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Inovasi Pembelajaran Daring: Strategi Pelatihan dalam Penyusunan Modul Digital Berbasis Microlearning Junaeti, Enjun; Piantari, Erna; Fathimah, Nusuki Syari'ati; Arianti, Andini Setya; Riza, Lala Septem; Wahyudin, Wahyudin
UN PENMAS (Jurnal Pengabdian Masyarakat untuk Negeri) Vol 4 No 1 (2024): UN PENMAS Vol 4 No 1
Publisher : LPPM Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/un-penmas.v4i1.2729

Abstract

Kegiatan ini bertujuan untuk mengenalkan konsep dan penerapan strategi pelatihan dalam penyusunan modul digital berbasis microlearning sebagai bagian dari inovasi dalam pembelajaran daring. Metode pelaksanaan melibatkan serangkaian pelatihan dan workshop yang diselenggarakan untuk tenaga pendidik dan praktisi pendidikan di FPMIPA UPI. Hasil dari kegiatan ini adalah peningkatan keterampilan peserta terkait dengan kemampuan praktis dalam menyusun modul digital berbasis Microlearning terutama dalam pembuatan media presentasi, video explainer, infografik, motion grafik, dan media audio. Solusi yang diperoleh dari pengabdian ini mampu memberikan kontribusi positif dalam meningkatkan kualitas pembelajaran daring dan aksesibilitasnya.
Perancangan Komik Digital sebagai Modul Pengenalan Mata Kuliah Animasi 3D Arianti, Andini Setya
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 03 (2023): September 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i03.7186

Abstract

AbstrakAnimasi merupakan salah satu cabang seni yang memiliki peran di banyak aspek kehidupan, mulai dari bisnis, hiburan hingga pendidikan. Besarnya prospek animasi di dunia industri menjadikannya sebagai salah satu mata kuliah untuk program studi Pendidikan Komputer. Dalam proses pembelajaran animasi sendiri diperlukan berbagai media yang dapat menunjang kemampuan praktek dan kreativitas mahasiswa, salah satu caranya adalah dengan memanfaatkan Digital Storytelling. Digital storytelling kemudian diterapkan ke dalam modul dengan format komik digital yang masih digemari di kalangan mahasiswa. Perancangan komik digital ini dilakukan menggunakan metode Research and Development (R&D) yang dikaitkan dengan pendekatan narasi visual. Penelitian dilakukan dengan tahapan: 1) Tahap riset dan pengumpulan informasi melalui pembagian kuisioner minat kepada mahasiswa untuk tahap testing, 2) Tahap perencanaan melalui perancangan komik digital berdasarkan hasil kuisioner tersebut, 3) Membagikan hasil rancangan berupa komik kepada mahasiswa, 4) Membagikan kuisioner tanggapan terhadap komik digital yang telah dibuat, dan 5) Menganalisis hasil kuisioner tanggapan. Penelitian menghasilkan modul dalam format komik digital, dan hasil kuisioner menunjukan adanya antusiasme mahasiswa terhadap modul berbasis komik untuk belajar animasi 3D. Kata Kunci: animasi, edukasi, digital storytelling, komik, modul AbstractAnimation is a branch of art which plays a role in many aspects of life, from business, entertainment to education. The huge prospect of animation in the industrial world makes it one of the subjects for the Computer Education study program. In its learning process, various media are needed to support students' practical abilities and creativity, and to do so, using digital storytelling. The digital storytelling aspect is then applied to a digital comic-formatted module which is popular among students. Designing the digital comics was carried out using the Research and Development (R&D) method combined with visual-narration approach. This research is conducted with several stages such as 1) Research and information collection is done by distributing questionnaires to students 2) Planning and designing digital comics based on the results of the questionnaire 3) Distributing the digital comic among the student as testing phase 4) Conducting questionnaires in response to the digital comic that have been made 5) analyze the result of the questionnaire. This research produced a module in digital comic format, and the results of the questionnaire showed the enthusiasm of students towards comic-based modules for learning 3D animation.  Keywords: animation, comic, digital storytelling, education, module
Knowledge to be Taught of Computational Thinking: A Praxeological Analysis Fathimah, Nusuki Syari'ati; Arianti, Andini Setya; Junaeti, Enjun
Jurnal Pendidikan MIPA Vol 25, No 4 (2024): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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

Abstract

Efforts to enhance the quality of informatics education at the secondary school level within the Merdeka Curriculum focus on identifying learning barriers. This study analyzes secondary school informatics textbooks to identify potential learning obstacles through praxeological analysis. The analysis focuses on tasks, techniques, technologies, and theories employed in the textbooks to determine whether the construction of students' knowledge is epistemically aligned. Based on the praxeological analysis, 20 tasks were identified, categorized into five task types. The techniques used to solve these tasks are aligned with computational thinking skills. Four reference theories are consistent with the data and algorithm analysis elements integrated with computational thinking elements in the latest curriculum: algorithms, data representation, data structures, and optimization. This study identifies several potential learning barriers: ontogenic obstacles arise from the sequencing of task types, epistemological obstacles from the pre-existing conceptual frameworks, and didactic obstacles from the clarity of instructions and task complexity. In conclusion, this study recommends improvements to the reference epistemological model, particularly in adjusting instructions and the sequencing of tasks.         Keywords: praxeology, knowledge to be taught, informatics, learning obstacle, computational thinking. DOI: http://dx.doi.org/10.23960/jpmipa/v25i4.pp1752-1770