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Trends of Instructional Design Development: A Bibliometric Analysis Thaariq, Zahid Zufar At; Rosyidah, Alif Hanifatur
Jurnal Educative: Journal of Educational Studies Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v8i2.6182

Abstract

Instructional design, as part of educational technology, is very useful in planning the desired direction of teaching and learning activities. Designers need to have a direction that can relate to the rapid development of the times. Researchers conducted a bibliometric study to review the current direction of instructional design development. This study is characterized by being analytical across time, as it is based on analyzing files in the time period (2013-2023) collected in Google Scholar database of 1000 articles. Then the article data obtained was analyzed to see what retention had developed. The results of the review show that there are various instructional design directions relevant to various constructs, such as (1) online learning, (2) blended learning/instruction, (3) project-based learning, (4) gamification, (5) instructional modules, (6) computer-assisted learning, and (7) simulation-based learning. These four results have signaled that the current paradigm is within the scope of e-learning. These results can be used as an illustration for educators and other designers to see the latest emerging instructional design trends.Desain pembelajaran, sebagai bagian dari teknologi pendidikan, sangat berguna dalam merencanakan arah kegiatan belajar mengajar yang diinginkan. Desainer perlu memiliki arah yang dapat berhubungan dengan perkembangan zaman yang begitu cepat. Peneliti melakukan studi bibliometrik untuk meninjau arah pengembangan desain pembelajaran saat ini. Studi ini memiliki karakteristik analitis lintas waktu, karena didasarkan pada analisis file dalam periode waktu (2013-2023) yang dikumpulkan dalam basis data Google Scholar sebanyak 1000 artikel. Kemudian data artikel yang diperoleh dianalisis untuk melihat retensi yang telah berkembang. Hasil tinjauan menunjukkan bahwa terdapat berbagai arah desain pembelajaran yang direlevansikan dengan berbagai konstruk, seperti (1) online learning, (2) blended learning/instruction, (3) project-based learning, (4) gamifikasi, (5) modul pembelajaran, (6) pembelajaran berbantuan komputer dan (7) pembelajaran berbasis simulasi. Keempat hasil tersebut telah menandakan bahwa paradigma saat ini telah berada pada lingkup pembelajaran berbasis elektronik (e-learning). Hasil ini bisa dijadikan sebagai gambaran bagi pendidik maupun desainer lainnya dalam melihat tren desain pembelajaran terkini yang telah berkembang.
Effectiveness of Edpuzzle Interactive Video on Student Interest and Learning Outcomes Zakiyyah, Amirah Qonitatus; Surahman, Ence; Fadhli, Muhibuddin; Thaariq, Zahid Zufar At
AL MA'ARIEF : Jurnal Pendidikan Sosial dan Budaya Vol 7 No 2 (2025): Al Ma'arief: Jurnal Pendidikan Sosial dan Budaya
Publisher : Program Studi Tadris IPS Institut Agama Islam Negeri (IAIN) Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35905/almaarief.v7i2.13462

Abstract

Background: This research was carried out due to the low level of student interest and learning outcomes in the historical material on the Japanese occupation period, caused by the complexity of the subject matter and the limited use of interactive and engaging learning media. And in previous research, it was still rare to examine the use of Edpuzzle in social studies, especially in history material, where previous research mostly examined science or mathematics.Purpose: The research was employed to determine the effectiveness of Edpuzzle interactive video learning media on students’ interest and learning outcomes in the topic of the Japanese occupation period for eighth-grade junior high school students.Method: This research employed a quantitative approach by a quasi-experimental design, specifically utilizing the non-equivalent pre-test post-test control group design.Results: The outcomes revealed that the use of Edpuzzle media was effective in improving students’ learning interest, but was not yet sufficiently effective in enhancing students’ learning outcomes on the topic of the Japanese occupation period for eighth-grade junior high school students. Where students’ interest in learning increased to 82.70% after using Edpuzzle.Theoretical implication: This research strengthens the CTML theory that reveals that interactive media can improve the learning process.Practical implication: The outcome of this research can be used to decide appropriate learning media for students.
Trends of Instructional Design Development: A Bibliometric Analysis Thaariq, Zahid Zufar At; Rosyidah, Alif Hanifatur
Jurnal Educative: Journal of Educational Studies Vol. 8 No. 2 (2023): December 2023
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/educative.v8i2.6182

