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MICROLEARNING AS A DIGITAL LEARNING STRATEGY IN HIGHER HEALTH EDUCATION: LITERATURE REVIEW Yunianti, Ni Putu Wendi; Khaerudin; Kusumawardani, Dwi
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 22 No. 1 (2025): Edisi Januari 2025
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jptkundiksha.v22i1.90686

Abstract

Microlearning represents an innovative strategy in health education that enhances professional skills, competence, retention, and knowledge acquisition. This approach provides adaptable, personalised, and objective-driven education by utilising digital resources, such as mobile apps, brief videos, and engaging simulations. We conducted the study using the PRISMA approach and the systematic literature review method, utilising data sources from Scopus, PubMed, and Google Scholar. Various sociocultural contexts have highlighted the significance of microlearning, particularly within the fields of nursing, medicine, and pharmacy. This study is groundbreaking as it integrates digital and in-person hybrid learning, enhances technological accessibility, and leverages social media. The advancement of clinical, soft, and digital skills stands out as a central focus. The development of microlearning products for nursing education and their integration into a flexible yet structured learning model are highlighted as key recommendations in the study. This approach holds significant promise for revolutionising health education by tailoring it to meet the diverse needs of the global community.
Pengembangan Video Animasi Teori Asal-Usul Demografi Pada Mata Pelatihan Konsep Dasar Demografi di Badan Kependudukan dan Keluarga Berencana Nasional Azizah, Azka; Khaerudin; Suprayekti
Jurnal Pembelajaran Inovatif Vol. 8 No. 1 (2025): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.081.05

Abstract

Pengembangan ini bertujuan untuk menghasilkan produk media pembelajaran berupa video animasi pada materi Asal-Usul Demografi untuk Peserta Pelatihan Demografi. Model pengembangan yang digunakan dalam penelitian ini adalah model pengembangan 4D oleh S. Thiagarajan, Dorothy S. Semmel, dan Melvyn I. Semmel yang terdiri dari 4 tahapan yaitu Define, Design, Develop, dan Disseminate. Responden yang terlibat adalah ahli materi, ahli media, dan pengguna. Hasil dari pengembangan ini dilakukan dalam beberapa tahapan seperti review ahli materi dan ahli media, yang menghasilkan saran dan komentar sebagai rujukan untuk revisi terhadap produk. Selanjutnya uji coba dilakukan dalam 1 tahap, yaitu uji coba one to one. Uji coba one to one dilakukan dengan jumlah responden 4 orang yang menghasilkan penilaian baik terhadap produk. Selanjutnya, produk video animasi yang sudah dikembangkan diuji kelayakannya oleh ahli media dan ahli materi. Berdasarkan hasil evaluasi dan revisi, serta uji kelayakan produk oleh ahli yang mendapatkan nilai dari ahli media sebesar 86% dan ahli materi sebesar 98%, maka produk video animasi asal-usul demografi dinyatakan baik dan layak untuk digunakan sebagai media pendukung pembelajaran.**** This development aims to produce a learning media product in the form of an animated video on the material of Demographic Origins for Demographic Training Participants. The development model used in this study is the 4D development model by S. Thiagarajan, Dorothy S. Semmel, and Melvyn I. Semmel which consists of 4 stages, namely Define, Design, Develop, and Disseminate. The respondents involved are material experts, media experts, and users. The results of this development are carried out in several stages such as reviews by material experts and media experts, which produce suggestions and comments as references for product revisions. Furthermore, the trial was carried out in 1 stage, namely the one-to-one trial. The one-to-one trial was carried out with 4 respondents who produced a good assessment of the product. Furthermore, the animated video product that had been developed was tested for its feasibility by media experts and material experts. Based on the results of the evaluation and revision, as well as the product feasibility test by experts who received a score from media experts of 86% and material experts of 98%, the animated video product of demographic origins was declared good and suitable for use as a supporting media for learning.
Pengaruh Media Permainan Ular Tangga Terhadap Motivasi Belajar Materi Hukum Bacaan Nun Sukun Dan Tanwin Di TPQ Bani Almasyhuriyah Nina Harwini; Khaerudin
Al-Miskawaih Vol 1 No 2 (2020): Edisi Nopember 2020
Publisher : Sekolah Tinggi Ilmu Tarbiyah (STIT) Pemalang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (637.52 KB) | DOI: 10.58410/al-miskawaih.v1i2.343

