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KREATIVITAS BELAJAR, TINGKAT PENDIDIKAN ORANG TUA, DAN PENDAPATAN ORANG TUA TERHADAP MOTIVASI BELAJAR SISWA SMK AL-HUDA JATIMULYO KABUPATEN LAMPUNG SELATAN Riyanda, Afif Rahman
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 1 No. 2 (2020): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v1i2.359

Abstract

This research aim to to know Influence of creativity learn, storey;level education of old fellow to motivation learn student SMK Al-Huda of regional South Lampung. Method the used descriptive and asosiatif with quantitative approach, with amount of population counted 75 and people of sampel 75 people. Technique intake of sampel totally Sampling, motivation learn student, creativity learn, storey;level education of old fellow and earnings of old fellow obtained from result of spreading of kuesioner. Analysis which used in this research descriptive analysis and inductive analysis consisting of classic assumption test, doubled linear regression analysis and hypothesis test. Result of this research indicate that ( 1) creativity learn to have an effect on positive and signifikan to motivation learn ( 2)Eeducation of Old Fellow have an effect on positive and signifikan to motivation learn ( 3)Earnings old fellow have an effect on positive and signifikan to motivation learn, and ( 4) Creativity learn, Storey;Level Education of Old fellow and Earnings of Old Fellow have an effect on positive and signifikan to motivationlearn.
Development of Android-Based Interactive Learning Media on Listening, Imitating, and Reciting Materials for PAUD Students Ari, Novi Hendri; Veza, Okta; Simatupang, Wakhinuddin; Irfan, Dedy; Muskhir, Mukhlidi; Riyanda, Afif Rahman; Daphiza, Della
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

At the Al-Qur'an-based PAUDQ An Najah, they are required to innovate in learning activities during the pandemic. The learning media used in PAUDQ An Najah still uses paper media, so teachers have difficulty providing material during the pandemic. Researchers feel the need to develop android-based interactive learning media to improve the quality of learning during the Covid19 pandemic. The purpose of this study is to develop interactive learning media for the introduction of android-based Arabic vocabulary to assist teachers in the teaching process and to assist the role of parents in providing learning guidance to their children. The method used is Multimedia Development Life Cycle (MDLC), which has concept, design, material collecting, assembly, testing and distribution stages. This research produces interactive learning media applications that can be operated on parents' smartphones to support online learning. The conclusion of this study is that android-based interactive learning media is feasible to be applied to PAUDQ An Najah.Keywords: Interactive Learning Media, MDLC, Android, PAUD DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp279-291
Evaluation of Online Learning Processes in FKIP Universitas Lampung During Covid-19 Pandemic Riyanda, Afif Rahman; Ambiyar, Ambiyar; Syahril, Syahril; Fadhilah, Fadhilah; Samala, Agariadne Dwinggo; Adi, Novi Hendri; Aminuddin, Fattachul Huda
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

This article aims to explain the evaluation of the online learning process during the COVID-19 pandemic at the teaching and education faculty of the University of Lampung using the CIPP model. From this study, it can be concluded that the level of achievement of the implementation of the online learning process on the context component obtained an average score of 4.17 (83.59%) with a good category; the input component obtained an average score of 3.973 (80.04%) with good category; the process component obtained an average score of 3,798 (76.88%) with sufficient category. This means that the implementation of online learning is still not able to overcome obstacles such as the uneven distribution of internet services that can be accessed by students in the application of online learning. as well as the speed of internet network access which is still slow and product components that get an average score of 4,107 (82.13%) in the good category. From the results of the study, it can be concluded that the implementation of online learning during the COVID-19 pandemic is quite good.Keywords: online learning, Covid-19 pandemic, CIPP Model. DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp179-187
Analysis of the Effect of Blended Learning Model on Employee Class Students Learning Motivation Kifta, Decky Antony; Riyanda, Afif Rahman; Simatupang, Wakhinuddin; Muskhir, Mukhlidi; Irfan, Dedy
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

