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"Ajarin" mobile: A mobile technology-based learning application to improve students' mathematical understanding Deswita, Hera; Japar, Muhammad; Solihatin, Etin
Jurnal Infinity Vol 14 No 2 (2025): VOLUME 14, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i2.p349-368

Abstract

Several previous studies have tried to develop mathematics learning applications, but they are still limited as a learning medium. Developing a digital-based mathematics learning application that facilitates learning from start to finish is necessary. This study aims to develop a viable and effective mobile application. The Development Process uses the CAI design model, which includes needs assessment, design, and development & implementation. Formative evaluations were obtained from expert reviews and students. The experts involved are experts in content, learning media, and multimedia. The formative evaluation stage by students includes one-to-one trials, small groups, and field trials. Research data was collected through questionnaires and test questions. This study involved 1 teacher and 52 high school students in Indonesia. The average score of expert reviews is 3.6, which is in the category of very good. The average score obtained from Formative Evaluation by students is 3.5, with an excellent category. The pretest and post-test scores showed an increase of 40% in students who achieved the completeness of learning outcomes. The average score of N-gain is 0.4 in the medium category. The Ajarin Mobile Application is feasible and effective in improving students' mathematics learning outcomes. This research is expected to be an alternative digital learning resource that makes it easier for teachers to facilitate mathematics learning in schools.
"Ajarin" mobile: A mobile technology-based learning application to improve students' mathematical understanding Deswita, Hera; Japar, Muhammad; Solihatin, Etin
Jurnal Infinity Vol 14 No 2 (2025): VOLUME 14, NUMBER 2, INFINITY
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v14i2.p349-368

Abstract

Several previous studies have tried to develop mathematics learning applications, but they are still limited as a learning medium. Developing a digital-based mathematics learning application that facilitates learning from start to finish is necessary. This study aims to develop a viable and effective mobile application. The Development Process uses the CAI design model, which includes needs assessment, design, and development & implementation. Formative evaluations were obtained from expert reviews and students. The experts involved are experts in content, learning media, and multimedia. The formative evaluation stage by students includes one-to-one trials, small groups, and field trials. Research data was collected through questionnaires and test questions. This study involved 1 teacher and 52 high school students in Indonesia. The average score of expert reviews is 3.6, which is in the category of very good. The average score obtained from Formative Evaluation by students is 3.5, with an excellent category. The pretest and post-test scores showed an increase of 40% in students who achieved the completeness of learning outcomes. The average score of N-gain is 0.4 in the medium category. The Ajarin Mobile Application is feasible and effective in improving students' mathematics learning outcomes. This research is expected to be an alternative digital learning resource that makes it easier for teachers to facilitate mathematics learning in schools.
Evaluating the Effectiveness of Augmented Reality in Mixed Reality Exhibition Spaces: A Multidisciplinary Perspective Widjaja, Yunus; Junaidi, Junaidi; Solihatin, Etin
Journal of Applied Data Sciences Vol 6, No 3: September 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i3.690

Abstract

In MR exhibition environments, the integration of AR provides a dynamic approach to increasing visitor engagement, encouraging interactive learning, and enhancing knowledge retention. However, the impact of AR on user experience and educational outcomes in these settings remains underexplored. This study investigates the role of AR in MR exhibitions, aiming to identify both its benefits and challenges. Using a mixed-methods research framework, this study combines qualitative and quantitative approaches to assess AR’s influence on visitor interaction and cognitive processing. Qualitative data is collected through ethnographic observations and structured user interviews, utilizing thematic analysis to identify engagement patterns and usability concerns. Quantitative data is gathered through eye-tracking metrics, user interaction logs, and pre- and post-exhibition knowledge assessments to measure cognitive load, retention rates, and engagement levels. Findings show that AR increases engagement by seamlessly integrating physical and digital elements to create immersive and intuitive experiences. Interactive storytelling and spatial learning mechanisms enhance knowledge retention. However, challenges such as technical limitations, accessibility barriers, and content development complexities restrict widespread adoption. This research contributes to the growing discourse on AR in cultural and educational contexts by offering evidence-based recommendations for optimizing its implementation. By focusing on user-centered design and interdisciplinary collaboration, the study identifies strategies for addressing challenges and maximizing AR’s potential in MR exhibitions. The findings are valuable for curators, designers, and educators seeking to create more effective and engaging exhibition experiences through AR.
WORKSHOP MODEL PEMBELAJARAN PROBLEM BASED LEARNING BAGI GURU – GURU DI DESA CISAAT-CIATER-SUBANG-JAWA BARAT Solihatin, Etin; Raharjo, Raharjo; Maiwan, Maiwan; Syarifain, Roby Ibnu; Rasyid, Ricky
BESIRU : Jurnal Pengabdian Masyarakat Vol. 2 No. 6 (2025): BESIRU : Jurnal Pengabdian Masyarakat, Juni 2025
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/besiru.v2i6.1333

