Journal Indonesia Emerging Literacy Education
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Pengembangan Bahan Bacaan Literasi Bermuatan Objek Wisata
Peran pembelajaran literasi yang bermuatan objek wisata pesisir Pulau Mandangin sangat penting dalam memberikan bekal pengetahuan, keterampilan, dan perilaku kepada siswa agar memiliki wawasan yang mantap tentang potensi daerah. Penelitian ini bertujuan untuk mengembangkan bahan bacaan literasi yang bermuatan pada objek wisata pesisir Mandangin untuk penguatan pembelajaran berbasis wisata. Penelitian ini merupakan penelitian pengembangan dengan model pengembangan 4D yang terdiri atas empat tahap, yaitu pendefinisian (define), perancangan (design), pengembangan (develop), dan penyebaran (disseminate). Hasil penelitian ini menunjukkan bahwa kualitas produk yang dikembangkan sangat baik (88,5%) yang meliputi kualitas isi/materi (90%), kualitas penyajian (87,5%), dan kualitas bahasa (88%). Respons siswa setelah menggunakan bahan bacaan literasi juga sangat baik dan positif yang ditunjukkan dengan hasil angket sebesar 89,5%. Guru dapat menggunakan media bahan bacaan literasi bermuatan objek wisata Pulau Mandangin untuk meningkatkan minat membaca siswa dan menggunakannya sebagai sumber belajar dalam pembelajaran berbasis wisata
Pengembangan Media Komik Digital Berbasis Flipbook pada Mata Pelajaran Pkn untuk Meningkatkan Motivasi Belajar Siswa Kelas V MI/SD
Penelitian di MINU Waru 1 yang fokus untuk meningkatkan motivasi belajar siswa pada mata pelajaran PKn kelas V. Masalah yang ditemukan peneliti adalah guru tidak menggunakan media pembelajaran yang menarik untuk meningkatkan keinginan siswa untuk belajar. Tujuan dari penelitian ini adalah untuk menentukan apakah komik digital berbasis flipbook yang digunakan dalam pembelajaran mata pelajaran PKn di kelas V di MINU Waru 1 valid dan efektif. Penelitian ini dijalankan menggunakan model desain pembelajaran ADDIE, yang mencakup analisis, desain, pengembangan, implementasi, dan evaluasi. Penelitian ini melibatkan penilaian dari siswa dan guru serta penyebaran angket kepada ahli media dan ahli materi. Penelitian menemukan bahwa ahli materi memberikan skor 93% dalam kategori "sangat layak" dan ahli media memberikan skor 83% dalam kategori "layak". Selain itu, angket yang menilai motivasi belajar siswa sebelum dan sesudah penggunaan media menunjukkan peningkatan dari 53% (kategori "rendah") menjadi 76% (kategori "tinggi"), menunjukkan bahwa siswa lebih termotivasi untuk belajar setelah menggunakan media komik digital berbasis flipbook pada mata pelajaran PKn di kelas V
Bibliometric Analysis of the Ability to Solve Algebra Problems in Elementary School AKM Numeracy Context
Objective: The purpose of this bibliometric analysis is to look at opportunities and trends in research related to the completion of algebra context numeration Assessment of Minimum Competence at the level of Elementary School using the VOS Viewer application. Method: The method used in this research is bibliometric, collecting data from articles or journals from 2021 to 2023 through the Google Scholar site using the Publish or Perish software of 500 articles or magazines. Results: Similar research results show that in 2021, there were 101 publications; in 2022, there were 166; and in 2023, there were 198. The number of quotes was 2097; the average quotation per year was 699; the quotations per paper was 4.51; the averages per writer were 1,222.65; the median number of papers/writers was 293.32; and the average number of writers/publishers was 2.09. Novelty: Variables related to the completion of algebra issues through the Minimum Competence Assessment at the elementary school level that have the opportunity and novelty to be studied in the future are in the context category of numeration consisting of personal, social, cultural, and scientific
Penguatan Kompetensi Dosen Se Indonesia: Pelatihan Penyusunan Modul dan Buku Ajar
Modul dan buku ajar merupakan sumber belajar dosen dan mahasiswa di perkuliahan. Dosen sangat berperan dalam mentransfer ilmunya melalui buku ajar. Salah satu upaya yang dapat dilakukan untuk meningkatkan kompetensi dosen dalam menyusun modul dan buku ajar adalah dengan pelatihan dan pendampingan. Sasaran yang menjadi objek dari kegiatan pengabdian kepada masyarakat adalah dosen PTN/PTS se Indonesia. Peserta berjumlah 327 orang dosen. Tahap yang dilakukan pada pengabdian ini adalah tahap perencanaan, tahap pelaksanaan (presentasi materi oleh narasumber, diskusi, praktik kerja) dan tahap evaluasi. Hasil pengabdian menemukan bahwa dosen/peserta mampu mengikuti kegiatan dengan interaktif, beberapa dosen/peserta dapat membuat draft modul/buku ajar, dosen/peserta merasa sangat puas dengan kegiatan yang dilaksanakan, hasil pendampingan berhasil menerbitkan 15 buku ber ISBN/QRCBN pada penerbit ber IKAPI. Rekomendasi selanjutnya untuk dilaksanakan lebih intensif dan sasaran lebih banyak dosen PTN/PTS, dengan bentuk kegiatan pelatihan dan pendampingan sampai semua terbit buku ber ISBN/QRCBN dan topik yang diberikan lebih komprehensif seperti buku monograf, buku referensi, dan book chapter