Blended learning is a learning approach that combines online educational materials with traditional classroom-based methods. The traditional learning model requires the physical presence of lecturers and students, especially those trying to take further education with the employee class program, because they have to manage their time between study, work and even family. This study evaluates how the effect of using the blended learning model on the student's motivation to learn in the employee class. The study uses quantitative method with quasi experimental design. The design which utilizes one-group pretest-posttest with control group design, namely a research design that contains a pretest, before blended learning is carried out, and posttest after blended learning is carried out. The results of the study show that there is significant effectiveness of using the blended learning model compared to traditional towards the motivation of the employee class students.Keywords: blended learning, learning motivation, employee class students. DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp226-234
The effectiveness of learning media on the outcome of computer and basic network of vocational students Devega, Army Trilidia; Ambiyar, Ambiyar; Panyahuti, Panyahuti; Adi, Novi Hendri; Riyanda, Afif Rahman
Jurnal Pendidikan Teknologi Kejuruan Vol 5 No 2 (2022): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v5i2.23123

Abstract

Learning media is a tool that can help the teaching and learning process so that the meaning of the message conveyed becomes clearer and the goals of education or learning can be achieved effectively and efficiently. The results given to students in the form of an assessment after following the learning process with the value of knowledge, attitudes, skills in students with changes in behavior can also be called student learning outcomes. One source of student learning to obtain messages and information provided by the teacher so that learning materials can be further improved and form knowledge for students is using Learning Media. In this study, researchers used research and development (R&D) methods, and the ADDIE development model. This interactive learning media is designed using the Lectora application. The results of this study are the effectiveness of the media using time series results of student learning mastery increased by 20% effectively to improve student learning outcomes through tests. A score of 0.52 was obtained in the medium category.
Inovasi dalam Pendidikan: Pemetaan Tiga Tahun Penelitian tentang Pembelajaran Berbasis Masalah dan Berpikir Kritis Harahap, Shelly Gustika; Riyanda, Afif Rahman; Khoerunnisa, Indah; Firdian, Fadil
Journal of Authentic Research Vol. 4 No. 2 (2025): December
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/2e0n6536

Abstract

Perubahan cepat dalam pendidikan abad ke-21 menuntut strategi pembelajaran yang efektif dalam mengembangkan kemampuan berpikir kritis. Penelitian ini memetakan lanskap penelitian terkait Problem-Based Learning (PBL) dan critical thinking selama 2023–2025 melalui analisis bibliometrik terhadap 105 artikel yang terindeks di Scopus, menggunakan teknik co-occurrence, co-authorship, dan thematic mapping dengan bantuan VOSviewer versi 1.6.19. Hasil menunjukkan tren publikasi yang dinamis dengan pola naik–puncak–stabilisasi, menekankan dua kluster utama: pengembangan kurikulum dan desain pembelajaran berbasis masalah untuk meningkatkan keterampilan analitis, serta penerapan PBL dalam pendidikan profesional, khususnya keperawatan, untuk meningkatkan kompetensi praktis. Analisis kolaborasi internasional menyoroti dominasi negara-negara Asia, dengan Australia dan Kanada sebagai knowledge hubs, memperlihatkan keterhubungan global dalam pengembangan PBL dan berpikir kritis. Temuan penelitian menegaskan bahwa PBL berfungsi sebagai kerangka transformasional yang mengintegrasikan teori, praktik, dan konteks belajar, sehingga meningkatkan kemampuan berpikir kritis secara multidimensional. Namun, terdapat gap penelitian terkait keterbatasan representasi konteks, desain metodologis, dan pemanfaatan teknologi pendidikan. Penelitian selanjutnya direkomendasikan untuk mengembangkan studi PBL yang multidimensional dan inklusif, menganalisis proses kognitif, diversifikasi konteks, adaptasi lintas budaya, serta integrasi teknologi, guna memperkuat bukti empiris dan menyediakan panduan praktis bagi implementasi pendidikan inovatif yang relevan dengan tuntutan abad ke-21.
Integrasi Edpuzzle dalam Pembelajaran Digital: Analisis Perkembangan Riset dan Praktiknya di Sekolah: Integrating Edpuzzle in Digital Learning: An Analysis of Research Developments and School Based Practices Istiqomah, Dewi Nurul; Riyanda, Afif Rahman; Khoerunnisa, Indah; Firdian, Fadil
Journal of Authentic Research Vol. 4 No. 2 (2025): December
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/fa7vww30

