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Empowering Rural Communities Through Digital Solutions: A Cultural Immersion Initiative by theEducationalTechnologyStudy Programof UKI Toraja for International Students Ervianti, Ervianti; Pratama, Muh. Putra; Hasni, Hasni; Pertiwi, Anna; Pairunan, Leadys Ananda Tri
Jurnal Literasiologi Vol 12 No 3 (2024): Jurnal Literasiologi
Publisher : Yayasan Literasi Kita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47783/literasiologi.v12i3.753

Abstract

This research explores the impact of cultural immersion on the development and implementation of digital solutions in rural Toraja. This study adopts a qualitative research design to explore the impact of digital solutions on empowering rural communities within the context of a cultural immersion initiative. The study employs a case study method, focusing on a specific rural community in Toraja, Indonesia, where international students from the Educational Technology Study Program of UKI Toraja were engaged. The participants in this study included international students enrolled in the Educational Technology Study Program at UKI Toraja, faculty members who facilitated the immersion program, and members of the rural community in Toraja where the immersion took place. The international students were selected based on their participation in the program, while community members were chosen to reflect a diverse range of ages, occupations, and involvement in local cultural practices. In total, 20 international students, 5 faculty members, and 15 community members participated in this study. Data collection was conducted over a three-week period during the cultural immersion program. The primary data collection methods included participant observation and in-depth interviews. The data collected were analyzed using thematic analysis. The study result confirms that the impact of cultural immersion on the development and implementation of digital solutions in rural Toraja are lays on empowerment through digital literacy and cultural sensitivity and adaptation.
A TRANSFORMATIONAL LEADERSHIP OF PRIVATE HIGH SCHOOL PRINCIPALS IN MAKASSAR CITY Arismunandar, Arismunandar; Wahed, Andi; Ervianti, Ervianti; H, Nurhikmah
International Journal of Education Vol 16, No 2 (2023): August 2023
Publisher : Kantor Jurnal dan Publikasi Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ije.v16i2.55300

Abstract

This study aims to obtain an overview of the transformational leadership of the head of a private high school in Makassar City. The approach in this study is Quantitative with a descriptive type of research that seeks to describe the four dimensions of transformational leadership of the head of a private high school in Makassar City. In this study, the data collection technique used was a questionnaire that was distributed to 92 samples from 1203 teacher populations who gave assessments to the heads of private high schools in Makassar City. The data analysis technique used in this study is descriptive statistics that only describe the state of the data as it is through parameters such as mean, median, mode, frequency distribution and other statistical measures. The results showed that the transformational leadership of the head of a private high school in Makassar City has (1) a tendency to ideal influence or charisma with a presentation of 77 or 83.16% is in a very high category, (2) inspirational motivational tendencies with presentations of 68.5% are in a very high category, (3) intellectual stimulation tendencies with a percentage of 66.3% are in a very high category,  and (4) the tendency of individual consideration with presentations of 50% is in the high category. Research findings: Principals as transformational leaders can improve response, and commitment, pay attention to the concerns and needs of teachers and employees under them, change the awareness of teachers and employees under them about problems by helping them see problems in new ways, and excite and inspire teachers and employees under them to make extra efforts to achieve school goals. can help teachers and employees to see the positive impact of their work through direct interaction by responding, building commitment and making extra efforts to achieve school goals.
DEVELOPMENT OF E-BOOKS AS TEACHING MATERIALS IN THE COMPUTER AND NETWORK ENGINEERING DEPARTMENT Karurukan, Desnal Galla; Hasni, Hasni; Ervianti, Ervianti
Indonesian Journal of Educational Technology Vol 3 No 2 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i2.5133

Abstract

Makale Christian Vocational School faces learning difficulties due to the ineffective use of textbooks, making it difficult for students to understand the material. Therefore, it is necessary to develop e-books as a learning medium to increase students' understanding in the Basic Computer and Network subjects for class X TKJ. This research aims to: (1) analyze the need for developing e-books as teaching materials, (2) design an e-book development design, and (3) describe the level of validation and practicality of the e-book. The method used is Research and Development with the ADDIE model, including analysis of student characteristics, school environment and curriculum. The design stage includes creating a storyboard and compiling content, while the development stage includes media validation and practicality testing. This research was conducted at Makale Christian Vocational School with the subject of class X students and involved validators, students and teachers. The research results show that this e-book is very feasible, with a media validator assessment of 80%, material validator assessment of 90%, teacher assessment of 86%, and student assessment of 94%.
THE EFFECT OF GAME-BASED LEARNING ON IMPROVEMENT STUDENTS' LEARNING OUTCOMES IN CLASS X CULTURAL ARTS SUBJECT Mettang, Silva Arruan; Pratama, Muh.Putra; Ervianti, Ervianti
Indonesian Journal of Educational Technology Vol 3 No 2 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i2.5144