Abstract

Urgensi perlunya dilakukan pengabdian kepada masyarakat yaitu berdasarkan hasil observasi dan diskusi, sebagian guru belum memahami dan melakukan model problem based learning. Untuk itu perlu diadakan worshop terkait hal itu. Pengabdian ini memiliki tujuan meningkatkan kompetensi pedagogik dala menggunakan model problem based learnng. Disamping itu, untuk meningkatkan kapasitas guru dalam menerapkan pembelajaran inovatif yang mendorong kemampuan berpikir kritis, kreatif, kemampuan memecahkan masalah peserta didik. Metode yang digunakan workshop, tanya jawab, diskusi, FGD, pendampingan. Hasil yang diharapkan meningaktnya kapasitas guru dalam melaksanakan problem based learning, sehingga dapat meningkatkan kompetensi pedagogik. Buku problem based learning dengan ISBN 978-623-97614-2-4, dan HKI EC002024205388. Hasil kegiatan dipublikasikan pada media Online https://www.siaran-berita.com/pengabdian-kepada-masyarakat-unj-workshop-model-pembelajaran -problem-based-learning-untuk-guru-di-desa-cisaat-subang
English Learning Outcomes through Learning Model and Intrapersonal Intelligence in Vocational High Schools Rochimah, Heni; Japar, Muhammad; Solihatin, Etin; Ahmad, Masduki; Wulandari
JEELS (Journal of English Education and Linguistics Studies) Vol. 12 No. 2 (2025): JEELS November 2025
Publisher : Universitas Islam Negeri (UIN) Syekh Wasil, Kediri, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/jeels.v12i2.4865

Abstract

Globalization and modernization have made English proficiency a key factor in student success. However, Indonesia's performance remains low, ranking 79th out of 113 countries in the EF English Proficiency Index, with only 46% of students in Bekasi Regency meeting the minimum standard in 2021. This study investigates the impact of intrapersonal intelligence and learning models. Project-Based Learning (PjBL) and Discovery Learning (DL)—on English achievement among vocational high school students. Using a 2x2 factorial experimental design, 70 students were assigned to PjBL (experimental) and DL (control) groups, categorized by high (B1) and low (B2) intrapersonal intelligence. Data were analyzed using two-way ANOVA and Tukey tests. Results revealed: (1) PjBL led to significantly better outcomes than DL; (2) a significant interaction existed between learning models and intrapersonal intelligence; (3) students with high intrapersonal intelligence in the PjBL group outperformed their DL counterparts by 13.20 points; (4) students with low intrapersonal intelligence performed better with DL, with a score difference of -3.90. These findings suggest vocational English teachers should apply PjBL for students with strong intrapersonal skills and DL for those with lower levels. Policymakers are urged to incorporate emotional intelligence components into national curriculum development.
Improving Mathematical Problem-Solving Skills through the Development of Interactive Digital Modules Nasrulloh, Iman; Ibrahim, Nurdin; Solihatin, Etin
Mosharafa: Jurnal Pendidikan Matematika Vol. 13 No. 1 (2024): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v13i1.1972

Abstract

Modul digital merupakan bahan pembelajaran dengan visualisasi konten berformat digital yang dapat diakses menggunakan perangkat elektronik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa modul digital interaktif serta efektivitasnya dalam pembelajaran. Modul digital interaktif dikembangkan mengadopsi tahapan model Alessi dan Trollip yaitu planning, design, dan development. Teknik pengumpulan data dengan kuesioner dan test hasil belajar terkiat kemampuan pemecahan matematis. Berdasarkan hasil uji alpha modul digital interaktif, penilaian ahli desain 83.3%, penilaian ahli materi 82%, dan penilaian ahli media 84.34%. Penilaian peserta didik terhadap modul digital interaktif 82.4% (sangat praktis). Penerapan modul digital interaktif dalam pembelajaran matematika dapat meningkatkan kemampuan pemecahan matematis dengan peningkatan 0.4 (sedang). Digital modules are learning materials with visualisation of digital format content that can be accessed using electronic devices. This research aims to develop learning media in the form of interactive digital modules and their effectiveness in learning. The interactive digital module was developed adopting the stages of the Alessi and Trollip model, namely planning, design, and development. Data collection techniques with questionnaires and learning outcomes tests related to mathematical solving ability. Based on the results of the interactive digital module alpha test, the design expert assessment 83.3%, material expert assessment 82%, and media expert assessment 84.34%. Learners' assessment of interactive digital modules 82.4% (very practical). The application of interactive digital modules in learning mathematics can improve mathematical solution skills with an increase of 0.4 (medium).
WORKSHOP DAN PENDAMPINGAN PENYUSUNAN CLASSROOM ACTION RESEARCH UNTUK MENINGKATKAN KOMPETENSI PROFESIONAL GURU DI DESA CISAAT-SUBANG- JAWA BARAT Solihatin, Etin; Raharjo, Raharjo; Maiwan, Moh.
BESIRU : Jurnal Pengabdian Masyarakat Vol. 1 No. 8 (2024): BESIRU : Jurnal Pengabdian Masyarakat, Agustus 2024
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/bkx9yq85