Abstract

Penelitian ini memetakan perkembangan riset Edpuzzle dalam pembelajaran digital melalui analisis bibliometrik terhadap publikasi tahun 2019–2025 dengan pendekatan kuantitatif berbasis visualisasi tren, kata kunci, dan kolaborasi ilmiah. Hasil menunjukkan peningkatan publikasi yang konsisten, termasuk lonjakan pada masa pandemi dan stabilitas setelahnya sebagai tanda pergeseran dari eksplorasi menuju evaluasi pedagogis yang lebih mendalam. Analisis kata kunci menempatkan Edpuzzle sebagai pusat inovasi video interaktif dengan tema dominan seperti hasil belajar, motivasi, flipped classroom, dan pembelajaran aktif, disertai perubahan fokus dari isu motivasional menuju dampak pedagogis. Pemetaan kolaborasi mengungkap kontribusi global lintas negara dan disiplin, sementara sitasi tinggi pada konteks pendidikan jasmani menegaskan fleksibilitas Edpuzzle dalam pembelajaran teori maupun praktik. Secara keseluruhan, studi ini memperkuat posisi Edpuzzle sebagai teknologi kunci dalam ekosistem pembelajaran digital. Kata kunci: Edpuzzle, Blended Learning, Flipped Classroom
Bricket sebagai Pembelajaran Berbasis Proyek Untuk Melatihkan Kemampuan Berpikir Kreatif dengan Unjuk Kerja Pada Mata Kuliah Laboratorium Pembelajaran Berbasis Alam Sekitar Zakiya, Hanifah; Falamy, Ryna Aulia; Riyanda, Afif Rahman; Herlina, Kartini
Jurnal Pendidikan Fisika dan Sains (JPFS) Vol 9 No 01 (2026): Maret
Publisher : Pendidikan Fisika, FKIP, Universitas Nahdlatul Ulama Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52188/jpfs.v9i01.1813

Abstract

Keterampilan berpikir kreatif sebagai kompetensi abad ke-21 memerlukan media pembelajaran kontekstual. Penelitian ini menjawab kesenjangan antara implementasi Pembelajaran Berbasis Proyek  dan penilaian kreativitas yang masih jarang mengintegrasikan validasi produk secara empiris. Tujuan penelitian adalah menguji efektivitas model Pembelajaran Berbasis Proyek berbasis alam sekitar melalui proyek biobriket untuk melatihkan berpikir kreatif melaui unjuk kerja. Penelitian menggunakan desain studi kasus kualitatif pada mata kuliah Laboratorium Pembelajaran Berbasis Alam Sekitar, dengan data dikumpulkan melalui observasi, analisis dokumen, dan wawancara, yang dianalisis secara tematik. Hasil penelitian menunjukkan bahwa: (1) setiap sintaks Pembelajaran Berbasis Proyek   dapat memfasilitasi indikator kreativitas berbeda, melalui identifikasi masalah yang memicu orisinalitas dan kelancaran ide; (2) validasi kinerja biobriket (uji kadar air, abu, kepadatan) berperan sebagai pemicu yang mengubah kreativitas menjadi inovasi saintifik melalui siklus yang berulang evaluasi-revisi; (3) keefektifan model ditentukan oleh keautentikan konteks  dan pendampingan selama proses pembuatan untuk menjembatani kesesuaian ide dan proses hingga dapat biobriket yang ideal. Simpulan penelitian menegaskan bahwa integrasi validasi empiris ke dalam inti pembelajaran berbasis proyek tidak hanya melatih kreativitas, tetapi juga membangun tanggung jawab ilmiah mahasiswa, sehingga berkontribusi pada pengembangan model pembelajaran sains yang relevan dan transformatif.
Self-Efficacy: Meningkatkan Jiwa Kewirausahaan Di Era Digital Marta, Rizkayeni; Ganefri; Yulastri, Asmar; Riyanda, Afif Rahman; Hasan, Hanapi; Yunus, Yuliawati
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3641