Abstract

Instructional design, as part of educational technology, is very useful in planning the desired direction of teaching and learning activities. Designers need to have a direction that can relate to the rapid development of the times. Researchers conducted a bibliometric study to review the current direction of instructional design development. This study is characterized by being analytical across time, as it is based on analyzing files in the time period (2013-2023) collected in Google Scholar database of 1000 articles. Then the article data obtained was analyzed to see what retention had developed. The results of the review show that there are various instructional design directions relevant to various constructs, such as (1) online learning, (2) blended learning/instruction, (3) project-based learning, (4) gamification, (5) instructional modules, (6) computer-assisted learning, and (7) simulation-based learning. These four results have signaled that the current paradigm is within the scope of e-learning. These results can be used as an illustration for educators and other designers to see the latest emerging instructional design trends.Desain pembelajaran, sebagai bagian dari teknologi pendidikan, sangat berguna dalam merencanakan arah kegiatan belajar mengajar yang diinginkan. Desainer perlu memiliki arah yang dapat berhubungan dengan perkembangan zaman yang begitu cepat. Peneliti melakukan studi bibliometrik untuk meninjau arah pengembangan desain pembelajaran saat ini. Studi ini memiliki karakteristik analitis lintas waktu, karena didasarkan pada analisis file dalam periode waktu (2013-2023) yang dikumpulkan dalam basis data Google Scholar sebanyak 1000 artikel. Kemudian data artikel yang diperoleh dianalisis untuk melihat retensi yang telah berkembang. Hasil tinjauan menunjukkan bahwa terdapat berbagai arah desain pembelajaran yang direlevansikan dengan berbagai konstruk, seperti (1) online learning, (2) blended learning/instruction, (3) project-based learning, (4) gamifikasi, (5) modul pembelajaran, (6) pembelajaran berbantuan komputer dan (7) pembelajaran berbasis simulasi. Keempat hasil tersebut telah menandakan bahwa paradigma saat ini telah berada pada lingkup pembelajaran berbasis elektronik (e-learning). Hasil ini bisa dijadikan sebagai gambaran bagi pendidik maupun desainer lainnya dalam melihat tren desain pembelajaran terkini yang telah berkembang.
Educational Technology in Industry 6.0 Thaariq, Zahid Zufar At; Utami, Wikan Budi; Haryono, Muhammad Budi; Benjamin Laurentino Vaz
Wacana Akademika: Majalah Ilmiah Kependidikan Vol 8 No 1 (2024): Mei 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Sarjanawiyata Tamansiswa

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

Abstract

The rapid development of the times requires many changes in all sectors, especially in education. Industry 6.0 is a process that occurs after discussions about the previous industrial revolution, so it is necessary to prepare education in such a way. In order to cope with this, educational technology is an important scientific basis for the facilitation of learning and the improvement of performance that is always adaptable and flexible to existing advances. The construction of educational technology, described in a narrative review, in the face of Industry 6.0 is examined in this article. Implementing educational technology as a whole needs to be built into delivering learning. This aims to optimally promote the quality of education and facilitate the ease of learning felt by all groups. In this way, this review can be an alternative point of reference to see the potential of educational technology in the face of Industry 6.0 later on.
Implementing Instruction with Metaverse: Insights from the TRINGO Concept Hasan, Hasan; Kuswandi, Dedi; Thaariq, Zahid Zufar At
Jurnal Pendidikan Progresif Vol 13, No 3 (2023): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

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Abstract

Implementing Instruction with Metaverse: Insights from the TRINGO Concept. Objective: The purpose of this study is to investigate the implementation of learning using the metaverse, and to link it to the TRINGO approach. Methods: Through a combined meta-synthesis and narrative approach, the results show the positive impact of the metaverse in learning. Findings: The "Ngerti" process with Metaverse creates a holistic learning experience, illustrated by Gemiverse. The "Ngrasa" process shows positive sentiments about the potential of the metaverse to improve the quality of learning. Concrete steps in the "Nglakoni" process, such as addressing privacy and increasing technological accessibility, require positive action and awareness of digital literacy. Conclusion: Overall, this process forms the basis for optimizing the metaverse to enhance understanding, emotional experience, and learning effectiveness. Recommendations for using the metaverse with the TRINGO concept can enrich the educational process in a sustainable way for educators and researchers. Keywords: instructional process, metaverse, tringo, education.DOI: http://dx.doi.org/10.23960/jpp.v13.i3.202327