software material.The results of the study showed that the development of Ispring Suite which was tested by 3 expert media validators received a Calculation value of 172 which indicated the category of "very suitable" for use. Testing by 1 material expert obtained a calculated value of 60 which indicates the category of "very feasible" to use. The assessment of the entire Validator obtained a value of 182. Thus, the development of Ispring Suite on the material of Class VIII Software in Samarinda which was developed with the PPE model was declared very feasible based on the feasibility test of media and material experts.

Fitra Triulan H Hilali; Sri Andini Molangga; Anggraini Mertosono; Miranda B. Djaliati

Jurnal Pendidikan Bahasa dan Anak Usia Dini 2025 Asosiasi Periset Bahasa Sastra Indonesia

Penelitian bertujuan untuk mengidentifikasi dan menganalis tantangan literasi yang dihadapi oleh anak usia dini dalam kelompok B TK Negeri Handayani Tonala, khususnya dalam hal menulis dan mengenal huruf abjad kecil. Kesulitan dalam mengenal bentuk dan menulis huruf kecil berdampak pada perkembangan literasi awal anak yang merupakan fondasi bagi kemampuan membaca dan menulis lanjutkan. Metode yang digunakan adalah penelitian kualitatif deskriptif dengan tehnik pengumpulan data berupa obsevasi, serta dokumentasi. Hasil penelitian menunjukan bahwa faktor utama kesulitas anak terletak pada kurangnya variasi media pembelajaran, metode mengajar yang belum menyenangkan, serta kurangnya latihan motorik halus.Rekomendasi dari penelitian ini adalah penggunan pendekatan bermain dan media visual interaktif untuk mendukung pengenalan huruf dan keterampilan menulis anak usia dini.