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Designing Learning Materials of Indonesian Language Course based on Augmented Reality and Interactive Website for Blind Students Hasanudin, Cahyo; Fitrianingsih, Ayu; Sholehhudin, Muhamad; Ulfaida, Nabila
KEMBARA: Jurnal Keilmuan Bahasa, Sastra, dan Pengajarannya Vol. 10 No. 2 (2024): October
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kembara.v10i2.36109

Abstract

Indonesian language is a compulsory subject in university level. This subject has been taken by all Indonesian university students with or without disabilities. This study aimed to design Indonesian Language course based on Augmented Reality (AR) and interactive website that were adapted for blind students. This study was developmental research using ADDIE model. The subjects of this study were students with disabilities in private universities at East Java, Indonesia. Result of study showed that in analysis stage there were five things needed by disability students. In the design stage, flowchart and storyboard were made. In the developmental stage, website structures were built using WordPress; while Augmented Reality was designed using Unity platform. In the implementation stage, limited and extensive trial tests were conducted. In the evaluation stage, there were two main activities. First, students were given tests. Second, product was revised. Conclusion of this study was learning materials of Indonesian language course could be developed by implementing ADDIE model, so it could be used by blind students.
DESIGN OF SCRATCH-BASED ALPHA WORD GAME TO IMPROVE STUDENTS’ VOCABULARY AT PRIMARY SCHOOL Hidayat, Anwarul; Hasanudin, Cahyo; Fitrianingsih, Ayu; Taufiqur Rohmah, Ima Isnaini
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 2 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i3.178

Abstract

Scratch as a website which could be utilized by beginners to create learning media such as educational game. This study aimed to improve students’ vocabulary at primary school using scratch-based educational game. The method of his study was SDLC waterfall model. Results of this study showed that the design of Alpha Word game was arranged in the stages of requirement analysis, design, implementation, testing, and maintenance. Alpha Word was a game that was designed to improve students’ vocabulary by utilizing attractive and simple visual.
Pendampingan Guru dalam Menyusun Media 3D dengan Konsep Kartun berbantuan Meta AI Dan Chat GPT untuk Pembelajaran di Sekolah Dasar Hasanudin, Cahyo; Fitrianingsih, Ayu; Hawa, Masnuatul; Sutrimah, Sutrimah; Udin, Syahrul; Sugiarto, Bagas Romadhoni; Zilla, Natasya Erdina; Noeruddin, Ali
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol. 9 No. 1 (2025): April 2025
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j-abdipamas.v9i1.5090

Abstract

ABSTRACTAssisting teachers in compiling cartoon-based 3D media using Meta AI and ChatGPT was innovative step in improving the learning quality in primary school. This activity aimed to equip teachers withskill in developing interactive learning media based on students' needs. There were 3 main stages in it, namely identifying needs and situation analysis, designing training program, conducting training and mentoring. Results of this activity showed that teachers were able to understand and utilize Meta AI and ChatGPT in creating 3D cartoon illustrations. Moreover, they were able to develop pop-up media using various mechanism, such as V-fold, rotary, and mouth mechanism. Result of evaluation showed that teachers' creativities were improved in compiling interesting and applicative learning media. It could be concluded that the utilization of AI technology and 3D media were potential to improve learning effectivity, motivate the students, and support teachers in delivering learning materials in more innovative ways.Keywords: 3D media, Meta AI, ChatGPT, primary school ABSTRAKPendampingan guru dalam menyusun media 3D berbasis kartun dengan bantuan Meta AI dan ChatGPT merupakan langkah inovatif untuk meningkatkan kualitas pembelajaran di sekolah dasar. Kegiatan ini bertujuan untuk membekali guru dengan keterampilan dalam mengembangkan media pembelajaran interaktif dan sesuai dengan kebutuhan siswa. Metode yang digunakan mencakup tiga tahap utama, meliputi identifikasi kebutuhan dan analisis situasi, perancangan program pelatihan, pelaksanaan pelatihan dan pendampingan. Hasil kegiatan menunjukkan bahwa guru mampu memahami dan memanfaatkan teknologi Meta AI serta ChatGPT dalam menciptakan ilustrasi kartun 3D. Selain itu, mereka berhasil mengembangkan media pop-up menggunakan berbagai mekanisme, seperti V-fold, rotary, dan mouth mechanism. Evaluasi menunjukkan peningkatan kreativitas guru dalam menyusun media pembelajaran yang menarik dan aplikatif. Simpulan dari kegiatan ini adalah pemanfaatan teknologi AI dan media 3D berpotensi meningkatkan efektivitas pembelajaran, memotivasi siswa, serta mendukung guru dalam menyampaikan materi secara lebih inovatif.Kata Kunci: media 3D, kartun, meta AI, Chat GPT, sekolah dasar
ANALISIS PEMBELAJARAN BERBASIS MASALAH TERSTRUKTUR TERHADAP HASIL BELAJAR MATEMATIKA PADA SISWA KELAS VII SMP NEGERI 1 CEPU Sutiyono, Joko; Puspananda, Dian Ratna; Fitrianingsih, Ayu
Journal of Technology, Mathematics and Social Science Vol. 4 No. 1 (2024): JURNAL J'THOMS (Mei 2024)
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v4i1.2595