Abstract

Penelitian ini bertujuan untuk (1) mengetahui pemahaman hukum bacaan nun sukun dan tanwin santri sebelum diajar menggunakan media permainan ular tangga; (2) mengetahui pemahaman hukum bacaan nun sukun dan tanwin santri setelah diajar menggunakan media permainan ular tangga; dan (3) mengetahui ada tidaknya perbedaan yang signifikan pemahaman hukum bacaan nun sukun dan tanwin santri sebelum menggunakan media permainan ular tangga dan setelah menggunakan media permainan ular tangga. Pendekatan dalam penelitian ini menggunakan metode kuantitatif bentuk penelitian eksperimen. Sampelnya kelas Al-Qur’an dan Qiroati TPQ Bani Almasyhuriyah. Penelitian ini merupakan penelitian eksperimen semu. Desain kuasi eksperimen yang digunakan dalam penelitian ini adalah pre-test dan post-test design, dilakukan dengan dua kelas yaitu kelas eksperimen dan kelas kontrol. Kelas eksperimen terdiri dari 26 santri. Hasil penelitian ini adalah rata-rata nilai pre-test kelas eksperimen adalah 57,53 dan rata-rata nilai post-test adalah 72,96. Hasil penelitian diperoleh nilai rata-rata pre-test dari kelas kontrol adalah 56,15 dan nilai rata-rata post-test adalah 67,19. Nilai santri yang diajar dengan media permainan ular tangga lebih baik dari pada nilai santri yang diajar tanpa menggunakan media permainan ular tangga. Terdapat perbedaan yang signifikan antara sebelum menggunakan media permainan ular tangga dan setelah menngunakan media permainan ular tangga, karena hitung-hitungnya adalah 3,278>1,676. Jadi hipotesis alternatif (Ha) diterima. Berdasarkan hasil penelitian menunjukkan bahwa santri yang diajar dengan mengunakan permainan ular tangga lebih baik dari pada santri yang diajar tanpa menggunakan permainan ular tangga, artinya media permainan ular tangga efektif untuk meningkatkan motivasi belajar santri dalam pemahaman hukum bacaan nun sukun dan tanwin.
Penerapan Model Team Games Tournament Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas IV SDN 23 Mataram Devi, Artika Sari Devi; Muhammad Tahir; Khaerudin
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 2 (2025): May
Publisher : Mataram University

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

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa kelas IV SDN 23 Mataram melalui penerapan model pembelajaran Team Games Tournament (TGT). Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilakukan dalam dua siklus, masing-masing terdiri dari empat tahapan, yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 25 siswa kelas IV yang mengikuti pembelajaran dengan model TGT. Hasil penelitian menunjukkan bahwa penerapan model TGT secara signifikan meningkatkan keterlibatan dan hasil belajar siswa. Sebelum penerapan model TGT (pra-siklus), hanya 45% siswa yang mencapai Kriteria Ketuntasan Minimal (KKM) dengan nilai rata-rata 50. Pada siklus I, terjadi peningkatan dengan 60% siswa mencapai KKM, dan nilai rata-rata meningkat menjadi 70. Setelah dilakukan perbaikan pada siklus II, hasil belajar siswa meningkat lebih signifikan, dengan 88% siswa mencapai KKM dan nilai rata-rata meningkat menjadi 85. Penerapan model Team Games Tournament terbukti efektif dalam meningkatkan motivasi belajar, interaksi antarsiswa, serta pemahaman materi pembelajaran. Model ini dapat dijadikan alternatif strategi pembelajaran yang inovatif dan menyenangkan guna meningkatkan kualitas pembelajaran di kelas.
DISCOVERING ONE'S OWN KNOWLEDGE: A CRITICAL REVIEW AND OPPORTUNITIES FOR IMPLEMENTING DISCOVERY LEARNING IN THE DIGITAL ERA Nurzaelani, Mohammad Muhyidin; Muslim, Suyitno; Khaerudin
EDUCATE Vol 10 No 2 (2025): Educate: Jurnal Teknologi Pendidikan
Publisher : Program Studi Teknologi Pendidikan FKIP Universitas Ibn Khaldun, Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/educate.v10i2.20798

