Budi Manfaat
Universitas Islam Negeri Siber Syekh Nurjati Cirebon

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Formative Assessment Instrument to Enhance Teachers' Information Literacy Skills Based on the DIKW Theory Budi Manfaat; Herny Novianti
Journal of General Education and Humanities Vol. 4 No. 1 (2025): February
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v4i1.350

Abstract

This study explores the integration of the DIKW (Data, Information, Knowledge, Wisdom) framework into formative assessment practices to enhance teachers' information literacy skills. Utilizing a design-based research (DBR) methodology, we developed and tested a formative assessment instrument specifically aimed at improving teachers' competencies in navigating and utilizing information effectively. The research investigates how the DIKW model can scaffold specific dimensions of information literacy, including critical evaluation of information sources, effective synthesis of information, and practical application of knowledge in teaching contexts. Additionally, the study examines teachers' perceptions of the effectiveness of the formative assessment instrument designed based on the DIKW framework. Findings indicate that the integration of the DIKW framework not only boosts teachers' confidence and competence in managing information but also enriches their instructional practices. This research contributes to the ongoing discourse on professional development in education, emphasizing the importance of reflective practices and structured assessment tools in fostering effective teaching and learning environments.
PENGEMBANGAN MODUL MATEMATIKA BERBANTUAN AUGMENTED REALITY BERBASIS PBL UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KREATIF SISWA SMA Susilawati Susilawati; Ana Khofifahturizqi; Budi Manfaat; Berliani Dwitifani Hermanto; Shinta Izatul Lailah
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol. 15 No. 2 (2026)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v15i2.13889

Abstract

Masalah utama dalam pembelajaran matematika saat ini adalah rendahnya kemampuan berpikir kreatif siswa. Salah satu penyebabnya adalah keterbatasan bahan ajar yang mendukung pengembangan kemampuan berpikir kreatif. Berdasarkan hasil wawancara dengan guru dan siswa di salah satu SMA Kabupaten Cirebon menunjukkan bahwa bahan ajar yang digunakan masih terbatas pada buku teks dan belum memanfaatkan media berbasis teknologi untuk mendukung kemampuan berpikir kreatif matematis siswa. Penelitian ini bertujuan mengembangkan modul matematika yang menggabungkan pendekatan Problem Based Learning (PBL) dengan berbantuan teknologi Augmented Reality (AR) untuk meningkatkan kemampuan berpikir kreatif siswa. Penelitian ini mengadopsi model pengembangan ADDIE yang mencakup lima langkah diantaranya Analysis (analisis), Design (Desain), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Subjek penelitian ini 50 siswa kelas XII di salah satu SMA di Kabupaten Cirebon. Hasil penelitian menunjukkan bahwa modul yang dikembangkan memperoleh validasi dari ahli materi sebesar 87% dan dari ahli media sebesar 85,3%, keduanya termasuk dalam kategori sangat valid. Modul ini juga dinilai praktis dengan skor kepraktisan mencapai 84,6%. Efektivitas modul ditunjukkan oleh nilai N-Gain sebesar 76% yang diperoleh dari hasil tes kemampuan berpikir kreatif matematis siswa melalui pretest dan posttest, sehingga termasuk dalam kategori efektif. Modul matematika berbantuan Augmented Reality berbasis Problem Based Learning ini menjadi salah satu bahan ajar inovatif untuk mendukung pengembangan kemampuan berpikir kreatif siswa.   The main problem in mathematics learning today is the low level of students' creative thinking skills. One of the causes is the limited availability of teaching materials that support the development of creative thinking skills. Based on interviews with teachers and students at a high school in Cirebon Regency, it was shown that the teaching materials used were still limited to textbooks and had not utilized technology-based media to support students' mathematical creative thinking skills. This study aims to develop a mathematics module that combines the Problem Based Learning (PBL) approach with the assistance of Augmented Reality (AR) technology to improve students' creative thinking skills. This study adopted the ADDIE development model which includes five steps including Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study were 50 12th grade students at a high school in Cirebon Regency. The results showed that the developed module received validation from material experts of 87% and from media experts of 85.3%, both of which are included in the very valid category. This module was also considered practical with a practicality score reaching 84.6%. The effectiveness of the module is demonstrated by the N-Gain value of 76% obtained from the results of the students' mathematical creative thinking ability test through the pretest and posttest, so it is included in the effective category. This Augmented Reality-assisted mathematics module based on Problem Based Learning is one of the innovative teaching materials to support the development of students' creative thinking abilities.