3 research outputs found

    Implementasi Aplikasi Toy App dan Modul Ajar Berbasis Proyek di SD Negeri 1 Padenganploso Kabupaten Lamongan

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    Digital literacy is one of the most needed 21st century skills. The effectiveness of integrating the use of technology in project-based learning has proven to be effective in increasing digital literacy skills. Toy App is an Android-based application designed as a medium for learning basic literacy and numeracy. The purpose of this community service activity is to implement the Toy App application and project-based teaching modules to increase digital literacy in students. This activity was carried out for students at SD Negeri 1 Padenganploso, Pucuk District, Lamongan Regency. The results of this activity show that the implementation of the Toy App and project-based teaching modules has a positive impact on increasing digital literacy in students. In addition, the learning process is also more fun. Based on these results, the application of the Toy App application and project-based teaching modules can be used as an alternative in supporting digital literacy in elementary school students.Literasi digital menjadi salah satu keterampilan abad ke-21 yang sangat dibutuhkan. Efektifivas pengintegrasian penggunaan teknologi dalam pembelajaran berbasis proyek terbukti efektif dalam meningkatkan kemampuan literasi digital. Toy App merupakan aplikasi berbasis android yang dirancang sebagai media belajar literasi dan numerasi tingkat dasar. Tujuan kegiatan pengabdian masyarakat ini adalah untuk mengimplementasikan aplikasi Toy App dan modul ajar berbasis proyek guna meningkatkan literasi digital pada siswa. Kegiatan ini dilaksanakan pada siswa di SD Negeri 1 Padenganploso Kecamatan Pucuk Kabupaten Lamongan. Hasil kegiatan ini menunjukkan bahwa implementasi Toy App dan modul ajar berbasis proyek memberikan dampak positif dalam meningkatkan literasi digital pada siswa. Selain itu, proses pembelajaran yang dilakukan juga lebih menyenangkan. Berdasarkan hasil tersebut, penerapan aplikasi Toy App dan modul ajar berbasis proyek dapat digunakan sebagai alternatif dalam mendukung literasi digital pada siwa sekolah dasar.

    Expert Validation and Students’ Initial Field Trial Responses toward M-Write Academic Essay Writing Application

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    Proficiency in English academic writing is still a problem for many students. However, there are no such digital learning media that facilitates academic writing practices. Considering these problems, this research tried to develop an M-Write application, a learning media that combine metacognitive and process-genre writing exercises. This study aims to determine the feasibility level of M-Write as a website-based academic essay writing application. The method used in testing the feasibility of this product includes the alpha test and beta test. The alpha test was carried out by three English Education experts; each of them assessed the aspects of the content, language use, and design. While the beta test was carried out by 25 students of the Computer Science Faculty, UPN “Veteran” Jawa Timur. The data collection technique was done by using a questionnaire and interview. Data analysis was carried out using quantitative descriptive techniques. The results of this study indicate that the M-Write application reached appropriate criteria in terms of content, language use, and design aspects. The percentages of each of these aspects are 71.9%, 73.3%, and 71.9%. While the results of the applications usage assessment by students also showed that the application was appropriate to be used with an average percentage of 75.9%

    Gerakan Literasi Sains melalui Pengenalan STEAM pada Anak di Komunitas “Panggon Moco” Gresik

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    Scientific literacy is one of the important literacies that children need to have. However, there are many findings that show the low level of scientific literacy in Indonesian children. "Panggon Moco" is one of the reading park communities (TBM) which was formed due to the community’s concern for the success of the literacy program. Until now, the literacy developed by this community is still limited to reading literacy. Therefore, it is necessary to develop other literacy such as scientific literacy. To answer this challenge, it is necessary to carry out a scientific literacy activities for children in the Panggon Moco community. A learning approach that has been proven to improve scientific literacy in children is STEAM (science, technology, engineering, art, and mathematics). The method of implementing this program includes several activities, namely (1) discussion and equalization of perceptions; (2) making Fun STEAM Lab books; (3) the STEAM experiment; and (4) STEAM literacy assistance. This activity is carried out offline and online. The results obtained from this program are increasing children's understanding of STEAM and increasing students' interest and motivation in learning
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