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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.
The Use of E-Learning Using Web-Based Management Introduction In Pamulang University Nimah, Nimah; Khaerudin, Khaerudin; Kusumawardani, Dwi
International Journal for Educational and Vocational Studies Vol. 2 No. 9 (2020): September 2020
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v2i9.3299

Abstract

Web-based e-learning in management introductory courses at Pamulang University, this study discusses studying e-learning in subjects at Pamulang University specifically on management introductory courses. This research was conducted at Pamulang University. This research was conducted in March 2020 until July 2020. The research method uses qualitative methods with primary data or secondary data. The results of this study indicate that the use of e-learning at Pamulang University has provided benefits for system improvement and for improving the quality of comfort. And e-learning learning has been implemented well by Pamulang University or more focused on management study programs. Because e-learning has become a mandatory part, Pamulang University continues to improve so that its utilization continues to improve. At least some of the things that are unique from this research are the University of Pamulang using e-learning as a whole. All subjects must be scheduled to represent lectures conducted face-to-face. This supports the un pam students to have a closeness with technology.
Trends and collaborations in case-based learning for online health education: a bibliometric analysis (2014-2024) Budiawan, Agung; Wirasti, Murti Kusuma; Kusumawardani, Dwi
Jurnal EDUCATIO: Jurnal Pendidikan Indonesia Vol. 10 No. 2 (2024): Jurnal EDUCATIO: Jurnal Pendidikan Indonesia
Publisher : Indonesian Institute for Counseling, Education and Therapy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/1202424854

Abstract

Case-based learning is one of the interactive learning methods that uses real case scenarios or simulations to involve students in the active learning process. This study aims to map and analyze publication trends related to using case-based learning (CBL) in online health education from 2014–2024. This study focuses on publication trends and author collaborations without directly assessing the effectiveness of CBL. Using bibliometric analysis methods on data taken from the Scopus database, this study analyzes the frequency of publications, emerging topics, and collaboration networks between authors, with tools such as VOSviewer for visualization of collaboration maps and topic trends. The results show that publications on CBL have increased significantly since 2018, with a peak occurring between 2020 and 2023. This increase is closely related to changes in education policies during the COVID-19 pandemic, which have encouraged the adoption of interactive methods in distance learning, especially in the health sector. In addition, integrating educational technologies such as digital simulation platforms and artificial intelligence (AI) has strengthened the adoption of CBL in online environments. This study also found a collaboration network between authors with Al-Omran Mohammed as a central figure in international collaboration. These findings provide implications for educators, institutions, and policymakers to expand the application of CBL methods and train educators in designing effective case-based curricula.
Hypermedia Based Science Project Teaching Materials for First Grade Vocational High School Naimah, Auliya; Situmorang, Robinson; Kusumawardani, Dwi
Journal of Education Reseach and Evaluation Vol 9 No 3 (2025): August
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v9i3.94299

Abstract

Science learning should develop critical thinking, collaborative, and problem-solving skills, but it is often still delivered conventionally, so it has not optimally aroused students' interest in learning. The purpose of this study is to develop hypermedia-based learning materials for Natural and Social Sciences (IPAS) projects in vocational high schools for grade X. This study uses the Research and Development (R&D) method using the Dick and Carey development model and the Lee & Owens model. The subjects of this study are material experts, instructional design experts, and learning media experts. The trial subjects are 30 grade X students. The methods used to collect data are observation, interviews, questionnaires, and tests. The instruments used to collect data are questionnaires and tests. Data analysis techniques use qualitative and quantitative descriptive analysis. The media effectiveness test is carried out by calculating the N-Gain value. The results of this study indicate that the developed learning materials effectively increase student engagement and understanding of the learning materials. Validity tests conducted by material, media, and language experts indicate that these learning materials are in the "very valid" category and suitable for use. Thus, hypermedia-based learning materials are effective in improving the quality of learning. The implications of this research indicate that the development of hypermedia-based science and science project teaching materials can effectively improve the quality of learning in vocational schools, especially in accommodating the needs of students who are more active, visual, and accustomed to digital technology.
Development and Empirical Evaluation of a Gamification-Driven Learning Model for Digital Native Learners in Higher Education: The CIRCUS Framework Nursetyo, Kunto Imbar; Situmorang, Robinson; Kusumawardani, Dwi
Tadris: Jurnal Keguruan dan Ilmu Tarbiyah Vol 11 No 1 (2026): Tadris: Jurnal Keguruan dan Ilmu Tarbiyah
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/tadris.v11i1.28982

Abstract

This study aimed to develop and empirically evaluate a gamification-driven learning model designed to address the learning characteristics of digital native students in higher education. Despite the growing body of evidence supporting gamification as a pedagogical strategy, most implementations remain fragmented and lack a structured instructional design framework, representing a critical gap in the literature. This research employed a Research and Development (R&D) approach to design and validate an instructional model called CIRCUS, comprising six systematic stages: Consider Needs, Inspect Content, Regulate Objective, Construct Prototype, Utilize Prototype, and Summing-Up. The study involved three panels of participants: three Educational Technology experts who evaluated model validity, eighteen university lecturers who assessed model practicality, and 62 undergraduate students from Universitas Negeri Jakarta who participated in a field trial across Big Data and Programming courses. Validity was assessed using Aiken's V index, yielding an average of 0.87, which exceeds the minimum threshold of 0.80 and confirms strong expert agreement on the model's syntactic and conceptual coherence. Practicality was assessed through a 5-point Likert scale survey, with lecturers awarding an average score of 85%, categorized as very practical. The gamification product integrated into the Learning Management System was validated as feasible by content and media experts. The field trial demonstrated a statistically meaningful improvement in student learning achievement, increasing from a mean of 68% prior to implementation to 82% following the intervention, yielding a normalized gain of 0.44 (medium category). Furthermore, 89% of students earned all five available achievement badges and 94% completed the instructional game embedded in the system. These findings suggest that a structured, theoretically grounded gamification framework can meaningfully enhance engagement, participation, and academic performance among digital native learners. The CIRCUS model represents a replicable instructional design contribution that integrates gamification principles with established pedagogical objectives.