Development of Mobile Learning Teaching Materials on Opportunities to Improve Students' Mathematical Communication Skills in Vocational High Schools
Another fact that was discovered was the low average daily mathematics test scores in one of the State Vocational Schools. This fact influences mathematics learning and the greatest difficulty is carrying out mathematical communication and problem solving on the questions given. The following is the average value of daily tests on Opportunity material for the last three years at SMKN. To respond to the problem of students' low mathematical communication skills, the enormous demand for progress in science and technology, it is very necessary to make changes to the learning process, especially the selection of appropriate mathematics teaching materials. One example is developing an Android-based teaching material or mobile learning. The use of smartphones in learning allows students to carry out learning activities by accessing learning materials, directions and information anywhere and at any time without limited space and time. Mobile Learning also overcomes time constraints and is able to train students to learn independently from various sources. Students whose learning received procedural scaffolding with the help of smartphones were better than students who received conventional learning. This mobile learning teaching material is said to be effective based on student response questionnaire data and mathematical communication test results data obtained. The results of the student response questionnaire obtained a percentage of 95% with the criteria of being very effective for use in learning. Meanwhile, the percentage of learning completion results was 98% with a very high learning completion interval. The use of mobile learning teaching materials has an influence on students' mathematical communication skills. The average score of the experimental class students' mathematical communication ability test results in each school was higher than the control class. The average score for the experimental class at SMKN 1 Rejotangan was 85.00 while the average score for the control class was 76.15. The average score for the experimental class at SMKN 1 Boyolangu was 85.64, while the average score for the control class was 78.62. The average score for the experimental class at SMKN 2 Tulungagung was 82.79 while the average score for the control class was 75.99. After comparison and analysis, it was concluded that there was a difference in the test results of students' mathematical communication skills between the classes given the action and the control class
Teknologi dan Personalisasi Pembelajaran Pendidikan Islam untuk Generasi Z
This study discusses the integration of technology and personalized learning in Islamic education for Generation Z. The research employs a qualitative approach with literature review as the main method. The findings indicate that technology can enhance learning effectiveness by providing interactive tools and platforms accessible anytime and anywhere. Technology allows for more engaging material delivery and helps students understand Islamic concepts through visualization and simulation. Personalized learning allows curriculum and teaching methods to be tailored to individual student needs, which can increase their motivation and learning outcomes. Generation Z, who have grown up in a digital environment, greatly benefit from this approach. However, challenges such as the digital divide, negative impacts of technology on social and spiritual interactions, and the substantial resources required for personalized learning need to be addressed. A balanced strategy between the use of technology and the preservation of Islamic values is necessary to ensure that Islamic education remains relevant and effective in the digital era. Developing technological infrastructure, training programs for teachers and students, and relevant curricula are essential to achieving these goals
The Development of Augmented Reality Based Student Worksheet on Human Respiratory System Course to Improve Critical Thinking Skills of Junior High School
Objective: The development of augmented reality based student is used to improve the critical thinking skills of junior high school science students. This research aims to describe the validity, practicality and effectiveness of augmented reality based student worksheet oh Human Respiratory System course. Method: This research applies the ADDIE model was carried out at Jember’ 12 Junior High School and the data collection instruments used are observation sheets, validation sheets, student response questionnaires, and test assessment sheets. Results: The results obtained are the validity of the product is declared valid with a percentage of 92%, the practicality results are classified as practicaland the effectiveness results are very positive. N-gain results of 0.55 which is included in the moderate category. Novelty: Augmented reality-based student worksheet can be used in science learning as an alternative learning media to improve critical thinking skills of junior high school students. 
