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Collaborative Process for Evaluating Education Technology In School Widhanarto, Ghanis Putra; Sukirman, Sukirman; Prihatin, Titi; Sulistio, Basuki; Iriyanti, Novita Trisna
Lembaran Ilmu Kependidikan Vol 48, No 2 (2019): September
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/lik.v48i2.22993

Abstract

The purpose of this study is to uncover a collaborative process of educational technology in schools, they call evaluating, decision making, and applying. Through qualitative methods revealed how evaluative processes can include interdisciplinary stakeholders, and then to explore the process of applying technology in school in the context of teaching and learning in real terms on subjects. The research design begins with the identification of learning activities, the development of evaluation criteria that maps the objectives of learning activities and the needs of policy makers, and the interventions of educational technology activities in the teaching and learning process. The results of the study are identified evaluation methods that involve collaborating interdisciplinary stakeholders on teacher teaching abilities for the purpose of exposing several divergent perspectives and views. The implication for academics who need pedagogical is the exposure of patterns and completeness of administrative support.
PENINGKATAN KOMPTENSI SINEMATOGRAFI BAGI PELAJAR, MAHASISWA DAN MASYARAKAT UMUM DI KOTA SEMARANG Sulistio, Basuki; Purwanto, Sugeng; Wahzudik, Niam; S., Heri Tri Luqman B.; Suripto, Suripto; Oktavianto, Nanang
Jurnal Puruhita Vol 1 No 1 (2019): February 2019
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/puruhita.v1i1.28649

Abstract

Film sebagai genre seni adalah produk sinematografi. Film adalah karya cipta seni dan budaya yang merupakan salah-satu media komunikasi massa audio visual. Kreatifitas merupakan ekspresi yang muncul dari diri seseorang yang menghasilkan karya, kebanggaan, dan juga merupakan sesuatu yang dapat dikenang semasa hidup. Kreatifitas tercipta karena niat dan kecintaan pada sesuatu yang dapat dijadikan inspirasi sehingga menghasilkan karya yang dapat dinikmati semua orang. Kemampuan membuat karya sinematografi pada film yang paling modern saat ini sudah menjadi kebutuhan, baik dari yang profesional maupun amatir serta bagi kalangan masyarakat umum. Kemampuan tersebut tidak hanya mengenal kamera secara global, melainkan juga seorang pelajar atau mahasiswa dituntut mampu mengoperasikan kamera, proses pra produksi, produksi dan pasca produksi. Selain itu sebenarnya banyak pelajar, mahasiswa serta masyarakat umum yang masih memiliki pengetahuan minim sekali tentang sinematografi. Padahal kemampuan ini sangat diperlukan dalam usaha pembuatan film. Metode yang akan digunakan untuk mencapai tujuan kegiatan ini dapat diuraikan sebagai berikut: (1) Workshop sinematografi bagi pelajar, mahasiswa dan masyarakat umum. (2) Memberikan pendampingan saat praktik produksi film dalam kegiatan workshop.
Pelatihan Pengembangan Aplikasi Game Tematik Berbasis Visual Coding untuk Guru TK di Provinsi Jawa Tengah: Thematic Game Application Development Training Based on Visual Coding for Kindergarten Teachers in Central Java Province Hasjiandito, Akaat; Waluyo, Edi; Wantoro, Wantoro; Sulistio, Basuki; Purwanti, Arum
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 9 No 2 (2024): Agustus
Publisher : Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/j-dinamika.v9i2.4466

Abstract

Industri game saat ini berkembang sangat pesat, game tidak hanya digunakan sebagai hiburan tapi juga dimanfaatkan sebagai media pembelajaran yang diminat oleh anak-anak. Kebutuhan guru TK saat ini adalah perlunya keterampilan pengembangan game agar pembelajaran menjadi lebih menarik. Pengabdian ini bertujuan untuk memberikan bekal keterampilan kepada guru-guru TK tentang pengembangan game berbasis visual coding. Sasaran dari kegiatan pengabdian ini adalah guru TK yang tergabung dalam IGTKI Provinsi Jawa Tengah.Metode yang digunakan dalam kegiatan pengabdian Masyarakat ini adalah dengan pelatihan dan pendampingan. Pelatihan dilakukan secara hybrid yaitu dengan menggabungkan pertemuan secara luring dan daring. Kegiatan dilaksanakan dua kali di tempat yang berbeda yaitu di PAUD Labschool Unnes dan di TK Negeri Polaman Mijen dengan total peserta kurang lebih 300 peserta.Selanjutnya dilaksanakan kegiatan pembimbingan secara online untuk membuka ruang diskusi pengembangan produk. Pada awal dan akhir kegiatan juga dilaksankan pre dan post test untuk mengukur tingkat pemahaman guru dalam pengembangan game.Hasil yang diperoleh dari kegiatan pengabdian ini adalah meningkatnya pengetahuan dan keterampilan guru tentang pemahaman coding yaitu dari sebelum pelatihan sebesar 55,48% menjadi 79,92% setelah mengikuti pelatihan.
Utilization of Chat GPT Artificial Intelligence (AI) in Student’s Learning Experience Gen-Z Class Zulfikasari, Sony; Sulistio, Basuki; Aprilianasari, Woro
Lectura : Jurnal Pendidikan Vol. 15 No. 1 (2024): Lectura: Jurnal Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/lectura.v15i1.18840

Abstract

Technology presents data very quickly, if students do not get enough assistance from lecturers in analytical thinking, the students will present data without studying further or it will convince them that what is presented is justifiable. Lecturers need to understand the students' learning habit nowadays. The focus in this study is the usage of Chat GPT AI in Student Learning Experience in Gen-Z classroom. This study provides in-depth attention to educators, especially lecturers, so that they can adapt to Gen Z's learning experience tendencies and the latest developments in learning media to create the material. The method used in this study is descriptive quantitative with questionnaires distributed to students. The respondent in this study is 392 Gen Z students chosen with purposive random sampling. The use of Chat GPT AI is familiar to Gen-Z students. Therefore, they should double-check the results of Chat GPT so as not to make misinformation and they provide a complete understanding. Lecturers as facilitators in the classroom must be more careful in reviewing the assignments collected by students, so that lecturers can measure precisely that the assignments are the same as the level of student understanding. In addition, the lecturers should notice that the information presented is correct.
Artificial Intelligence (AI) Chatbots and Critical Thinking: Gen Z's Perspective on Completing Tasks in the Era of Society 5.0. Zulfikasari, Sony; Sulistio, Basuki; Wahzudik, Niam
Indonesian Journal of Educational Science (IJES) Vol 7 No 2 (2025): Indonesian Journal of Education Science (IJES)
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/ijes.v7i2.4710

Abstract

Critical thinking plays a crucial role in the academic and professional development of students. The integration of artificial intelligence (AI) in the context of Society 5.0 is particularly noteworthy, especially with the emergence of AI Chatbot tools that are transforming how students engage in learning. This study aims to explore students' perceptions of using chatbots concerning their critical thinking abilities when completing assignments. To achieve this, a descriptive quantitative research method was employed, utilizing survey questionnaires distributed to students. The analysis involved collecting, structuring, and interpreting quantitative descriptive data, with instrument validity ensured through expert review. The results indicate that Chatbot AI can support Gen Z students in developing critical thinking skills by helping them clarify problems, categorize information, and structure their answers. However, it should not replace the importance of discussion and reflection. Therefore, its use should be balanced with learning strategies that promote information verification, academic discussions, and practical application. Educational institutions must ensure that chatbot AI usage fosters reflection, provides contextualized solutions, and encourages ethical practices.