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Penerapan Model TAM dalam Menganalisis Kesiapan Guru SMK Untuk Mengimplementasikan Pendekatan Micro-Learning Sobandi, Ade; Yuniarsih, Tjutju; Meilani, Rini Intansari; Supardi, Endang; Indriarti, Resti; Faldesiani, Riske
Journal of Business Management Education (JBME) Vol 6, No 3 (2021)
Publisher : Business Education Program of Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jbme.v6i3.40086

Abstract

Kesiapan guru dalam mengimplementasikan microlearning di Sekolah Menengah Kejuruan (SMK) salah satunya bergantung Riske Faldesiani pada persepsi mereka terhadap teknologi yang digunakannya. Dengan menerapkan Technological Acceptance Model (TAM) penelitian ini mengeksplorasi keterkaitan antara perceived usefulness, perceived ease of use, dan kesiapan guru SMK dalam pemanfaatan teknologi untuk proses pembelajaran berbasis microlearning. Pengumpulan data dilakukan melalui penyebaran angket kepada 62 orang guru Program Keahlian OTKP yang dipilih secara purposif dan tersebar di 13 SMK Kota/Kabupaten di Jawa Barat. Hasil analisis data dengan menggunakan Structural Equation Modeling Partial Least Square (SEM-PLS) menunjukkan setiap indikator yang diuji valid dan reliabel. Variabel perceived ease of use dari teknologi yang digunakan berpengaruh secara positif terhadap variabel perceived usefulness dari teknologi terkait, dan secara simultan berpengaruh terhadap tingkat kesiapan guru dalam pemanfaatn teknolgi tersebut dalam pembelajaran berbasis microlearning. Hasil menunjukkan bahwa setiap indikator pada semua konstruk terbukti valid dan reliabel dalam mencerminkan masing-masing konstruknya. Selain itu, ditemukan bahwa perceived ease of use berpengaruh positif terhadap perceived usefulness, dan keduanya dapat menentukan tingkat kesiapan guru dalam mengimplementasikan microlearning.  Dengan meyakini kemudahan dan kebermanfaatan teknologi yang digunakan, para guru menyatakan bahwa mereka cukup siap untuk melaksanakan pembelajaran microlearning dengan memanfaatkan teknologi tertentu, khususnya aplikasi PowerPoint dan Canva.
OTOMATISASI PEKERJAAN GURU BERBASIS AUTOCRAT: MODEL PENDIDIKAN DAN PELATIHAN BERDASARKAN PENDEKATAN KONEKTIVISME Filianti, Filianti; Yuniarsih, Tjutju; Meilani, Rini Intansari
Jurnal Pendidikan Manajemen Perkantoran (JPManper) Vol 7, No 1 (2022): Januari 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jpm.v7i1.42604

Abstract

In addition to having an obligation to teach students in the classroom, teachers also has obligation to carry out administrative tasks to involve students outside the classroom. If implemented using conventional methods, this will complicate the effectiveness of the teacher's work. The purpose of this study is to develop a connectivity-based education and training model related to the automation of teacher work in the digital era through the use of the Autocrat Add-on in Google Sheets. The development of the model began by conducting a needs analysis of 59 teacher respondents from various parts of Indonesia to review the technical problems being faced, the need for problem-solving solutions, an initial understanding of the work support tools of the Autocrat Add-on and the expected output from the use of the Autocrat Add-on. The findings in this study can be used as a basis for carrying out teacher professional development activities in the digital era, especially related to the automation of teachers' work through the use of Ad-on Autocrats in order to make their work more efficient and effective.
PERANCANGAN MODEL PENDEKATAN KONSTRUKTIVISME SOSIAL DALAM PENINGKATAN KUALITAS KOMUNIKASI ORGANISASI STDI BANDUNG Rachman, Rizki Maulana; Yuniarsih, Tjutju; Meilani, Rini Intansari
Jurnal Pendidikan Manajemen Perkantoran (JPManper) Vol 7, No 1 (2022): Januari 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jpm.v7i1.42611