Tired But Can’t Stop: Exploring the Association of Fear of Missing Out (FoMo) and Social Media Fatigue among Emerging Adults
Objective: Indonesia ranks third as the country with the most social media users, with emerging adults making up the largest group. On average, Indonesians spend almost 6 hours a day playing social media. This condition can cause both physical and psychological problems. One of the impacts of excessive social media use is Social Media Fatigue (SMF). The level of SMF is influenced by several factors, one of which is Fear of Missing Out (FoMo), which is a fear of missing out on experiences that others are enjoying. SMF and FoMo can significantly impact an individual's mental health. The link between the two conditions is clear, but there is little in-depth research linking the two. This study aimed to explore the association of Fear of Missing out (FoMo) with Social Media Fatigue (SMF) among emerging adults. Method: A cross-sectional study design was conducted among 157 men and women emerging adults. Participants completed a self-administered questionnaire that consisted of demographic characteristics, Fear of Missing Out scale, and Social Media Fatigue scale. Data were analyzed using descriptive analysis and Pearson Correlation statistic technique. Results: Descriptive analysis results showed that men showed a higher tendency of both fear of missing out and social media fatigue compared to women. Further, a significant yet moderate correlation was found between FoMo and SMF among emerging adults. Novelty: This study contributed to explore further on the relationship between fear of missing out (FoMo) and social media fatigue specifically among emerging adults
Pelatihan Pembuatan Poster Melalui Aplikasi Canva Untuk Meningkatkan Literasi Digital pada Peserta Didik Sekolah Dasar
Desa Sumurup merupakan salah satu desa yang terdapat di kabupaten Trenggalek, desa tersebut terdapat tiga sekolah dasar, yaitu SDN 1 dan 2 Sumurup. Kedua sekolah dasar tersebut memiliki permasalahan yang sama dari segi peserta didik pada kelas 4, 5 dan 6 atau yang dikenal dengan kelas tinggi, hasil yang telah diobservasi oleh tim PkM yaitu kurangnya keterampilan mendesain melalui komputer atau gawai, untuk sarana dan prasarana komputer sudah tersedia hanya saja fokus penggunaan komputer hanya dilaksanakan pada waktu ANBK, penggunaan gawai oleh peserta didik hanya sebatas bermain game online dan sosial media serta program ekstrakurikuler penggunaan aplikasi digital belum dilaksanakan. Solusi yang diberikan yaitu dengan melalui pembuatan poster melatih kreatifitas dan inovatif serta meningkatkan literasi digital bagi peserta didik. Tujuan dari PkM ini yaitu untuk mengetahui peningkatan literasi digital pada peserta didik di SDN 1 dan 2 Sumurup melalui pelatihan pembuatan poster melalui aplikasi canva. Metode Penelitian yang digunakan yaitu metode deskriptif kualitatif. Dari hasil PkM yang sudah dilaksanakan yaitu adanya peningkatan literasi digital dan keterampilan mendesain yang dirasakan oleh sekolah mitra melalui pelatihan pembuatan poster dengan menggunakan aplikasi canva, Peningkatan kreativitas dan inovasi dalam mengembangkan desain poster pada diri peserta didik, dan Terbentuknya program ekstrakurikuler digital untuk mendukung peningkatan literasi digital pada diri peserta didik
Pengaruh Model Pembelajaran Game based learning “One Board” terhadap Hasil Belajar Siswa Madrasah Ibtidaiyah
Studi tentang kewarganegaraan atau Pendidikan Kewarganegaraan (PKN) sangat penting untuk mengembangkan pemikiran kritis, sikap kewarganegaraan, dan karakter moral siswa. Namun, seringkali siswa kesulitan memahami materi PKN yang bersifat abstrak dan kompleks. Tujuan penelitian ini guna membuktikan model pembelajaran berbasis permainan "One Board" mempengaruhi hasil belajar siswa dalam mata pelajaran PKN di MIN 2 Kota Surabaya. Metode penelitian ini menggunakan penelitian eksperimen. Jenis penelitian eksperimen ini adalah eksperimen semu atau Quasi Experimental Design. bentuk desain eksperimen Kuasi adalah Nonequivalent Control Group Design. Kelas eksperimen dan kelas kontrol adalah dua kelas yang digunakan peneliti. Penelitian dilakukan di MIN 2 Kota Surabaya, di kelas IV A dan IV B. Analisis deskriptif, homogenitas, uji-t sampel berpasangan, uji normalitas, dan uji-t sampel independen digunakan dalam analisis data. Temuan penelitian menunjukkan bahwa kelas eksperimen dan kelompok kontrol mengalami peningkatan 16,52% dan 8.59 dan hal ini termasuk dalam kategori signifikan