Abstract

Abstrak: Berdasarkan hasil observasi pada SMPN 1 Cepu, bahwa kemampuan peserta didik dalam menguasai materi pembelajaran matematika belum memuaskan, terbukti dari nilai ulangan peserta didik di kelas VII SMPN 1 Cepu, dari 26 orang peserta didik 65% atau 17 peserta didik diantaranya memperoleh nilai yang masih dibawah nilai KKM. Hal ini diakibatkan oleh kurangnya perhatian peserta didik dalam mengikuti proses pembelajaran, kurangnya komunikasi peserta didik dengan guru, serta kurangnya motivasi peserta didik untuk belajar, penguasaan konsep dan prestasi belajar peserta didik pada pelajaran matematika rendah. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model pembelajaran berbasis masalah terstruktur terhadap hasil belajar matematika peserta didik VII SMPN 1 Cepu. Jenis penelitian merupakan penelitian kualitatif dengant teknik pengumpulan data wawancara, observasi dan dokumentasi. Hasil penelitian di peroleh Berdasarkan hasil pemaparan penelitian, dapat disimpulkan bahwasaannya metode pembelajaran berbasis masalah terstruktur berpengaruh terhadap peningkatan hasil belajar siswa.Kata kunci: Pembelajaran berbasis masalah terstruktur, hasil belajar, matematikaAbstract: Based on the results of observations at SMPN 1 Cepu, that the ability of students in mastering mathematics learning materials has not been satisfactory, as evidenced by the test scores of students in class VII SMPN 1 Cepu, from 26 students 65% or 17 students of them obtained scores that are still in the below the KKM value. This is caused by the lack of attention of students in learning, lack of communication between students and teachers, and lack of motivation of students to learn, mastery of concepts and student achievement in learning mathematics. This study aims to determine the effect of the application of a structured problem-based learning model on the mathematics learning outcomes of VII SMPN 1 Cepu students. This type of research is a qualitative research with data collection techniques interview, observation and documentation. The research results obtained based on the results of research disclosures, it can be said that structured problem-based learning towards improving student learning outcomes.Keywords: Structured problem-based learning, learning outcomes, mathematics
ANALISIS KESULITAN DALAM MEMECAHKAN MASALAH MATEMATIKA PADA SISWA KELAS VIII SMP UNGGULAN AL-FALAH PACUL BOJONEGORO Khotimah, Siti Khusnul; Puspananda, Dian Ratna; Fitrianingsih, Ayu
Journal of Technology, Mathematics and Social Science Vol. 2 No. 2 (2022): JURNAL J'THOMS (Desember 2022)
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/j'thoms.v2i2.2956

Abstract

Abstrak:This study aims to find out how the students' difficulties in solving mathematical problems with the Circle material. There are several steps in solving math problems. According to Polya in Nur (2018) there are four steps in solving mathematical problems, namely (1) understanding the problem (understanding the problem); (2) plan problem solving (devising a plan); (3) planning problem solving (carrying out the plan); (4) Re-examine the solutions obtained (looking back). This research method is qualitative by using a qualitative descriptive approach. The population of this study was the eighth grade student of Al-Falah Pacul Bojonegoro with a total of 16 students. Collecting data using the method of observation, test questions, interviews and documentation. The technique of taking the subject in this study was purposive sampling, namely there were 12 subjects. The results of this study indicate that there are 4 students who meet the polya step and 11 students who do not meet the polya step in class VIII students of SMP Al-Falah Pacul Bojonegoro.Keywords: Difficulty Analysis, Problem Solving.
PENDAMPINGAN GURU DI DESA SUMBERAGUNG DALAM MENYUSUN BAHAN AJAR BERBASIS MOBILE LEARNING DENGGAN MENGGUNAKAN APLIKASI THUNKABLE Hasanudin, Cahyo; Fitrianingsih, Ayu; Junarti, Junarti; Juwanda, Juwanda; Priyantoko, Priyantoko; Setiawan, Dwi; Fitriyana, Novia
PEDAMAS (PENGABDIAN KEPADA MASYARAKAT) Vol. 1 No. 03 (2023): SEPTEMBER 2023
Publisher : MEDIA INOVASI PENDIDIKAN DAN PUBLIKASI

