29 research outputs found
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Development Of Microlearning Based On Digital Literacy Learning Videos For Entrepreneurs In Malang
Penelitian ini bertujuan mengembangkan video pembelajaran literasi digital berbasis microlearning yang disesuaikan dengan kebutuhan pelaku UMKM binaan Rumah BUMN Kota Malang. Rumah BUMN berfungsi sebagai pusat pelatihan untuk memfasilitasi dan meningkatkan performa pelaku UMKM di Kota Malang. Batasan konten literasi digital hanya memuat pada empat pilar literasi digital yaitu digital skills, digital culture, digital ethics dan digital safety. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan Lee & Owens, melibatkan pelaku UMKM sebagai subjek penelitian. Proses validasi produk dilakukan secara komprehensif oleh ahli konten dan ahli media, hasil membuktikan tingkat validitas yang memenuhi standar kelayakan atau valid. Tanggapan dari subjek penelitian mengindikasikan pengaruh positif dari implementasi video pembelajaran ini dalam pemahaman literasi digital. Produk pembelajaran ini memanfaatkan platform Instagram sebagai media distribusi konten, menawarkan solusi praktis dan mandiri bagi pelaku UMKM dalam mengakses konten literasi digital. Adapun kesimpulan penelitian pengembangan video pembelajaran literasi digital berbasis microlearning layak dan praktis untuk digunakan dalam pembelajaran baik secara luring maupun daring dan belajar secara mandiri
Development Of Training Programs To Enhance Teachers' Digital Skills With Technological Pedagogical Content Knowledge (TPACK)
The development of digital skills for teachers is important in the digital era, especially in the effective integration of technology into teaching and learning. This research focuses on the development of a training program based on Technological Pedagogical Content Knowledge (TPACK) to enhance teachers' ability to utilize educational technology. The program was developed using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation, to create relevant and adaptive training experiences. The program focuses on a development process designed to meet the diverse needs of participants and address barriers to digital training implementation in various educational contexts. The training results show that the majority of participants successfully mastered the basic TPACK competencies and demonstrated high levels of satisfaction. The program also adapts its approach based on the characteristics and needs of participants at each educational level, incorporating both online and face-to-face sessions. Despite challenges in infrastructure and accessibility, the program has been proven to significantly enhance teachers' digital skills, as evidenced by good graduation rates and positive participant perceptions of the training benefits. Therefore, this TPACK-based training can serve as an effective model in teacher professional development
Penerapan Model PLOMPBerbantuan PadletUntukPembelajaran IPA
Di era digital, pemanfaatan teknologi dalam pendidikan menjadi semakin penting. Salah satu alat digital yang dapat digunakan adalah Padlet, yaitu papan atau dinding digital yang dirancang khusus untuk keperluan pendidikan. Sebagai platform pembelajaran digital yang inovatif, Padletmerupakan alat yang efektif untuk mendorong pembelajaran abad ke-21, termasuk kreativitas yang sangat penting di era global ini. Model PLOMP adalah strategi yang tepat untuk mengembangkan rancangan pembelajaran berbantuan Padletdalam mata pelajaran IPA. Penerapan Model PLOMP pada pengembangan rancangan pembelajaran yang terstruktur dan bertahap akan membantu mencapai tujuan pembelajaran dan meningkatkan kualitas pendidikan
Correlation of Learning Style and Learning Motivation on Learning Outcomes Understanding Concepts
The aim of this research is to determine the relationship between learning style and learning motivation with students' learning outcomes in understanding concepts in the Teaching and Learning course at the State University of Malang. This research was conducted using the Multiple Correlation Test simultaneously and the Pearson Correlation Test. From the results of data processing it is known that sig. (2-tailed) learning style and learning outcome variables are 0.084 and sig. (2-tailed) on the learning motivation and learning outcomes variables is 0.718. Meanwhile, the results of simultaneous multiple correlation analysis test data processing on sig. F Change is worth 0.219. The findings from this research indicate that there is no relationship between learning style and learning motivation and students' conceptual understanding in the Teaching and Learning course at the State University of Malang
Development of Learning Management System with Gamification Approach for Project-Based Learning
This study focuses on the development of the Learning Management System for Innovation in Graphic and Visual Media with a gamification approach in the context of teaching the Graphic and Visual Media Innovation course. Currently, learning management utilizes the SIPEJAR Learning Management System (LMS) and the Progress Report Card (PRC), but their separate existence poses challenges to efficiency and effectiveness. Students are required to monitor their own learning resources and track their learning performance through the PRC. The optimal learning environment would be one in which all learning resources and progress are accessible in a single, integrated platform, allowing for convenient access from any location at any time. The objective of this research is to develop a Learning Management System (LMS) that incorporates gamification elements into project-based learning. Research design employed is Research and Development (RnD), adopting the Web-Based Instructional Design model. The sample for this research is composed of 134 students. The research was conducted between October and December. The data collected for this study is quantitative data obtained using the Technology Acceptance Model questionnaire and the level of student engagement in the learning process. The result is that students perceive the IMGV LMS as a beneficial addition to their learning experience. The LMS enables students to monitor their performance in the final course project and access assignment materials in a centralized location. Additionally, the LMS facilitates knowledge acquisition through the incorporation of quizzes, which are designed to engage students in a competitive learning environment
