Analisis Pemanfaatan Aplikasi Digital Dalam Pembelajaran Interperaktif Bagi Siswa Madrasah Ibtidaiyah Ibnu Aqil
Abstract
The activity of using digital applications in interactive learning for elementary school students at MI Ibnu Aqil was carried out with the aim of changing students' habits towards a more positive direction in using digital applications, and this activity is expected to be a means of introducing and learning about the use of digital applications. So that it makes the teaching and learning process in the Covid-19 era even more interactive. Considering that in the Covid19 pandemic era, the learning process for students is carried out through online media which is considered less effective and efficient. Because not everyone understands the use of technology. Based on field observations, many students already have gadgets but do not use them in the world of education. Most of them use it only as a medium of entertainment. The method of implementing this activity is done by learning by doing. With several stages, namely (1) Preparation stage, (2) Training stage, (3) Assistance stage for the learning process. The results of the MI Ibnu Aqil teacher program through the use of digital applications in interactive learning for elementary school students at MI Ibnu Aqil are considered successful in broadening the students' parents' insight even more broadly.
Keywords
Full Text:
PDFReferences
Anggraini, Hayu Ika, Nurhayati Nurhayati, and Shirly Rizki Kusumaningrum, ‘Penerapan Media Pembelajaran Game Matematika Berbasis Hots Dengan Metode Digital Game Based Learning (DGBL) Di Sekolah Dasar’, Jurnal Pendidikan Indonesia, 2.11 (2021), 1885–96
Dosen Jurusan, Soeheri, ‘DGBL-ID (Digital Game Based Learning ) Sebagai Arsitektur Perancangan Game Edukasi’, Eksplora Informatika, 2016, 71–80
Dwi Puspa, Kadek Candra, ‘Media Pembelajaran Game Edukasi Berbasis Website Pada Muatan IPA Materi Sistem Pencernaan Manusia Kelas V SD’, Jurnal Media Dan Teknologi Pendidikan, 2.1(2022) 32–40
Emka, Himsyari Almuafiry, ‘Game Edukasi Bahasa Indonesia Kelas 1 Sekolah Dasar Berbasis Android Menggunakan DGBL-ID Model’, INTEGER: Journal of Information Technology, 2.1 (2017),10–20
Febrylian, Annela Dhona, and Denny Indrayana Setyadi, ‘Perancangan Buku Digital Interaktif Sebagai Upaya Edukasi Jajanan Aman Untuk Anak Sekolah Dasar Usia 7- 9 Tahun’, Jurnal Sains Dan Seni ITS, 6.2 (2017)
Jannah, Dewi Rahmawati Noer, and Idam Ragil Widianto Atmojo, ‘Media Digital Dalam Memberdayakan Kemampuan Berpikir Kritis Abad 21 Pada Pembelajaran IPA Di Sekolah Dasar’, Jurnal Basicedu, 6.1 (2022), 1064–74
Jayanti, Dwi, Jelita Intan Septiani, Ika Candra Sayekti, Ipin Prasojo, and Irma Yuliana, ‘Pengenalan Game Edukasi Sebagai Digital Learning Culture Pada Pembelajaran Sekolah Dasar [Introduction of Educational Games as Digital Learning Culture in Elementary School Learning]’, Buletin KKN Pendidikan, 3.2 (2021), 184–93
Mastoah, Imas, Zulela MS, and Mohamad Syarif Sumantri, ‘Meningkatkan Aplikasi Digital Menggunakan Media Game Edukasi Kreatif’, Ibtida’i : Jurnal Kependidikan Dasar, 9.1 (2022), 69–80
Mu’ah, Mu’ah, Umar Yeni Suyanto, Desi Romadhona, Nur Hidayati, and Bayu Malikul Askhar, ‘Pemanfaatan Aplikasi Digital Dalam Pembelajaran Interaktif Bagi Siswa Sekolah Dasar Di Era New Normal’, Jurnal Pengabdian Masyarakat Manage, 1.2 (2020), 122–28
Ningsih, Ida Wahyu, Arif Widodo, and Asrin Asrin, ‘Urgensi Kompetensi Aplikasi Digital Dalam Pembelajaran Pada Masa Pandemi Covid-19’, Jurnal Inovasi Teknologi Pendidikan, 8.2(2021),
Ratnasari, Dine Trio, and Ajeng Ginanjar, ‘Pengembangan Komik Digital Sebagai Media Edukasi’, Pengembangan Komik Digital Sebagai Media Edukasi Penanggulangan Bencana Alam, 4.1 (2019), 481–88
Safitri, Ida, Sufyarma Marsidin, and Ahmad Subandi, ‘Analisis Kebijakan Terkait Kebijakan Aplikasi Digital Di Sekolah Dasar’, Edukatif : Jurnal Ilmu Pendidikan, 2.2 (2020), 176–80
Wulandari, Sofyana Kharisma, and Rabendra Yudistira Alamin, ‘Perancangan Buku Cerita Digital Interaktif Punakawan Sebagai Media Edukasi Pendidikan Karakter Untuk Anak SD Usia 7-11 Tahun’, Jurnal Sains Dan Seni ITS, 8.2 (2020), 321–26
Refbacks
- There are currently no refbacks.