Abstract

21st century education demands a learning approach that not only transmits knowledge but also encourages students to actively construct their own understanding through direct involvement and critical thinking. In this context, the discovery learning approach becomes increasingly relevant. Discovery learning was first popularized by Jerome S. Bruner in the 1960s as a learning approach that emphasizes the active process of discovering concepts and principles through exploration and direct experience. This approach is rooted in the theory of constructivism which believes that knowledge is constructed through active interaction with the environment and the cognitive involvement of learners. This study adopts a qualitative approach with a library research type. The main objectives of this study are to examine in depth the principles of discovery learning, explore the possibilities of its application in the digital era, and explore the challenges and limitations in its application.
Implementasi Pembelajaran Matematika Berbantuan Panggung Getar pada Siswa Tuna Rungu di SLB-B Pangudi Luhur Jakarta Barat Fatwa, Alyan; Muslim, Suyitno; Khaerudin
Circle: Jurnal Pendidikan Matematika Vol 5 No 2 (2025): September 2025
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/circle.v5i2.11621

Abstract

This study aims to describe the implementation of the Vibration Stage as a learning medium in mathematics instruction for deaf students at SLB-B Pangudi Luhur, West Jakarta. Auditory barriers in deaf students require adaptive strategies through multisensory approaches. The Vibration Stage utilizes sound vibrations, rhythm, light, and kinesthetic stimulation to support students’ understanding of mathematical concepts. This research employed a descriptive qualitative approach with deaf students as the subjects. Data were collected through observation, interviews, and documentation. The findings indicate that the use of the Vibration Stage enhanced students’ attention, comprehension of number concepts, as well as their social and emotional interactions during mathematics learning. This medium also assisted teachers in delivering materials more effectively and interactively, making the learning process more engaging and meaningful. Both students and teachers responded positively, as reflected in active participation, satisfaction, and increased learning motivation. In conclusion, the Vibration Stage proved to be an effective and innovative medium for improving engagement, learning outcomes, and classroom interaction in mathematics education for deaf students at SLB-B. Therefore, it can be considered a feasible alternative to enhance the quality of mathematics learning in special education contexts.
Penerapan Model Team Games Tournament Untuk Meningkatkan Hasil Belajar Peserta Didik Kelas IV SDN 23 Mataram Devi, Artika Sari Devi; Muhammad Tahir; Khaerudin
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 2 (2025): May
Publisher : Mataram University

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

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa kelas IV SDN 23 Mataram melalui penerapan model pembelajaran Team Games Tournament (TGT). Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilakukan dalam dua siklus, masing-masing terdiri dari empat tahapan, yaitu perencanaan, pelaksanaan, observasi, dan refleksi. Subjek penelitian adalah 25 siswa kelas IV yang mengikuti pembelajaran dengan model TGT. Hasil penelitian menunjukkan bahwa penerapan model TGT secara signifikan meningkatkan keterlibatan dan hasil belajar siswa. Sebelum penerapan model TGT (pra-siklus), hanya 45% siswa yang mencapai Kriteria Ketuntasan Minimal (KKM) dengan nilai rata-rata 50. Pada siklus I, terjadi peningkatan dengan 60% siswa mencapai KKM, dan nilai rata-rata meningkat menjadi 70. Setelah dilakukan perbaikan pada siklus II, hasil belajar siswa meningkat lebih signifikan, dengan 88% siswa mencapai KKM dan nilai rata-rata meningkat menjadi 85. Penerapan model Team Games Tournament terbukti efektif dalam meningkatkan motivasi belajar, interaksi antarsiswa, serta pemahaman materi pembelajaran. Model ini dapat dijadikan alternatif strategi pembelajaran yang inovatif dan menyenangkan guna meningkatkan kualitas pembelajaran di kelas.
Strategy for Development of the Domestic Defense Industry to Maintain National Sovereignty and the Integrity of the Unitary State of the Republic of Indonesia in the Era of Revolution 4.0 with the Perspective of National Defense and Defense Science Novia Rizki Nirwana; I Nengah Putra Apriyanto; George Royke; Aries Sudiarso; Khaerudin
Formosa Journal of Multidisciplinary Research Vol. 3 No. 6 (2024): June 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/fjmr.v3i6.9457