Abstract

Berdasarkan fakta di lapangan dan diperkuat observasi awal, sebagian besar guru belum mampu merancang dan melaksanakan Penelitian Tindakan Kelas dengan baik. Salah satu kompetensi yang harus terus ditingkatkan yaitu kompetensi professional. Dengan penelitian Tindakan kelas, diharapkan dapat menghasilkan solusi ilmiah yang dapat dipertanggung jawabkan. Tujuan pengabdian pada masyarakat untuk membantu guru dalam meningkatkan kompetensi professional guru dalam menyusun proposal penelitian tindakan kelas. Metode yang digunakan yaitu workshop, diskusi, praktek pembuatan proposal PTK, pendampingan, presentasi. Hasil dari kegiatan yang utama yaitu peningkatan kompetensi profesionalguru melalui penyelesaian masalah melalui pembelajaran dikelasnya. Hasil lainnya meliputi Buku Panduan Penelitian Tindakan Kelas. E-ISBN: 978-623-97614-1-7; HKI Buku Panduan Penelitian Tindakan Kelas EC002023110121; Kegiatan Pengabdian terbit di media online Bantenkini dengan link  https://bantenkini.com/workshop-dan-pendampingan-classroom-action-research-tingkatkan-kompetensi-guru-di-desa-cisaat/ dan Antarwaktu.com dengan link https://antarwaktu.com/2024/08/workshop-dan-pendampingan-classroom-action-research-tingkatkan-kompetensi-guru-di-desa-cisaat/.
MEMBANGUN ETIKA SOSIAL PADA ERA PANDEMI DI YAYASAN TUNAS INSAN MULIA SAWANGAN – DEPOK Bessie, Agnes; Solihatin, Etin; Agriya Putra, Mahesa; Lette, Meriana; Maulidia Hakim, Nurul
Jurnal Pengabdian Kepada Masyarakat Ilmu Komunikasi Vol. 1 No. 1 (2024): JURNAL PENGABDIAN KEPADA MASYARAKAT ILMU KOMUNIKASI
Publisher : Fakultas Ilmu Komunikasi Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/comm.v1i1.38171

Abstract

Etika menjadi kebutuhan penting bagi semua profesi yang ada agar tidak melakukan tindakan yang menyimpang hukum. Etika merupakan nilai-nilai hidup dan norma - norma serta hukum yang mengatur perilaku manusia. Etika juga memeriksa dan menguji secara kritis apa yang baik dan buruk dari suatu tindakan yang dirumuskan dalam prinsip-prinsip etis. Etika mempertanyakan dasar di balik suatu prinsip moral. Dengan demikian, etika mempertanyakan mengapa oleh suatu prinsip etis tertentu suatu tindakan dinilai baik atau buruk secara moral. Di samping ini, etika juga berurusan dengan penjelasan mengenai hal-hal apa yang seharusnya membuat suatu tindakan dinilai baik atau buruk bila bukan karena ini atau karena itu sebagaimana diperiksa dan diujinya secara kritis pada prinsip-prinsip etis tertentu.
Flipped Classroom and Collaborative Learning Model and Its Effectiveness: Research and Development Nugroho, Nugroho; Solihatin, Etin; Ibrahim, Nurdin
Proceedings of International Conference on Science, Education, and Technology Vol. 10 (2024)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research uses a qualitative approach. The research method used is research and development using a combination of development models from Borg & Gall and 4D Thiagarajan. This research aims to find out how the development, feasibility, and effectiveness of the learning model is being developed. This research uses a sample of students majoring in English. The feasibility test was carried out by three experts: design, media, and learning materials experts. The effectiveness test was carried out by comparing the results of the pre-test and post-test. This research shows that the model developed is suitable for application in learning. Apart from that, the results of the comparison of results show that the post-test value is 7.84 greater than the pre-test result. This shows that the model developed is effective. This research can be used as a reference for policymakers in higher education, and this learning model is feasible to implement. Further research can be carried out for courses with other development models.
Pengembangan Bahan Ajar Digital dengan Pendekatan Collaborative Learning Menggunakan Padlet untuk Meningkatkan Writing Skills Siswa Al-Fitrie, Ahmad Lazuardi; Solihatin, Etin; Kustandi, Cecep
Jurnal Paedagogy Vol. 10 No. 4: Jurnal Paedagogy (October 2023)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v10i4.9060

Abstract

This research aims to analyze the feasibility and effectiveness of digital teaching materials with a collaborative learning approach using Padlet to improve students' ability to write explanatory texts. This research used research and development methods with a 4D model. The subjects of this research were Nida El-Adabi Islamic Middle School students in class VIII. Interviews, observations, and questionnaires were data collection instruments, then analyzed using percentage analysis techniques and the N-Gain effectiveness test. This research showed that the material test results obtained an average percentage of 90.9% (very feasible), and the media test results obtained 65.5% (feasible). In the assessment of one-to-one student trials, the score was 81.77%, while for small group trials, it was 88.02%. In the effectiveness test, it was found to be 81.55% (very feasible). The results of the initial writing ability assessment of the participants got a score of 75.83, and the results of the students' responses after the development got a score of 86.97. Developing digital teaching materials to improve writing skills using a collaborative learning approach using Padlet is very suitable for helping students improve their writing skills.