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Pemberdayaan Guru dalam Mengintegrasikan Educational Data Analytics sebagai Upaya Optimalisasi Proses Pembelajaran di Era Digital Rasim; Ali Nurdin, Enjang; Junaeti, Enjun; Sopianti, Yuli; Aridia Alfitri, Latifahny
Jurnal Atma Inovasia Vol. 5 No. 5 (2025)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jai.v5i5.11347

Abstract

Perkembangan teknologi informasi dalam dunia pendidikan membuka peluang besar untuk meningkatkan kualitas pembelajaran melalui analisis data pendidikan atau Educational Data Analytics (EDA). Namun, pemahaman dan keterampilan guru dalam memanfaatkan EDA masih terbatas. Oleh karena itu, kegiatan pengabdian ini bertujuan mengenalkan konsep dasar dan potensi pemanfaatan EDA kepada guru-guru SMP di Kecamatan Gununghalu, Jawa Barat. Metode kegiatan berupa sosialisasi dan pelatihan dasar secara interaktif dengan pendekatan pemaparan teori, demonstrasi alat analitik sederhana, dan diskusi terbuka. Kegiatan ini diikuti oleh 42 guru SMP yang menunjukkan antusiasme tinggi selama pelatihan berlangsung. Hasil kegiatan menunjukkan bahwa para guru mulai memahami pentingnya EDA sebagai dasar pengambilan keputusan pembelajaran berbasis data. Meskipun masih pada tahap pengenalan, peserta telah menunjukkan ketertarikan untuk mengintegrasikan EDA dalam praktik mengajar peserta. Dapat disimpulkan bahwa tahap awal pengenalan konsep EDA efektif dalam membangun kesadaran guru tentang pentingnya analisis data pendidikan, sehingga perlu ditindaklanjuti dengan pelatihan lanjutan yang lebih intensif dan praktis.
Students' Computational Thinking Ability in Calculating an Area Using The Limit of Riemann Sum Approach Junaeti, Enjun; Herman, Tatang; Priatna, Nanang; Dasari, Dadan; Juandi, Dadang
Mosharafa: Jurnal Pendidikan Matematika Vol. 12 No. 2 (2023): April
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v12i2.778

Abstract

Melatih kemampuan berpikir komputasional mahasiswa membuka peluang untuk lebih menguasi konsep, menganalisis permasalahan, dan membangun solusi dunia nyata. Tujuan penelitian adalah menganalisis kemampuan berpikir komputational mahasiswa Pendidikan Ilmu Komputer berupa kemampuan abstraksi, dekomposisi, berpikir algoritmik, dan generalisasi. Metode penelitian yaitu studi kasus dengan pendekatan kualitatif deskriptif. Pembelajaran dilakukan kepada 40 mahasiswa semester 1 (satu) secara kolaboratif dalam penyelesaian masalah luas daerah dengan pendekatan limit. Pada akhir pembelajaran mahasiswa diberikan soal tes kemampuan berpikir komputasional mahasiswa. Jawaban tes setiap mahasiswa dianalisis dari segi sisi fungsi mental yang muncul untuk mengetahui karakteristik akusisi kemampuan penyelesaian masalah. Pada penelitian yang telah dilakukan mahasiswa dikategorikan dalam kelompok novice, advanced beginner, competent, proficient, dan expert berdasarkan karakter penyelesaian masalahnya. Pada umumnya setiap mahasiswa telah memiliki kemampuan berpikir algoritmik. Sebagian besar mahasiswa (kecuali kategori novice) juga telah mampu mengabstraksi dan mendekomposisi permasalahan. Sedangkan kemampuan pengenalan pola baru terlihat pada mahasiswa dengan kategori competent, proficient, dan expert. Training students' computational thinking ability provides opportunities to comprehend concepts, analyse problems, and build solutions in real-life contexts. The purpose of the study was to analyse the computational thinking abilities of Computer Science Education students, i.e., abstraction, decomposition, algorithmic thinking, and generalization abilities. The research method used was a case study with a descriptive qualitative approach. The learning process was conducted by 40 students for semester 1 (one) semester collaboratively in solving area problems using the limit approach. At the end of the lesson, the students were tested through students' computational thinking abilities. Each student's answers were analyzed in terms of the mental functions that emerged to determine the characteristics of the acquisition of problem-solving ability. In this study, the students were categorized into groups of novices, advanced beginner, competent, professional, and expert based on the natures of their problem solving. In general, every student had the ability to think algorithmically. Most students (except the novice category) were able to abstract and unravel the problems. Meanwhile, the ability to recognize new patterns were demonstrated by the students in the competent, professional, and expert categories.
Design and Development of Interactive Game-Based Multimedia Learning with the Auditory Intellectually Repetition (AIR) Model to Improve Students' Cognitive in Database Rizky, Kiki Muhamad; Fitrajaya, Eka; Junaeti, Enjun
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Mata pelajaran kejuruan dalam jurusan rekayasa perangkat lunak (RPL) SMK Negeri 11 Bandung adalah basis data. Siswa merasa basis data ini sulit, terutama materi diagram hubungan antar entitas. Oleh karena itu, alat bantu pembelajaran yang tidak hanya membantu guru tetapi juga membantu siswa belajar diperlukan. Alat bantu multimedia interaktif dibuat dengan menggunakan aplikasi Construct 2. Studi ini bertujuan untuk menentukan apakah pembelajaran interaktif berbasis game dengan model Auditory Intellectually Repetition (AIR) menghasilkan peningkatan kognitif bagi siswa. Untuk tujuan penelitian ini, desain pretest-posttest Control Group Design dengan dua kelas digunakan. Hasil penelitian ini adalah sebagai berikut: Multimedia yang dikembangkan menerima presentasi 77.33 persen dari ahli media dan 83.39 persen dari ahli materi; terjadi peningkatan kogntif setelah penggunaan multimedia, dengan nilai pre-test meningkat sebesar 11.39 menjadi 17.18 dengan nilai gain sebesar 0,67; dan siswa menunjukkan tanggapan positif terhadap penggunaan multimedia dalam proses pembelajaran.
Strategi Peningkatan Kompetensi Pedagogik: Pelatihan Computational Thinking bagi Calon Guru Matematika Junaeti, Enjun; Pramitha Muslim, Audra; Ate, Dekriati; Khaedir Lutfi, Muhammad; Sukjaya Kusumah, Yaya; Herman, Tatang
INCOME: Indonesian Journal of Community Service and Engagement Vol 2 No 4 (2023)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/income.v2i4.833

