Rumah Jurnal Universitas Majalengka
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A QUALITATIVE NEEDS ANALYSIS OF SQ3R-BASED DIGITAL LEARNING WORKSHEETS IN PRIMARY SCHOOL READING ACTIVITIES
Learner Worksheets (LKPD) have an important role in learning to read in elementary schools, but the application of LKPD in the field still faces obstacles, such as unattractive appearance, limited content, and practicality. The printed LKPD used is not fully interactive, thus affecting students' interest and reading comprehension. The lack of variety in the presentation of material also reduces the effectiveness of learning. Therefore, innovation in the form of digital LKPD based on the SQ3R strategy is needed to improve reading learning. This study aims to analyze the need for the development of SQ3R-based digital LKPD. Using descriptive qualitative research method, data were collected through document analysis of LKPD and interviews with four grade VI teachers in Gugus 1 Karangnunggal District. The results showed that the current LKPDs were less interesting and did not support comprehensive text comprehension. The SQ3R strategy (Survey, Question, Read, Recite, Review) has the potential to be a solution because it can increase students' involvement in understanding the text in a more structured manner. In addition, digital LKPD allows the integration of multimedia elements that enrich the learning experience. As a reference, the PISA study shows the importance of a systematic reading approach to improve student comprehension. Thus, the development of SQ3R-based digital LKPD is an urgent need to improve the quality of reading learning in elementary schools
THE USE OF EDUCAPLAY IN PRIMARY SCHOOL LEARNING
Technological developments in education have encouraged the use of digital media in learning, including in elementary schools. One of the innovations used is Educaplay, a gamification-based platform designed to increase student engagement in the learning process. However, the effectiveness of Educaplay in improving students' conceptual understanding and critical thinking skills still needs to be studied further. This study aims to analyze the implementation of Educaplay in primary school learning and its impact on students' conceptual understanding and critical thinking skills. This study used a qualitative approach with an exploratory descriptive design. Data were collected through interviews with teachers and students, classroom observations, and documentation studies. Data analysis was carried out using data reduction techniques, data presentation, and conclusion drawing based on the Miles and Huberman method. The results showed that the use of Educaplay was able to increase students' involvement and motivation in learning. Analysis of pretests and posttests revealed a significant increase in conceptual understanding in students who used Educaplay compared to conventional methods. In addition, the platform supports the implementation of instructional differentiation and assists teachers in monitoring student progress in real-time. However, the implementation of Educaplay faces challenges, such as limited infrastructure and teachers' lack of digital literacy. Therefore, training for educators and improving access to technology are needed to maximize the effectiveness of digital-based learning in primary schools
DEVELOPMENT OF RUMAH ADIKSIMBA : A GAME-BASED LEARNING MEDIA TO ENHANCE STUDENTS’ UNDERSTANDING OF INTERROGATIVE WORDS
The low understanding of grade IV elementary school students of interrogative sentences shows the need for innovation in Indonesian language learning. This study aims to develop interactive media Rumah Adiksimba assisted by a game based learning approach to improve students’ understanding of the use of interrogative words. The research uses the ADDIE model development method which includes the stages of needs analysis, media design, prototype development, limited implementation, and effectiveness evaluation. Media validation was conducted by material and media experts, while the effectiveness test was conducted on 29 fourth grade students of SDN 1 Singorojo. The validation results showed that the media was very feasible to use with scores above 85% in all aspects. The trial showed a significant increase in learning outcomes, with the average score increasing from 58.62 (pretest) to 83.76 (posttest). In addition, students showed active engagement and positive responses to the media. This media also encourages students’ ability to analyze, assess, and develop interrogative sentences contextually. This finding reinforces the effectiveness of the game-based learning approach in enhancing the understanding of interrogative words in Indonesian language learning at the elementary school level
