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Opportunities for Using Smartphones in the Digital Era to Facilitate Students in Learning Sociology in High Schools Qodr, Taufiq Subhanul; Efendi, Agus; Musadad, Akhmad Arif
Journal of Education Technology Vol 5, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34806

Abstract

The development of information and communication technology in the digital era encourages the use of smartphones in various fields of life, such as the field of education. This condition opens up opportunities for the use of smartphones in teaching and learning activities. This study was conducted to identify opportunities for using smartphones to make it easier for students to learn, especially in understanding sociology learning materials in high school. This type of research is descriptive qualitative research. The research subjects were social studies students of class X SMA with a total of 149 students. Data collection methods in this study were surveys and interviews using questionnaires and interview guidelines as research instruments. Data analysis was carried out in four stages, namely (1) data collection, (2) data reduction, (3) data presentation, and (4) drawing conclusions. The results of this study indicate that there is a great opportunity for the use of smartphones in the digital era in the learning process, especially sociology in high school. The opportunity is the implementation of game-based mobile learning or Mobile Game-Based Learning (MGBL). It is known that the use of smartphones by students is most dominantly used to play games with a percentage of 32.90%. Thus, Mobile Game-Based Learning (MGBL) as a learning medium is an opportunity to use smartphones to make it easier for students to learn sociology because it encourages students to be more active, creative, and innovative in the learning process. The conclusion of this study is that Mobile Game-Based Learning (MGBL) is a great opportunity for using smartphones in the digital era to make it easier for students to learn sociology in high school.
Virtual Reality as a Media for Learn Animal Diversity for Students Sukmawati, Fatma; Santosa, Eka Budhi; Rejekiningsih, Triana; Suharno; Qodr, Taufiq Subhanul
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i2.50557

Abstract

In the educational process, students face various problems, one of which is the difficulty in understanding the material due to its complexity of the material. New technology-based media are being introduced that help students in the learning process, such as virtual reality (VR). This research aims to produce a product in the form of virtual reality development media as a learning medium for animal diversity. This type of research is developed using a 4D model design. The data collection method uses non-test with research instruments, namely expert validation questionnaires and user validation questionnaires. As well as data analysis techniques using descriptive analysis to describe the results of questionnaires distributed to experts, practitioners, and students as research subjects consisting of media experts, material experts, practitioners, and students. The results of the product feasibility tests carried out on media experts, material experts, and students get many positive responses. So it can be concluded that the virtual reality media of animal diversity is suitable for learning. This media makes it easy for students to understand the variety of animals and provides an attraction for students so that an increased desire to learn arises.
Assessing critical thinking skills in vocational school students during hybrid learning Asrowi, Asrowi; Maulana, Iwan; Budiarto, Mochamad Kamil; Qodr, Taufiq Subhanul
Journal of Education and Learning (EduLearn) Vol 19, No 1: February 2025
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/edulearn.v19i1.21754

Abstract

In the current educational landscape, the development of critical thinking abilities is becoming increasingly important, especially considering the prevalence of hybrid learning methods. This investigation aimed to evaluate the proficiency of critical thinking skills in students who are immersed in hybrid learning. A descriptive quantitative research approach was employed, utilizing observation, documentation, and critical thinking assessments to collect data from a sample of 60 students from vocational high schools. The findings highlight two main results: firstly, the majority of students demonstrate a low level of critical thinking skills within the hybrid learning context, indicating the need for improvement; secondly, various factors that influence these skills were identified. These outcomes emphasize the challenges associated with acquiring 21st-century skills and emphasize the necessity for collaborative efforts. Both educators and students must enhance their commitment to effective learning preparation, with a particular emphasis on motivation to foster improved critical thinking abilities. This research provides valuable insights for educators and policymakers who are striving to enhance the hybrid learning environment in order to better cultivate critical thinking skills in students.
Opportunities for Using Smartphones in the Digital Era to Facilitate Students in Learning Sociology in High Schools Qodr, Taufiq Subhanul; Efendi, Agus; Musadad, Akhmad Arif
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34806