Abstract

The development of the domestic defense industry plays a key role in maintaining national sovereignty and the integrity of the Unitary State of the Republic of Indonesia in the era of Industrial Revolution 4.0. In this context, complex and dynamic challenges require an integrated approach to strengthen independence in the defense sector. This study highlights the importance of integration between the concept of national defense, defense science and technology in the development of the defense industry. Collaboration between the government, private sector, academic institutions and the military is the key to creating an ecosystem that supports the growth of the domestic defense industry. Greater investment in research and development is needed to produce innovative technologies that can compete globally. Apart from that, regional cooperation is also important in building joint defense capacity and strengthening regional stability. Indonesia needs to establish strategic partnerships with neighboring countries and international partners to support each other in developing the defense industry and maintaining security and peace in the region. By facing challenges with the right solutions, Indonesia has great potential to build an independent and strong domestic defense industry. Through the integration of national defense perspectives, defense science and technology, this country can build a strong national defense foundation and ensure the sovereignty and integrity of the Unitary State of the Republic of Indonesia in this increasingly complex and dynamic era. Thus, this research makes an important contribution to the understanding of the domestic defense industry development strategy and its relevance in the context of national security.
Pengembangan E-Book Panduan Mendesain Bahan Ajar E-Learning Di Pusdiklat Keuangan Umum Husnul Haibah; Khaerudin; Ariani, Diana
Jurnal Pembelajaran Inovatif Vol. 7 No. 1 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.071.08

Abstract

ABSTRAK Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa E-Book Panduan Mendesain Bahan Ajar E-learning. Pengembangan produk ini ditujukan untuk staf Pengembang Teknologi Pembelajaran di Pusat Pendidikan dan Pelatihan Keuangan Umum. Penelitian pengembangan ini dilakukan dengan mengacu pada model pengembangan Rowntree. Model ini terdiri dari tiga tahapan utama yaitu tahap perencanaan, tahap persiapan penulisan, serta tahap penulisan dan penyuntingan. Evaluasi pada penelitian ini menggunakan metode evaluasi formatif dengan melibatkan ahli (expert review) dan pengguna (face-to-face tryouts). Penelitian pengembangan ini melibatkan ahli materi, ahli desain pembelajaran dan ahli media dalam rangka melakukan review dan memberi masukkan terhadap produk yang dikembangkan dengan metode wawancara. Tahap uji coba pengguna dilakukan dengan face to face tryouts melalui wawancara yang melibatkan 2 staf Pengembang Teknologi Pembelajaran. Hasil penelitian ini menunjukkan bahwa produk e-book panduan yang dihasilkan memiliki kualitas yang baik dan dapat digunakan untuk memfasilitasi kegiatan mendesain bahan ajar e-learning di Pusdiklat Keuangan Umum. Kata Kunci: E-Book, Mendesain Bahan Ajar E-Learning, Model Pengembangan Rowntree, Panduan, Penelitian Pengembangan. ABSTRACT This development research aims to produce an E-Book Guide for Designing E-Learning Teaching Materials. The product is intended for Learning Technology Developer staff at the General Finance Education and Training Center. The development research was conducted by referring to the Rowntree development model. This model comprises three main stages: the planning stage, the writing preparation stage, and the writing and editing stage. The evaluation in this study used the formative evaluation method, which involved experts (expert review) and users (face-to-face tryouts). This development research involved material experts, learning design experts, and media experts who reviewed and provided input on the products developed using the interview method. The user trial stage was conducted through face-to-face interviews with 2 Learning Technology Developer staff. The results of this study indicate that the resulting e-book guide product has good quality and can be used to facilitate the activities of designing e-learning teaching materials at the General Finance Training Center. Keywords: Designing E-Learning Teaching Materials, Development Research, E-Book, Guidebook, Rowntree Development Model.
The Impact of War on the Global Economy: Challenges and Opportunities for the Indonesian Defense Industry Ramadhoni, M. Bram Efano; Siahaan, Timbul; Khaerudin; Jandhan, I.B Putra
Jurnal Multidisiplin Madani Vol. 4 No. 7 (2024): July 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/mudima.v4i7.9752

Abstract

War exerts a substantial influence on the economy, affecting the levels of production, consumption, and international trade. The defense industry is essential to a country's economic framework, especially in addressing global shifts. The objective of this research is to evaluate the influence of war on worldwide economic stability, analyze how the Indonesian defense sector tackles global issues, and provide measures to improve market share. The research will utilize qualitative approaches, including descriptive case studies. In order to strengthen the domestic defense sector, it is necessary to enact policies that enhance infrastructure, human resources, budgetary assistance and promote both national and international strategic collaboration. To achieve self-sufficiency in supplying defense equipment, minimize dependence on imports, and support Indonesia's goal of becoming a global maritime power, it is crucial to prioritize research and development, technology transfer, and the improvement of defense industry facilities and infrastructure. Enhancing the national military industry not only functions as a defensive strategy but also boosts economic competitiveness. Pursuing autonomous development of the industry will make a significant contribution to the economy, foster job creation, and uphold national security. The commitment and cooperation of the government, industry, and relevant institutions are crucial for achieving Indonesia's aim of becoming an independent and globally competitive military force