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Interaksi Refutation Text Dan Explanation Text Terhadap Miskonsepsi Mahasiswa Mariati, Mariati; Junaidi, Agus; Napitupulu, Efendi; K, Abdul Hamid
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Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Sumatera Utara

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

Abstract

Tujuan penelitian ini untuk mengetahui penurunan angka miskonsepsi mahasiswa Program Studi Pendidikan Akuntansi FKIP UMSU setelah diberikan penjelasan tentang materi teori akuntansi dengan menggunakan alat bantu media pembelajaran  refutation teks dan explanation teks. Metode penelitian yang digunakan adalah metode eksperimen jenis quasi eksperimen dengan desain one shot case study dengan instrumen berbentuk pre test dan post test. Alat pengumpul data yang digunakan adalah tes berbentuk essay dengan menggunakan bentuk tiga tingkat yang berjumlah 10 butir dengan ranah kognitif soal berada pada kategori HOTS level C4. Sampel penelitian ini berjumlah 20 orang mahasiswa Program Studi Pendidikan Akuntansi semester II.Teknik pengolahan data yang dilakukan dengan cara menganalisis hasil jawaban mahasiswa pada tiap butir tes. Dari hasil penelitian dan pengolahan data yang dilakukan, diperoleh hasil rata-rata jumlah mahasiswa yang mengalami miskonsepsi atas soal-soal teori akuntansi yang diberikan mengalami penurunan sebesar 70%. Hasil ini tergolong tinggi jika dibandingkan dengan rentang skor antara 70 ≤∆M yang ditetapkan.
PENGEMBANGAN E-MODUL BERBASIS CANVA PADA MATA PELAJARAN ESTIMASI BIAYA KONSTRUKSI KELAS XI PROGRAM KEAHLIAN DPIB Awiya, Nurul; K, Abdul Hamid; Darwin, Darwin
VOCATIONAL: Jurnal Inovasi Pendidikan Kejuruan Vol. 5 No. 4 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/vocational.v5i4.7239

Abstract

ABSTRACT This research is grounded in the requirement for dynamic and interactive learning resources aimed at supporting and improving the educational process in the field of Construction Cost Estimation. This research seeks to create and assess the feasibility and effectiveness of a Canva-based e-module for the Construction Cost Estimation subject for 11th grade students majoring in Building Modeling and Information Design (DPIB) at SMK Negeri 5 Medan. The research method used is the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The analysis stage aimed to identify the needs and characteristics of students as a basis for developing the e-module, followed by the design stage with the creation of flowcharts, material preparation, and assessment instruments, the development stage through product validation and revision, the implementation stage with trials among students, and the evaluation stage to obtain feedback and measure the achievement of development objectives. The results of the product feasibility assessment by subject matter experts showed an average percentage of 84% (Very Feasible), while media experts gave a percentage of 95.5% (Very Feasible). User or student response to this e-module was also very positive, with a percentage of 90.7% (Very Practical). In terms of effectiveness, this Canva-based e-module was deemed Moderately Effective with a percentage of 62.00%. Furthermore, hypothesis analysis shows a significance value (Sig. (2-tailed)) of 0.000 < 0.05, which means there is a significant difference between the pre-test and post-test scores. This indicates an improvement in student learning outcomes after using the Canva-based e-module in the Construction Cost Estimation subject. ABSTRAK Dasar penelitian ini berasal dari perlunya alat belajar yang menggugah dan partisipatif untuk menunjang kegiatan belajar di bidang studi Estimasi Biaya Konstruksi. Fokus utama penelitian ini adalah pada proses pengembangan dan penilaian kelayakan serta keefektifan e-modul berbasis canva pada bidang studi estimasi biaya kontruksi untuk peserta didik kelas XI program keahlian Desain Permodelan dan Informasi Bangunan (DPIB) di SMK Negeri 5 Medan. Metode penelitian yang digunakan adalah model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Tahap analysis bertujuan untuk mengidentifikasi kebutuhan dan karakteristik peserta didik sebagai dasar pengembangan e-modul, dilanjutkan tahap design dengan pembuatan flowchart, penyusunan materi, dan instrumen penilaian, tahap development melalui validasi dan revisi produk, tahap implementation dengan uji coba kepada peserta didik, serta tahap evaluation untuk memperoleh umpan balik dan mengukur ketercapaian tujuan pengembangan. Hasil tinjauan kelayakan produk oleh spesialis materi memperlihatkan rata-rata presentase sebesar 84% (Sangat Layak), sementara ahli media memberikan presentase 95,5% (Sangat Layak). Respon pengguna atau siswa terkait e-modul juga sangat positif, dengan perolehan presentase 90,7% (Sangat Praktis). Dari segi keefektifan, e-modul berbasis Canva ini dinyatakan Cukup Efektif dengan nilai presentase 62,00%. Lebih lanjut, analisis hipotesis menunjukkan nilai signifikansi (Sig. (2-tailed)) 0.000 < 0,05, hal ini menunjukkan adanya perbedaan yang signifikan antara nilai sebelum dan sesudah tes. Hal ini mengindikasikan terdapat kenaikan capaian belajar peserta didik setelah menggunakan e-modul berbasis Canva pada mata pelajaran Estimasi Biaya Konstruksi.
Innovation in the Development of Learning Animation Videos Through the Powtoon App in the Learning Design Course K, Abdul Hamid; Marlan; Widarma, Adi
Jurnal Penelitian Pendidikan IPA Vol 11 No 5 (2025): May
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i5.10880