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

Abstract

Program pendampingan guru di Desa Sumberagung dalam menyusun bahan ajar berbasis mobile learning dengan menggunakan aplikasi Thunkable merupakan salah satu bentuk pengabdian kepada masyarakat yang bertujuan meningkatkan kualitas pendidikan di lingkungan desaan. Program pendampingan dilakukan secara tatap muka dengan melibatkan delapan pendidik dari setiap instansi pendidikan Desa Sumberagung. Program pendampingan dilaksanakan dalam tiga tahapan, yaitu 1) tahap awal, 2) tahap inti, dan 3) tahap akhir. Pada tahap awal, peserta pendampingan akan diberikan informasi mengenai seberapa penting inovasi bahan ajar dan informasi mengenai aplikasi Thunkable. Pada tahap inti, peserta pendampingan akan diberikan contoh bahan ajar berbasis mobile dan melaksanakan kegiatan praktik. Pada tahap akhir, diperoleh hasil yang memuaskan di mana peserta pendampingan mampu mengoperasikan aplikasi Thunkable dan mampu menguasai cara membuat bahan ajar berbasis mobile melalui aplikasi Thunkable. Berdasarkan hasil yang diperoleh, dapat disimpulkan apabila program pendampingan ini mampu meningkatkan kemampuan pendidik dalam mengembangkan bahan ajar yang inovatif serta memiliki respons yang positif terhadap pemanfaatan aplikasi Thunkable dalam membuat bahan ajar berbasis mobile.
PPKM (Pengembangan Perangkat berbasis Kurikulum MBKM) as the Practice of Distance Learning in the Course of Statistical Method Puspananda, Dian Ratna; Novianti, Dwi Erna; Fitrianingsih, Ayu
Jurnal Pendidikan Edutama Vol 9 No 2 (2022): July 2022
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v9i2.2540

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Abstract: The covid-19 pandemic causes the need of distance learning. As in offline learning, its learning objectives have to be fulfilled. In the learning process, lesson plan is very important. The aim of this study is to develop the MBKM based lesson plan as the implementation of distance learning. The method of this study is research and development which implements the development model of Thiagarajan that is modified into three stages, namely: define, design, and develop stages. The methods in collecting data are documentations, questionnaires, and achievement tests. Based on the analysis results, the modification of developed learning tools using 4-D model produces MBKM based learning tools which is implemented in the distance learning using Moodle. The learning tools are valid based on the experts and the results of pretest that show the positive responses on learning and the achievement results that fulfilled the criteria of validity, reliability, and sensitivity test items.   Abstrak: Pandemi covid-19 menyebabkan perlunya pembelajaran jarak jauh. Seperti dalam pembelajaran offline, capaian pembelajaranpun harus terpenuhi. Dalam proses pembelajaran, RPP sangatlah penting. Penelitian ini bertujuan untuk mengembangkan RPP berbasis MBKM sebagai implementasi pembelajaran jarak jauh. Metode penelitian ini adalah penelitian dan pengembangan yang mengimplementasikan model pengembangan Thiagarajan yang dimodifikasi menjadi tiga tahap, yaitu: tahap define, design, dan develop. Metode pengumpulan data dengan dokumentasi, angket, dan tes prestasi. Berdasarkan hasil analisis, modifikasi perangkat pembelajaran yang dikembangkan menggunakan model 4-D menghasilkan perangkat pembelajaran berbasis MBKM yang diimplementasikan dalam pembelajaran jarak jauh menggunakan Moodle. Perangkat pembelajaran tersebut valid berdasarkan ahli dan hasil pretest yang menunjukkan respon positif terhadap pembelajaran dan hasil pencapaian yang memenuhi kriteria validitas, reliabilitas, dan sensitivitas item tes.
Application Design of Magic Words to Learn Reading for the First Grade Students at Elementary School using Kodular Website Isnani, Salsabila Nurhaliza Putri; Rahmawati, Fitri; Hasanudin, Cahyo; Fitrianingsih, Ayu; Rahmawati, Oktha Ika; Chamalah, Evi
Jurnal Pendidikan Edutama Vol 12 No 1 (2025): January 2025
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v12i1.5018