Pengaruh Model 7E Learning Cycle Dan Keterampilan Berpikir Kreatif Terhadap Hasil Belajar Mahasiswa
Integrasi pembelajaran yang interaktif dan mendalam merupakan hal penting pada pengembangan kemampuan abad-21. Mengintegrasikan siklus pembelajaran 7E, pebelajar diberdayakan untuk terlibat, mengeksplorasi, menjelaskan, menguraikan, mengevaluasi, dan memperluas pemahaman mereka, sehingga mendorong tingkat retensi pengetahuan yang lebih dalam. Selain itu, pengembangan keterampilan berpikir kreatif dalam portofolio ini memperkuat pemikiran kreatif dan kemampuan pemecahan masalah, mempersiapkan pebelajar menghadapi tantangan dunia nyata. Saat kita menggali manfaat dan hasil dari kerangka pembelajaran transformatif ini, menjadi jelas bahwa kursus media pembelajaran audio dan video dapat benar-benar berkembang jika dilengkapi dengan siklus pembelajaran 7E dan keterampilan berpikir kreatif. Penelitian menggunakan desain eksperimen semu. Subjek penelitian melibatkan dua kelas yakni kelas A sebagai kelompok eksperimen sejumlah 40 mahasiswa dengan pembelajaran siklus 7E dan kelas B sebagai kelompok kontrol sejumlah 40 mahasiswa dengan pembelajaran konvensional. Data yang telah terkumpul kemudian di Analisa untuk mendapatkan hasil menyeluruh tentang pengaruh antara siklus pembelajaran 7E dan keterampilan berpikir kreatif terhadap hasil portofolio mahasiswa serta interaksi dari kedua faktor tersebut yang diujikan dengan tes ANOVA dua jalur. Hasil penelitian ditemukan : (1) Terdapat perbedaan hasil belajar antara mahasiswa yang menggunakan 7E Learning Cycle dan konvensional. (2)Terdapat perbedaan hasil portofolio mahasiswa yang memiliki keterampilan berpikir kreatif tinggi dan rendah. (3) Terdapat interaksi antara 7E learning cycle dengan keterampilan berpikir kreatif terhadap hasil portofolio
Development of augmented reality human skeleton to improve students’ cognitive learning outcomes on movement systems practice
The purpose of this study was to develop and reveal the effect of using Augmented Reality Human Skeleton in learning of human movement system on students' cognitive learning outcomes. This study uses the Multimedia-Based Instructional Design development model from Lee & Owens. The developed media was tested for validity. Cognitive ability was measured using a description test and a paired t test was carried out. Researchers validated the product through material experts and obtained a perfect score, with a score of 100% for content quality and objectives and learning quality, which was stated as Very valid. Media validation also showed very good results, with a score of 100% for suitability, attractiveness, and usefulness, and 95% for Simplicity. In addition, the practicality test of the media by students obtained a score of 96% for appearance, 97% for convenience, and 95% for ease of understanding the material, all of which were stated as practical. The results of the study showed a significant influence of the implementation of this media on students' cognitive learning outcomes. The use of Augmented Reality Human Skeleton showed a significant increase in students' cognitive (pretest = 61.1 and posttest 87.9). Thus, the application of Augmented Reality Human Skeleton in learning the human movement system is proven valid, practical, and able to improve students' cognitive learning outcomes
The Effect of Using Podcasts to Improve Listening Comprehension in Senior High School Students
This study aims to investigate the effect of podcasts on students' listening comprehension before and after being taught to second grade students of SMA Negeri 2 Raha. The analysis results showed that the average pre-test score was lower than the post-test score. The N-Gain Test results showed that of all students, most students experienced moderate improvement, and only a handful of students experienced high improvement. The results of hypothesis testing showed that the alternative hypothesis was accepted with a significance value below the significance limit. Therefore, podcasts through the medium of Spotify can be useful for improving students' listening comprehension. The use of Spotify as a podcast platform allows it to be used in English language learning, especially in improving listening skills, pronunciation, and vocabulary
Knowledge Enhancement in a Web Learning Environment
This research is motivated by the limitations of time, cost, and energy in facilitating post-training learning. This research aims to develop a web-based knowledge management system design as a supplement to post-training independent learning. Application development adopts the SECI (Socialization, Externalization, Combination, and Internalization) model. The system will record data used as an indicator of decision-making, material presentation, and automatic recommendations for each participant. The methodused in this study uses the Davidson-Shiver, Rasmussen, and Lowenthal development model which consists of 1) Analysis, 2) Evaluation Plan, 3) Simultaneous Design which includes design, system development, testing, limited implementation,and formative evaluation. 4) Full Implementation, and 5) Summative Evaluation and Research. There are twodata analysis techniques, qualitative data analysis to measure the accuracy of utilization procedures; and quantitative data analysis to measure technical quality in the form of media validity and learning outcomes
Is the Trend of AI Chatbot Assistants in Learning Worth Maintaining?
Working paper ini membahas perkembangan Chatbot dan Asisten berbasis kecerdasan buatan yang dimanfaatkan di lingkungan pendidikan. Chatbot telah berkembang dari sekadar program sederhana menjadi asisten virtual cerdas yang berperan penting dalam berbagai bidang, termasuk pendidikan. Teknologi chatbot, yang didasarkan pada NLP, AI, dan ML, membantu siswa belajar secara mandiri, memperoleh informasi, dan memecahkan masalah. Namun, teknologi ini juga menghadapi tantangan seperti privasi data dan risiko kecurangan akademis. Tren penggunaan asisten AI dalam pendidikan menunjukkan potensi besar, tetapi masih membutuhkan inovasi dalam kerangka pembelajaran yang lebih integratif dan terjangkau. Perkembangan ini membuka peluang penelitian di masa mendatang