Abstract

In the digital era which is full of rapid changes and complex challenges, success in the world of entrepreneurship is not only determined by technical knowledge and skills, but also by psychological factors. The entrepreneurial spirit is very important economically and socially so that entrepreneurship is very important both economically and socially. One of the factors driving the entrepreneurial spirit in the digital era is self-efficacy. Self-efficacy is essential for the willingness to act entrepreneurially, to identify and seize opportunities. Self-efficacy plays an important role in building an entrepreneurial spirit. The method for writing this article adopts the literature review method, articles sourced from the Google Scholar, elsevier, tanfonline platforms. In an effort to improve the entrepreneurial spirit in the digital era, contributions from the world of education are needed, so that educational programs can influence individuals' self-efficacy and self-confidence, supporting them to try, learn, and persist in pursuing an entrepreneurial future. Thus, individuals who have high self-efficacy regarding entrepreneurship will have high self-confidence, thereby triggering enthusiasm to become someone who has an entrepreneurial spirit.
KREATIVITAS BELAJAR, TINGKAT PENDIDIKAN ORANG TUA, DAN PENDAPATAN ORANG TUA TERHADAP MOTIVASI BELAJAR SISWA SMK AL-HUDA JATIMULYO KABUPATEN LAMPUNG SELATAN Riyanda, Afif Rahman
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 1 No. 2 (2020): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v1i2.359

Abstract

This research aim to to know Influence of creativity learn, storey;level education of old fellow to motivation learn student SMK Al-Huda of regional South Lampung. Method the used descriptive and asosiatif with quantitative approach, with amount of population counted 75 and people of sampel 75 people. Technique intake of sampel totally Sampling, motivation learn student, creativity learn, storey;level education of old fellow and earnings of old fellow obtained from result of spreading of kuesioner. Analysis which used in this research descriptive analysis and inductive analysis consisting of classic assumption test, doubled linear regression analysis and hypothesis test. Result of this research indicate that ( 1) creativity learn to have an effect on positive and signifikan to motivation learn ( 2)Eeducation of Old Fellow have an effect on positive and signifikan to motivation learn ( 3)Earnings old fellow have an effect on positive and signifikan to motivation learn, and ( 4) Creativity learn, Storey;Level Education of Old fellow and Earnings of Old Fellow have an effect on positive and signifikan to motivationlearn.
Co-Authors Abdul Malik Made Abdullah, MT, Dr. Rijal Agariadne Dwinggo Samala Agung Kurniawan Alsyabri Wira Ambiyar, Ambiyar Aminuddin, Fattachul Huda Aprianto, Anggi Ari, Novi Hendri Asmar Yulastri Asmi, Rina B. Anggit Wicaksono, B. Anggit Batubara, Hendra Saputra Bayu Saputra Bayu Saputra Daphiza, Della Decky Antony Kifta Dedy Irfan Della Daphiza Devega, Army Trilidia Djauhari, Teuku Emilham Mirshad Erni Marlina Binti Saari Fadhilah Fadhilah Fadhilah Fadhilah Fadhli Ranuharja Fadilla, Reva Fahmi Rizal Falamy, Ryna Aulia Feriansyah Sesunan Firdian, Fadil Ganefri Hanapi Hasan Harahap, Shelly Gustika Hendra Sahputra Batubara Herlina, Kartini Herlina, Kartini I Dewa Putu Nyeneng Ika Parma Dewi Indra Bulan Istiqomah, Dewi Nurul Khoerunnisa, Indah Luthfinadya Damayanti M. Mahfudz Fauzi Syamsuri Made, Abdul Malik Mahesi Agni Zaus Margaretha Karolina Sagala Margaretha Karolina Sagala Margaretha Karolina Sagala Margaretha Karolina Sagala Marta, Rizkayeni Mirshad, Emilham Muskhir, Mukhlidi Ni Made Anggi Arlina Putri Nizwardi Jalinus Noor Fadiawati Novi Hendri Adi Nurain Suryadinata Okta Veza Panyahuti, Panyahuti Pramudiyanti Pramudiyanti Pujiati Pujiati Rahmawati Rahmawati Rahmawati, Rahmawati Rangga Firdaus Remon Lapisa Rinaldi, Daniel Rizkayeni Marta Saari, Erni Marlina Binti Simatupang, Wakhinuddin Simatupang, Wakhinuddin Sukardi, Sukardi Surawan, Ghea Chandra Syahril Syahril Syahril Syahril Syaiful Islami Tia Agnesa Umar, Sukardi Unung Verawrdina Uswatul Hakim Verawrdina, Unung Veza, Okta Wakhid, Wakhinuddin Waskito Wayan Suana Wira, Alsyabri Yose Indarta Yose Indarta Yuliawati Yunus Zacky Ahmad Thirafi Haekal Zakiya, Hanifah