Abstract

Komunikasi organisasi merupakan bagian penting dalam unsur pergerakan roda suatu organisasi yang melibatkan sumber daya manusia dalam menggerakannya. Institusi pendidikan seni dan desain merupakan salah satu contoh organisasi yang memiliki keunikan dalam membangun komunikasi organisasi karena di dalamnya terdapat para seniman yang memiliki karakter dalam berorganisasi. Perancangan model pendekatan konstruktivisme sosial menjadi cara untuk mengimplementasikan ilmu pedagogik yang dapat memberikan dampak pada peningkatan kualitas komunikasi organisasi pada institusi pendidikan seni dan desain yaitu STDI Bandung dengan sumber daya manusia yang memiliki gaya sendiri dalam berkomunikasi organisasi. Metode penelitian yang dipergunakan adalah dengan melakukan analisis kontekstual dan kondisi komunikasi organisasi yang terjadi di lingkungan STDI Bandung yang dimulai dengan pendistribusian kuesioner dan analisis masalah serta merancang model pendekatan konstruktivisme sosial yang sesuai dengan analisis tersebut. Penelitian ini dapat menunjukkan betapa pentingnya ilmu pedagogik melalui pendekatan konstruktivisme sosial dapat meningkatkan kualitas komunikasi organisasi di kalangan para seniman yang memiliki keunikan dalam berkomunikasi.
Peningkatan Produktivitas Kerja Melalui Penerapan Sistem Informasi Kinerja Pegawai Dan Remunerasi (SIJAWARA) Septiani, Tia; Meilani, Rini Intansari; Inayati, Tutik
Jurnal MANAJERIAL Vol 23, No 2 (2024): Manajerial Volume 23 No. 2
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/manajerial.v23i2.74494

Abstract

The development of information technology today brings the impact of changes that require organizations to continue to develop in accordance with the goals and policies that have been determined. The problem that often occurs in organizations is the use of technology that is not optimal, so that it can affect the level of employee productivity in the organization. This study aims to determine the effect of Employee Performance Information System and Remuneration (SIJAWARA) on employee work productivity. This study uses quantitative methods, with data collection through distributing questionnaires to 48 employees of the State Civil Apparatus (ASN) at the Fisheries Service in West Java. The results of the descriptive analysis indicate that the SIJAWARA variable is in the moderately effective category, and the employee work productivity variable is in the low category. The results of the inferential analysis show that there is an influence between the SIJAWARA variable on the employee work productivity variable, but with a relatively low relationship category.  
Innovating Indonesian Islamic Elementary English Education through A 5c Skills-Oriented Digital Game Application Kholis, Adhan; Abadi, Anis Susila; Meilani, Rini Intansari; Sholihah , Akhris Fuadatis; Al Amri , Afan Welman
Register Journal Vol. 18 No. 1 (2025): REGISTER JOURNAL
Publisher : UIN Salatiga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18326/register.v18i1.48-75

Abstract

Today's education aims to equip students with the 21st-century skills necessary for success in a world shaped by globalization and technological advancement. These skills include creativity, collaboration, critical thinking, communication, and complex problem-solving. In the context of teaching English to young learners, particularly in Islamic elementary schools, integrating a game-based approach into the classroom proves to be an effective strategy. This approach fosters an engaging and dynamic learning environment that can incorporate all the necessary skills within the language learning process. However, traditional game-based methods often rely on physical or paper-based games that lack interactivity, scalability, and integration with digital literacy, which is a key aspect of 21st-century learning. These methods also tend to be teacher-centered, limited in content variety, and less motivating for digital-native students. This study aims to develop a 5C skills-based English learning game application using the Research and Development (R&D) method. To achieve this, the study employed the ADDIE model, including needs assessment, to analyze elementary school students' needs, wants, and challenges in learning English. This analysis forms the basis for developing the application, as well as its design, development, implementation, and evaluation. Data were collected through interviews and questionnaires. The results of thematic and descriptive statistical analyses revealed the importance of digital game media in actively engaging students and motivating them in their learning. The experiment demonstrated a significant difference in outcomes between students taught through traditional methods and those using digital games. This study suggests the necessity of incorporating digital games in English language learning as a valuable tool that every teacher should consider.