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Development of a Web-Based Journal Information System for Daily Teaching and Learning Activities at SMAN 1 Payung Marinda, Dina; Hermawan, Hardika Dwi
Proceedings International Conference on Education Innovation and Social Science 2023: Proceedings International Conference on Education Innovation and Social Science
Publisher : Universitas Muhammadiyah Surakarta

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Abstract

This study aims to examine the quality of the information system for website-based class daily journals which were developed in the context of digitizing subject teacher journals at SMAN 1 Payung. The purpose of this research is to change the process of processing learning data into a computational system to make it more effective and efficient. The sample in this study were subject teachers who were randomly selected. This study uses the SDLC approach with the waterfall development method. Information system testing in research was carried out using the ISO 9126 testing model. Information system quality testing uses ISO 9126 testing standards in two aspects, namely usability and functionality. Usability data analysis was tested using the Computer System Usability Questionnaires (CSUQ) questionnaire using the Likert Scale as a measurement scale with the questionnaire instrument: Psychometric evaluation and instructions for use developed by IBM as a standard for measuring software in the usability aspect with a score of percentage. While data analysis on the functionality aspect was tested using the Guttman scale based on ISO/IEC 9126 calculation standards. Each instrument that has a value of "Yes" or "No" is a fixed answer. The results of system testing on the functionality aspect are worth 1, which means that the maximum score and usability has a percentage of 93% which is "very high". Based on the test results, the web-based journal information system for teaching and learning activities is feasible to use.
Strategi Pengembangan Literasi Digital bagi Pembelajar Dewasa: Kasus PKBM Cakra dalam Pencegahan Hoaks dan Judi Online Hermawan, Hardika Dwi; Luthfi, Ahmad; Zamzami, Ahmad; Rini, Belinda Septia; Fadlullah, Shandy Yusril
Jurnal Ilmiah Kampus Mengajar Vol. 5, No. 2, Oktober 2025
Publisher : Asosiasi Lembaga Pendidikan Tenaga Kependidikan Perguruan Tinggi Muhammadiyah Aisyiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56972/jikm.v5i2.269

Abstract

Kurangnya literasi digital menjadikan masyarakat rentan terhadap hoaks dan judi online yang memicu keresahan sosial, termasuk di Desa Cipaku. Survei dan wawancara terhadap warga belajar PKBM Cakra menunjukkan bahwa 83,3% responden pernah mengalami atau mengetahui penyebaran hoaks, 80,6% menyatakan keluarga atau orang terdekat mudah mempercayai berita hoaks, serta 86% mengetahui orang di sekitarnya menggunakan platform judi online. Posisi pengabdian ini menekankan pentingnya literasi digital sebagai strategi preventif untuk meningkatkan ketahanan masyarakat terhadap informasi palsu dan praktik judi daring. Metode yang digunakan mencakup tahapan persiapan, pelaksanaan, dan evaluasi dampak. Kegiatan meliputi pelatihan literasi digital berupa pembuatan poster kampanye anti-hoaks dan judi online, pelatihan STEM Project, pengembangan media pembelajaran berbasis Android, serta pendirian UMS Literacy Corner. Hasil utama menunjukkan peningkatan kesadaran warga dalam mengenali hoaks dan bahaya judi online, serta tersedianya produk inovatif sebagai sarana edukasi berkelanjutan. Luaran pengabdian meliputi video dokumentasi, publikasi pada konferensi internasional dan media massa, buku, serta hak cipta.
Strengthening the Culture of Computational Thinking through VR Game-based Learning in Vocational High School Pramudita, Dias Aziz; Hermawan, Hardika Dwi; Sukirman; Nisa, Anis Khoerun; Permana, Adira Bintang
Buletin Literasi Budaya Sekolah Vol. 7 No. 2 (2025): Vol. 7, No. 2, Desember 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/blbs.v7i2.15677

Abstract

Computational Thinking (CT) is an essential competence for students in vocational education to support problem-solving, systematic thinking, and adaptability to workplace demands. However, the development of CT in vocational high schools is often limited to technical instruction and has not been fully integrated into students’ learning culture. This study aims to examine the role of Virtual Reality (VR) Game-Based Learning in strengthening the culture of computational thinking among vocational high school students. The study focuses on how VR-based game learning activities foster habitual patterns of logical, systematic, and problem-solving thinking within vocational classroom practices. Using a qualitative descriptive approach through classroom observations, analysis of learning activities, and student reflections, this research explores changes in student engagement, learning interactions, and thinking habits during the implementation of VR Game-Based Learning. The findings indicate that VR-based games create an immersive and contextual learning environment that encourages active participation, collaboration, and sustained engagement, contributing to the formation of a computational thinking culture relevant to vocational learning contexts. This study suggests that VR Game-Based Learning can function as an effective pedagogical practice to support the development of a positive learning culture aligned with the needs of vocational education.
The Effects of Students’ Perception of the School Environment and Students’ Enjoyment in Reading towards Reading Achievement of 4th Grades Students in Hong Kong Astrid Karina Wingard; Hardika Dwi Hermawan; Vita Rosiana Dewi
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 2, No. 2, July 2020
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v2i2.9350

Abstract

The purpose of this study is to investigate some perceived factors in students reading achievement. This study focuses on the correlation between fourth graders’ safety feeling inside school environment and their reading enjoyment towards their reading achievement. Descriptive analysis used in this study and data draws from Progress in International Reading Literacy Study (PIRLS) 2016. The participants were 3349 students in their fourth year of schooling in Hong Kong where 49.1% were girls and 50.9% were boys. The range of the age was 8 to 15 years old. The result showed the importance of creating a safe school environment. Besides students’ perception of their school environment, students’ reading enjoyment was another factor which influenced reading achievement. Students’ perception of the school environment and students’ enjoyment in reading also affected students’ reading achievement, but the perception of reading is boring gave stronger effect to the reading achievement.
Virtual Reality-Based Learning Media for Enhancing Computational Thinking in Junior High Schools Hermawan, Hardika Dwi; Permana, Adira Bintang; Pramudita, Dias Aziz
Dinasti International Journal of Education Management and Social Science Vol. 7 No. 1 (2025): Dinasti International Journal of Education Management and Social Science (Octob
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v7i1.5240

Abstract

This study developed and evaluated Bytethink7, a Virtual Reality (VR)-based learning medium to improve Computational Thinking (CT) skills among seventh-grade students at SMP Negeri 3 Jatipuro, Indonesia. The application was designed using the 4D model (Define, Design, Develop, Disseminate) and developed with Unity3D, SketchUp, Blender, Vroid, and Adobe Photoshop. Validation by two media experts and two subject matter experts yielded highly satisfactory results, with a Likert score of 86.25%, Aiken’s V of 0.825 (very high content validity), and all content criteria met according to the Guttman scale (100%). Black-box functionality testing showed the application runs perfectly (100%), while testing with 22 students yielded an average System Usability Scale (SUS) score of 74, categorized as “Good/Acceptable.” These findings indicate that Bytethink7 is effective as an interactive learning medium that supports the constructivist learning-by-doing principle and can serve as a solution to the lack of CT learning tools at the junior high school level. Further research is recommended to test its impact on CT skill attainment and compare it with other educational technologies.