Abstract

The introduction of Computational Thinking (CT) as a crucial skill in the 21st century has now been incorporated into the Merdeka Curriculum in Indonesia. The relatively new concept of CT in Indonesia has led to a lack of complete understanding, with many perceiving it solely as aligned with programming skills or equating it to thinking exactly like a computer. In reality, CT emphasizes an approach to problem-solving. The objective of this initiative is to impart CT-based learning design skills to prospective Mathematics teachers as an integral part of their pedagogical competence. The training is conducted through both synchronous and asynchronous methods. The outcomes encompass the development of CT-based educational media. Evaluation results demonstrate the success of the training in enhancing the capabilities of prospective teachers to apply CT in Mathematics education, particularly concerning topics such as series and fractions.
Pengembangan Learning Management System dengan Framework Laravel dan Tailwind CSS Mardiana, Iklima; Wahyudin; Junaeti, Enjun
MULTINETICS Vol. 10 No. 1 (2024): MULTINETICS Mei (2024)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v10i1.6678

Abstract

Education today is increasingly faced with the challenge of integrating technology in the learning process to improve quality and accessibility. In this context, the development of Learning Management System (LMS) using Laravel framework and Tailwind CSS becomes an interesting solution. Therefore, the purpose of this research is to develop a Learning Management System using Laravel framework and Tailwind CSS in its development, which is expected to create a technological solution that can improve the quality of learning and provide wider accessibility to learning resources. A research and development (R&D) approach is used in this study, which involves problem identification and needs analysis, solution concept design, LMS media development, testing, and media validation. The evaluation results showed significant validation, with 81.9% validation by lecturers and 100% by teachers, as well as an average validation of 90.95%, positioning the LMS in the "excellent" category and feasible to use as an online learning platform. Thus, the development of LMS using Laravel framework and Tailwind CSS has proven to be efficient and useful, providing relevant solutions to the quality and accessibility of learning.
Evaluating Students' Creative Thinking Skills Through E-Portfolios and Problem Based Learning Rahmani, Mutiara; Junaeti, Enjun; Arianti, Andini Setia
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 4 No 2(SEMNASTIK) (2024): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akunt
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol4No2(SEMNASTIK).pp129-135

Abstract

According to the 2018 PISA results, Indonesian students' creative thinking skills remain low. This study aims to analyze students' creative thinking in logo design through Problem-Based Learning (PBL) using a web-based e-portfolio. The research followed the ADDIE model. In the Analysis phase, students' creative thinking needs were identified; the Design and Development phases involved constructing the PBL framework and configuring the e-portfolio platform. During the Implementation phase, students worked in groups of 3-4 over three weeks on logo design tasks, documenting their processes and receiving feedback via the e-portfolio. In the Evaluation phase, student progress was monitored, and portfolios were qualitatively assessed for improvements in creative thinking. A sample of 34 high school students was selected through convenient sampling based on class scheduling. Data were collected through questionnaires, interviews, and student portfolios and analyzed qualitatively using creative thinking dimensions of fluency, flexibility, originality, and elaboration. Overall, 50% of students’ performances across all dimensions were rated "Very Good," and 47.5% were rated "Good." The use of e-portfolios facilitated self-reflection and iterative feedback, demonstrating a positive impact on creative thinking skills. These findings suggest that e-portfolios can be effectively integrated into broader educational contexts to enhance creative thinking.
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