Abstract

Kodular is a web-based platform that provides a variety of features for creating Android applications. Its function is very similar to MIT App Inventor, with the main purpose of making Android application development easier. The purpose of this research is to develop an online learning application that can be accessed through Android-based smartphone. This application is designed using the Kodular platform and developed through the SDLC method of the Waterfall model, which includes the stages of need, design, implementation, verification, and maintenance. The results of the discussion of this research are the components that make up the screen display of the magic words application: learning to read which includes: 1) start page display, 2) introduction menu page display, 3) main menu page display, 4) introduction menu display, 5) quiz menu display, 6) menu display about the application. The conclusion of this research is that there are 5 stages in making the magic words application: learning to read using a codular website
Improving Skill in Writing Inspirational Story Text in Quantum Learning using Comics Haris, M. Alfan; Hasanudin, Cahyo; Sutrimah, Sutrimah; Fitrianingsih, Ayu
Jurnal Pendidikan Edutama Vol 12 No 2 (2025): July 2025
Publisher : IKIP PGRI Bojonegoro

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

Abstract

This study was conducted because difficulties to write inspirational story text were found by students in Ninth grade of SMP SMP Plus Maulana Malik Ibrahim. It was caused by less of understanding related to the structure of inspirational story text. This study aimed to explore the improvement of students’ skill in writing inspirational story text in quantum learning using comics. This study was classroom action researchwhich was conducted in two cycles. Each cycle had four stages, namely planning, acting, observing, and reflecting. Results of study showed that in pre-treatment, students’ average scores were 53 with classical completion rate of 14,28%. In cycle I, students’ average scores were improved to be 72 with classical completion rate of 66,6%. Moreover, in cycle II, it was improved to be 84 with classical completion rate of 90,4%. It could be concluded that students’ skill in writing inspirational story textwas improved after being taught using comics as media in quantum learning.
Kolaborasi Flipped Classroom dengan Media Plotagon dalam Pembelajaran Menulis Teks Persuasi Sa'diyah, Aminatus; Hasanudin, Cahyo; Rosyida, Fathia; Fitrianingsih, Ayu; Amin, Ahmad Kholiqul
Jurnal Pendidikan Bahasa Indonesia Vol 9, No 2 (2021): Juli - Desember 2021
Publisher : PBSI, FKIP UNISSULA, Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/jpbi.9.2.63-72

Abstract

Penelitian ini bertujuan untuk mengetahui keterampilan menulis teks persuasi yang ditulis oleh siswa SMP IT Syakur Al-marzuqi Ngasem dengan menggunakan flipped classroom dan media plotagon. penelitian ini adalah penelitian kualitatif dengan menggunakan studi kasus dengan jumlah subjek 13 siswa. Dari 13 siswa kemudian peneliti mengambil 4 siswa untuk diwawancarai dengan alasan teks persuasi sesuai dengan indikator. Teknik pengumplan data menggunakan observasi, metode tes, wawancara, dan dokumentasi. Data divaliditaskan dengan menggunakan triangulasi sumber data dan triangulasi metode. Teknik analisis data dimulai dari 1). reduksi data, 2). penyajian data, 3). penarikan simpulan dan verifikasi. Hasil penelitian menunjukkan bahwa keterampilan menulis teks persuasi yang ditulis oleh siswa SMP IT Syakur Al-marzuqi Ngasem sesuai dengan pedoman buku siswa bahasa Indonesia SMP/Mts Kelas VIII revisi 2017 dengan baik. Simpulan pada penelitian ini adalah flipped classroom dan media plotagon sangat tepat digunakan karena dapat membuat siswa lebih aktif dan kreatif dalam pembelajaran, dan memberi pemahaman siswa jika situs online bisa digunakan sebagai pembelajaran yang menarik. Kata Kunci: Flipped classroom, plotagon, teks persuasi