Abstract

This study is a quantitative research employing an experimental approach. The aim is to determine the impact of game-based learning on improving student learning outcomes in class X Cultural Arts subjects at SMA Negeri 6 North Toraja. The type of experimental research used is quasi-experimental with a pretest-posttest control group design. Data was collected through observation and a test consisting of 20 valid questions, with the help of SPSS 29 for data analysis. The population of this study includes all class X students at SMA Negeri 6 North Toraja, totaling 91 students. The sample comprises two classes: class X2 as the control group and class X3 as the experimental group. The statistical test results, based on post-test data from both classes, revealed that the post-test scores of the experimental and control groups were normally distributed. The independent samples t-test indicated a statistically significant difference in the average learning outcomes between the experimental and control groups, with a significance value (2-tailed) of 0.01, which is less than 0.05. Therefore, H0 (null hypothesis) is rejected, and H1 (alternative hypothesis) is accepted. In conclusion, game-based learning significantly affects student learning outcomes in the Cultural Arts subject for class X at SMA Negeri 6 North Toraja.
The Impact of Computer-based Test and Students’ Ability in Computer Self - Efficacy on Mathematics Learning Outcomes H., Nurhikmah; Febriati, Farida; Ervianti, Ervianti; Sujarwo, Sujarwo
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.34942

Abstract

The current era of digitalization has big impact on education, the use of technology and information is not only for learning but as an evaluation tool. This development raises problems that require the completion of high-level thinking, therefore students need to prepare the ability to think and be able to develop skills. This study aims to measure the self-efficacy of computer skills on student learning outcomes and interactions in mathematics subjects. This research method used quantitative approach in Quasi Experiment Design. Total sample were 64 students. CBT was used in evaluating mathematics subjects and using a questionnaire to determine the level of self-efficacy of computer abilities towards students learning outcomes. Analysis of research data was carried out using ANOVA, to test the hypothesis using two-way ANOVA (two-way ANOVA) using the SPSS version 25.0 for windows software program. The results showed that there was CBT of mathematics subjects towards student learning outcomes with a mean score of 85 in and a mean score of 80 with a criterion of 3.03, having impact and the criteria value 2.78. The interaction between computer-based tests with self-efficacy computer capabilities had the most correlation with a positive relationship. It can be stated that there is an impact of computer-based tests and self-efficacy of computer ability and has an interaction between CBT and self-efficacy on learning outcomes.
Penggunaan Quiziz Dalam Pembelajaran Untuk Meningkatkan Literasi Digital Mahasiswa Ervianti, Ervianti
Jurnal Kependidikan Media Vol. 13 No. 1 (2024): JURNAL KEPENDIDIKAN MEDIA
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/jkm.v13i1.14264

Abstract

Peranan teknologi pada saat pembelajaran harus dianggap terbiasa, bahkan dimasa yang akan datang komputer dianggap sama keberadaannya dengan media alat tulis ataupun media yang tidak tergolong dalam teknologi di setiap ruangan kelas. Tujuan penelitian ini adalah untuk mengetaui pengaruh penggunaan quiziz dalam meningkatkan literasi digital. Pendekatan penelitian ini adalah kualitatif dengan metode deskriptif analitik. Hasil penelitian mengungkapkan bahwa penggunaan quizizz dapat meningkatkan literasi digital mahasiswa.. Hal ini dibuktikan dengan pengamatan atau observasi. Tidak hanya itu observasi juga melihat hasil akhir pengisian kuisioner quizizz dimana mahasiswa sangat bersemangat dalam pembelajaran dengan menggunakan quiziz. Media mampu merangsang proses kecerdasan dan kemampuan berpikir siswa dengan berbagai konten keilmuan didalamnya. Oleh karena itu penggunaan quiziz dalam pembelajaran dapat meningkatkan literasi digital mahasiswa.
PELATIHAN PENYUSUNAN EVALUASI PEMBELAJARAN BERBASIS DIGITAL BAGI GURU SMP DI TANA TORAJA Ervianti, Ervianti; Kandari, Herman
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 8, No 1 (2024): June
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v8i1.1976

Abstract

Pengabdian kepada masyarakat ini dikhususkan untuk melatih guru dalam penyusunan evaluasi pembelajaran berbasis kurikulum merdeka bagi guru SMP di Tana Toraja. Tujuan yang ingin dicapai pada kegiatan pengabdian kepada masyarakat ini adalah untuk meningkatkan kompetensi guru dalam menyusun evaluasi pembelajaran yang berbasis kurikulum merdeka. Serta memberikan pengalaman guru menyusun evaluasi pembelajaran pada aplikasi canva. Metode yang digunakan untuk mencapai Pengabdian kepada masyarakat ini adalah bimbingan teknis dengan dibagi menjadi tiga tahap yaitu tahap persiapan, tahap pelaksanaan dan tahap monitoring. Melalui kegiatan ini para guru dapat meningkatkan kompetensi serta kemampuan dalam menyusun evaluasi pembelajaran dengan desain di aplikasi canva. Pelatihan penyusunan evalusi pembelajaran bagi guru berhasil dengan guru menyelesaikan evaluasi pembelajarannya dengan menggunakan aplikasi canva. Abstract. This community service is devoted to training teachers in the preparation of independent curriculum-based learning evaluations for junior high school teachers in Tana Toraja. The aim to be achieved in this community service activity is to improve teacher competence in preparing learning evaluations based on the independent curriculum. As well as providing teacher experience in preparing learning evaluations in the canva application. The method used to achieve this community service is technical guidance divided into three stages, namely the preparation stage, implementation stage and monitoring stage. Through this activity, teachers can improve their competence and ability to compile learning evaluations with designs in the canva application. The training on preparing learning evaluations for teachers was successful with teachers completing their learning evaluations using the canva application.