Abstract

The learning process for the Learning Design course in the Unimed Building Engineering Education Department (JPTB) has so far only been carried out with a presentation or lecture strategy, where students are more passive and only act as good listeners so that the expected learning objectives and competencies are not achieved. In addition, the implementation of the KKNI-based Merdeka Learning Campus (MBKM) based curriculum requires students to produce learning products. Therefore, to improve students' abilities in Learning Design learning, it is always necessary to change or innovate continuously so that they can achieve the learning objectives that have been set determined, one of which is the ability to develop Video Animation which is not only influenced by the learning model but also the application used. The proposed research aims to produce Learning Video Animations to improve student competence. Advances in information and communication technology have made learning animation videos visible using the Powton application learning can contain the same information as printed textbooks and can insert teaching materials not only in text form, it can be in the form of animation, audio or video and can be stored on CDs, flash discs, computers and smartphones so it doesn't take up a lot of space and carry it more easily, easier than a textbook. On the basis of the above, research will be carried out on the innovation of developing Powton animation videos in the Learning Design course with the aim of knowing the Feasibility of Learning Animation Videos using the Powtoon Application in the Learning Design course. How is Student Response to Learning Animation Videos using the Powtoon Application in the Learning Design course. The learning device development model used in this study is the 4-D Thiagarajan model (1974). This development model consists of 4 stages of development, namely: Define; Design, Develop, and Disseminate. Feasibility of Video Animation is done by asking for expert reviews. Materials, learning media experts and learning design experts. The effectiveness of using the Powton application is from the results of the pretest and post test results of student learning taking the learning design course. The expected results or outputs of this study are: produce learning, animation teaching material products using applications that can be applied to improve students' abilities in learning design materials; and produce scientific publications, both in the form of Seminar Proceedings and international journals about the use of teaching materials to improve skills in the Learning Design course.
KEPEMIMPINAN DIGITAL 4.0: KAJIAN SISTEMATIS KONSEPTUALISASI DAN PRAKTIK DALAM PENDIDIKAN Saragih, Abdul Hasan; K, Abdul Hamid; Sugiharto, Sugiharto; Nasution, Awal Kurnia Putra; Ananda, Ricki; Bangun, Oktaviana; Siregar, Iqbal Kamil; Efendi, Bachtiar; Sembiring, Rafika Sari Br
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 10 No. 4 (2025): December (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v10i4.1142

Abstract

This study presents a comprehensive analysis of the evolution of digital leadership in education, tracing its development from the initial concept of e-leadership to Leadership 4.0 amid the era of digital transformation and artificial intelligence (AI). "A selection of relevant scientific publications from the period of 2010–2025 was systematically analyzed using a Systematic Literature Review (SLR) approach were thematically analyzed to identify conceptual shifts, theoretical trends, practices, and implementation barriers. The findings reveal a paradigm transition from a technology-focused leadership to a strategic role emphasizing agility, data-driven innovation, and ethics. Modern digital leaders are no longer just technology managers but ecosystem orchestrators tasked with balancing technology, pedagogy, and equity to address infrastructural, capacity, and cultural challenges. Although theoretical frameworks like transformational and distributed leadership are widely used, longitudinal and comparative research remains limited. This review positions digital leadership as an adaptive, ethical, and systemic practice, proposing a future research agenda focused on theory integration, cultural diversification, human-centered ethics, and policy translation to build equitable and intelligent educational systems
INTEGRASI DIGITAL CULTURE DALAM PEMBELAJARAN DARING UNTUK MENINGKATKAN KINERJA DOSEN: PERSPEKTIF KEPEMIMPINAN DIGITAL Dallion, Ryan; Hafidza, Hikmah; Batubara, Efira Andiyani; Halim, Marwah; Siburian, Esra Parmian Talenta; K, Abdul Hamid; Sugiharto, Sugiharto; Saragih, Abdul Hasan
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.4726

Abstract

Perkembangan transformasi digital di perguruan tinggi menuntut adanya pergeseran pola kepemimpinan dari pendekatan konvensional menuju kepemimpinan digital yang bersifat adaptif, visioner, dan kolaboratif. Artikel ini bertujuan untuk mengkaji bagaimana kepemimpinan digital berperan dalam membangun serta mengintegrasikan budaya digital (digital culture) ke dalam proses pembelajaran daring guna meningkatkan kinerja dosen. Penelitian ini menerapkan metode kualitatif dengan teknik studi literatur yang merujuk pada berbagai publikasi nasional dan internasional periode 2020–2025. Hasil kajian menunjukkan bahwa kepemimpinan digital memiliki peran sentral dalam menciptakan budaya digital yang mendorong inovasi, meningkatkan literasi teknologi, dan memperkuat kolaborasi akademik. Melalui penerapan kepemimpinan yang efektif, integrasi budaya digital terbukti mampu meningkatkan kompetensi pedagogik, produktivitas ilmiah, serta mutu layanan pembelajaran daring dosen. Temuan ini menegaskan urgensi transformasi kepemimpinan di perguruan tinggi menuju model kepemimpinan digital yang berkelanjutan dan responsif terhadap perubahan zaman.Kata kunci: kepemimpinan digital, digital culture, pembelajaran daring, kinerja dosen, pendidikan tinggi