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Analisa SWOT-AHP untuk Penentuan Strategi Pembelajaran Proyek dalam Pengembangan Pendidikan Karakter pada Sekolah Menengah Atas di Kabupaten Kapuas Merliana, Ni Putu Eka; Widyantara, I Made Oka; Wirastuti, Ni Made Ary Esta Dewi; Saputra, Komang Oka; Widyanto, I Putu
Cetta: Jurnal Ilmu Pendidikan Vol 8 No 1 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v8i1.3771

Abstract

The project-based learning model is one of the strategies used to increase student engagement and motivation, especially in supporting the development of character education. However, in its application, project learning faces challenges such as taking a long time, causing students to feel bored, and not all students are fully and evenly active in the learning process. This has an impact on the non-achievement of learning objectives in the development of character education. This study aims to identify the factors needed to improve the quality of project learning implementation for character education development. The strategy analysis used in the study uses external as well as internal factors analysis with SWOT and AHP (Analytic Hierarchy Process). The method used in this study is a mixed method with an exploratory sequential design, which collects data qualitatively, namely through interviews and observations, which are then followed by quantitative analysis by distributing questionnaires to respondents. The results show that internal factors, namely innovative and digitalized school management, are the main strengths in implementing project learning for character education development. On the other hand, external factors show significant opportunities for driving schools to support this learning while considering external threats. The top priority strategy recommended in character education development is to utilize technology for innovative learning that increases student engagement. This strategy aims to provide space for students to make progress in cognitive, affective and psychomotor aspects. The main focus in project learning is to ensure students are actively engaged, so an innovative, technology-based approach is needed that allows students to explore, think critically and develop themselves.
Gamifikasi dan Teknologi Komunikasi : Meningkatkan Keterlibatan dan Interaksi Berkomunikasi dalam Pendidikan Arsana, I Nyoman Alit; Merliana, Ni Putu Eka; Purnawati, Ni Wayan
Dharma Duta Vol 22 No 02 (2024): Dharma Duta : Jurnal Penerangan Agama Hindu
Publisher : Fakultas Dharma Duta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33363/dd.v22i02.1395

Abstract

Communication technology with gamification is an innovative strategy that can change behavior in the learning process, especially in student engagement and interaction. In the context of learning, communication technology, such as e-learning, is used to connect students and teachers through digital platforms that provide learning content, discussion forums, and assignments. Communication technology with gamification provides opportunities for students to interact widely in the learning process. This study aims to explore the strategies used in the utilization of communication technology with game elements in gamification so as to produce positive behavior in communication engagement and interaction between students, students, teachers, and students with content. The method used was a literature review with the research spanning from 2014 to 2024. The results of this study show a conceptual model that can be used to develop learning strategies for gamification. The results will provide practical insights into developing an engaging and fun communication technology-based learning model to increase communication engagement and interaction.