Abstract

The development of information technology that encourages smartphones in various lives thus opens up opportunities for the use of smartphones in teaching and learning activities. However, teachers have not been able to maximize the use of smartphones to support students' ability to understand learning materials. This certainly does not provide a good learning experience for students, so it is necessary to improve the learning system. This study was conducted to identify opportunities for using smartphones to make it easier for students to learn, especially in understanding sociology learning materials in high school. This type of research is descriptive qualitative research. The research subjects were social studies students of class X SMA with a total of 149 students. Data collection methods in this study were surveys and interviews using questionnaires and interview guidelines as research instruments. Data analysis was carried out in four stages: data collection, data reduction, data presentation, and conclusion. This study indicates that there is an excellent opportunity for the use of smartphones in the digital era in the learning process, especially in sociology in high school. The opportunity is the implementation of game-based mobile learning or Mobile Game-Based Learning (MGBL). It can be seen that the use of smartphones by students is most dominantly used to play games, with a percentage of 32.90%. Thus, Mobile Game-Based Learning (MGBL) as a learning medium is an opportunity to use smartphones to make it easier for students to learn sociology because it encourages students to be more active, creative, and innovative in the learning process. This study concludes that Mobile Game-Based Learning (MGBL) is an excellent opportunity for the use of smartphones in the digital era to make it easier for students to learn sociology in high school.
Improving the Critical Thinking Ability of Vocational High School Students through Digital Teaching Material Cahyono, Budi Tri; Qodr, Taufiq Subhanul; Budiarto, Mochamad Kamil
Journal of Education Reseach and Evaluation Vol 8 No 1 (2024): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v8i1.61457

Abstract

Limited variety in mathematics teaching methods can harm student achievement in the subject. Therefore, this research aims to evaluate the impact of using e-books as a learning medium on students' critical thinking abilities. This research applies an experimental approach involving control and experimental groups. This research involved 70 vocational school students who were divided into two groups. The data collection method uses tests. The data collection instrument uses test questions. Data analysis techniques use inferential statistics. Research findings show that using e-books or digital teaching materials significantly improves students' critical thinking abilities. The conclusion that can be drawn is that e-books have proven effective in influencing and improving students' critical thinking abilities. The results of this research underline the great potential of digital learning media, such as e-books, in improving students' critical thinking skills in vocational high school environments. Therefore, it is deemed necessary to widely implement interactive media in e-book format in vocational schools to improve students' critical thinking skills to equip them to face challenges in work and entrepreneurial activities.
The impact of implementing a scientific approach on the science learning achievements of 4th-grade students within the learning environment Cahyono, Budi Tri; Ridhani, Jovita; Qodr, Taufiq Subhanul; Khan, Nauroz; Ali, Wazir
Journal of Environment and Sustainability Education Vol. 3 No. 1 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/joease.v3i1.61

Abstract

This study investigates the influence of a scientific approach on the academic performance of 4th students in science.  The scientific approach focuses on key processes such as observation, formulating questions, making connections, conducting experiments, analyzing data, drawing conclusions, and presenting findings, distinguishing it from traditional science education methods.  Employing a quantitative research design with a quasi-experimental non-equivalent control group, the study targeted all Gugus I Gajah Mada Laweyan Surakarta 4th students.  A sample of 120 students from eight elementary schools was selected, with participants divided into experimental and control groups, each comprising 60 students.  Data collection involved both observational methods and essay assessments featuring 30 questions.  The findings revealed a notable disparity in science learning outcomes between students instructed using the scientific approach and those who received conventional instruction.  Specifically, students in the experimental group demonstrated significantly superior learning outcomes compared to their counterparts in the control group. The results of the study showed that the assessment of learning outcomes using observation sheets had a significant effect on teacher involvement during the learning process.  The results of the Lillefors Statistical test show the difference between scientific and conventional classes, with the former showing a higher value of 0.95 compared to 0.87.  This indicates that the use of digital learning media effectively attracts the interest of students and teachers.