DEVELOPING DIFFERENTIATED TIERED NARRATIVE TEXTS IN ELEMENTARY INDONESIAN LANGUAGE LEARNING
The diverse levels of reading comprehension skills often become an obstacle in the learning process at the elementary school level. Learning cannot be standardized but must accommodate student diversity, in line with the Merdeka Belajar concept in the Merdeka Curriculum. In this curriculum, differentiated instruction is promoted as an effective solution to address such challenges. This study aims to examine the feasibility and effectiveness of leveled narrative texts in differentiated instruction based on learning readiness. The research was conducted with 27 fourth-grade students at a public elementary school in Majalengka Regency, West Java, employing a Design and Development (D&D) approach using the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). Differentiation was applied to the learning content by developing leveled narrative texts for low, medium, and high groups, determined through a diagnostic test of narrative text comprehension. Expert validation confirmed that the developed teaching materials were feasible to use. The implementation results showed that 93% of students achieved the learning objectives, with an average score of 81.3 in the final evaluation. These findings highlight that leveled narrative texts integrated into differentiated instruction are effective in supporting students’ reading comprehension skills and can serve as a strategic alternative for literacy learning in elementary schools
PLAYING ONLINE GAMES AND ITS IMPACT ON ELEMENTARY SCHOOL STUDENTS' LEARNING RESPONSIBILITIES
This study aims to determine the effect of playing online games on the learning responsibility behavior of fourth-grade students at SDN 1 Watubelah. Online games have become part of children's daily lives, including elementary school students, so it is important to see how this activity impacts their academic attitudes and behavior. This study used a quantitative approach with a survey method. The sample in the study consisted of 33 students who were selected purposively. The instrument used was a questionnaire with a Likert scale to measure the intensity of playing games and learning responsibility. The results showed that most students had a high intensity of playing games, both in terms of duration, frequency, and less than ideal time. In addition, more than half of the students showed symptoms of decreased learning responsibility, such as frequently procrastinating assignments, lack of discipline, and loss of focus while studying
THE EFFECT OF AN INTERACTIVE BOARD GAME-BASED DRILL METHOD ON THE EARLY READING ABILITY OF FIRST GRADE STUDENTS AT SDN 1 BANDORASAKULON
This study aims to determine the effect of applying the drill method based on interactive board games on the early reading ability of first-grade students at SDN 1 Bandorasakulon, Cilimus District, Kuningan Regency. The research method used was an experimental design with a pretest-posttest model. The subjects of the study were 20 students. The research instruments consisted of an early reading ability test and observation sheets for teacher and student activities. The results showed that the implementation of the drill method based on interactive board games was carried out effectively, as evidenced by the observation results of teacher and student activities which reached 93% in the “very good” category. Students’ early reading ability improved significantly, with an average pretest score of 54.38 (3 students achieved mastery and 17 did not) increasing to 82.19 in the posttest (19 students achieved mastery and 1 did not). The Paired Sample T-Test revealed a significance value of 0.000 < 0.05, indicating that the drill method based on interactive board games had a significant effect on early reading ability. The N-Gain analysis result of 0.6428 fell into the medium category with an effectiveness of 64.28%. Therefore, this method is effective in improving the early reading ability of elementary school students
Kecerdasan Buatan Dalam Perspektif Agama Islam
This study aims to explore the ontology of artificial intelligence (AI), specifically exploring its philosophical and theological underpinnings and their implications for the concept of faith in Islam. Adopting a descriptive qualitative approach and library research, the paper draws on primary sources, including the Qur'an (e.g., QS. Al-Mujadalah 11, Al-Jasiyah 13, Al-'Alaq 1-5) and Hadith, to establish a theological foundation. Secondary data comprises contemporary scientific journal articles on AI in Islam from a non-figh perspective, focusing on the integration of AI with Islamic ethical principles for education and community empowerment. The analysis reveals that AI is viewed as an outcome of Allah SWT's gift of reason ('aql), aligning with the Islamic spirit of seeking knowledge and the embodiment of taskhir (the submission of the universe to humanity). AI has significant potential to enhance the accessibility of Islamic education. However, its adoption necessitates a strong Islamic ethical framework, guided by the principles of Maqāṣid al-Sharī‘ah (the objectives of the Shari'a), to ensure fairness, non-discrimination, and harm prevention. The study concludes with several key implications: the Islamic education curriculum should be reformed to include the subject "Fiqh of Technology," and there is a critical need for collective ijtihad among technology scholars. Furthermore, developing Sharia Compliance Audit Standards (SAKS) for AI systems is crucial, along with encouraging Muslims to transition from technology consumers to producers, to ethically guide AI's future practical implementatio
Memahami Peran Pendidikan Nasional Sebagai Suatu Sistem Yang Terpadu
Pendidikan di Indonesia masih belum sepenuhnya mampu memenuhi kebutuhan dan tantangan global. Berbagai upaya perbaikan telah dilakukan, namun isu-isu mendasar tetap menghambat tercapainya pendidikan yang berkualitas dan merata. Kondisi tersebut menunjukkan perlunya pemahaman terhadap pendidikan nasional sebagai suatu sistem yang terpadu. Penelitian ini bertujuan untuk untuk menganalisis bagaimana peran, landasan, tantangan dan upaya pendidikan nasional sebagai suatu sistem yang terpadu. Penelitian ini menggunakan pendekatan kualitatif deskriptif dengan metode studi literatur. Data yang diperoleh dianalisis menggunakan teknik analisis konten (content analysis). Hasil kajian menunjukkan bahwa Pendidikan Nasional sebagai suatu sistem berperan sebagai pendidikan yang berlandaskan Pancasila dan Undang-Undang Dasar Negara Republik Indonesia Tahun 1945 yang di dalamnya terdiri dari elemen atau unsur-unsur yang saling berkaitan secara fungsional, sehingga terjadinya satu kesatuan yang terpadu dan saling berhubungan, dengan harapan dapat mencapai tujuan yang telah ditentukan. Oleh karena itu, keterpaduan antar komponen inilah yang menjadi dasar dalam mewujudkan tujuan pendidikan nasional yang berkualitas dan merata
Efektivitas Pendekatan Pembelajaran Berdiferensiasi: Kajian Literatur pada Pembelajaran IPAS di Sekolah Dasar
Artikel ini bertujuan untuk mengkaji efektivitas pendekatan pembelajaran berdiferensiasi dalam pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) di Sekolah Dasar melalui telaah literatur terhadap berbagai penelitian terkini yang terbit antara tahun 2020 hingga 2025. Pendekatan pembelajaran berdiferensiasi merupakan strategi yang menyesuaikan konten, proses, dan produk pembelajaran berdasarkan kebutuhan, minat, dan kesiapan belajar peserta didik. Hasil kajian menunjukkan bahwa penerapan pembelajaran berdiferensiasi mampu meningkatkan hasil belajar, motivasi, dan keterlibatan peserta didik secara signifikan. Selain itu, pendekatan ini mendukung terciptanya lingkungan belajar yang inklusif, nyaman, serta sesuai dengan prinsip Kurikulum Merdeka yang berorientasi pada pengembangan potensi individu secara optimal. Berbagai penelitian menunjukkan adanya peningkatan nilai pretest–posttest, ketuntasan belajar, dan skor N-Gain setelah penerapan pendekatan ini. Berdasarkan temuan tersebut, dapat disimpulkan bahwa pembelajaran berdiferensiasi efektif diterapkan dalam pembelajaran IPAS di Sekolah Dasar sebagai strategi pembelajaran adaptif yang mampu mengoptimalkan hasil belajar dan perkembangan potensi peserta didik
PENGARUH KUALITAS PRODUK DAN HARGA TERHADAP KEPUTUSAN PEMBELIAN TEH POCI DI KALANGAN MAHASISWA
Teh Poci is one of the popular packaged beverage products among university students due to its practicality, affordability, and easy availability. Amid the variety of beverage options in the market, it is important to understand how students as consumers make purchasing decisions and what factors influence their behavior. This study aims to analyze student consumer behavior in purchasing decisions of Teh Poci by examining five main aspects: decision-making process, motivation, perception, attitude, and social and cultural influences.This research uses a descriptive qualitative approach with observation and interviews conducted with five students from Universitas Winaya Mukti who actively consume Teh Poci. The results show that purchasing decisions are influenced by the need for a practical and refreshing drink, affordable price, and easy product access around the campus. Additionally, social influences such as peer encouragement and group consumption culture also play a role in purchasing decisions.It can be concluded that students' purchasing behavior toward Teh Poci is influenced by a combination of internal and external factors, reflecting the typical consumption characteristics of student life