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All Journal Jurnal Ilmu Pendidikan Jurnal Pembangunan Pendidikan: Fondasi dan Aplikasi JURNAL DERIVAT: JURNAL MATEMATIKA DAN PENDIDIKAN MATEMATIKA Jurnal Inovasi Teknologi Pendidikan JURNAL PENDIDIKAN EKONOMI: Jurnal Ilmiah Ilmu Pendidikan, Ilmu Ekonomi dan Ilmu Sosial Al Ishlah Jurnal Pendidikan Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini Visipena Edukasi Islami: Jurnal Pendidikan Islam EQUILIBRIUM: Jurnal Ilmiah Ekonomi dan Pembelajarannya Indonesian Journal of Learning Education and Counseling Journal on Education Jurnal Pendidikan Edutama Mudir : Jurnal Manajemen Pendidikan Jurnal IKA PGSD : Ikatan Alumni PGSD UNARS Jurnal Pendidikan dan Kewirausahaan Community Development Journal: Jurnal Pengabdian Masyarakat JURNAL PENDIDIKAN, SAINS DAN TEKNOLOGI GUYUB: Journal of Community Engagement Didaktika: Jurnal Kependidikan Joong-Ki : Jurnal Pengabdian Masyarakat Journal of Childhood Development Education and Counseling Journal Journal of Community Empowerment and Innovation Jurnal Pengabdian Masyarakat Nusantara Journal of Education Technology Information Social Sciences and Health Journal of Artificial Intelligence and Digital Business CENDEKIA PENDIDIKAN Tut Wuri Handayani : Jurnal Keguruan dan Ilmu Pendidikan Joong-Ki Indonesian Journal of Education and Social Studies KOPEMAS Jurnal Paradigma Pengabdian Joong-Ki Istifkar: Media Transformasi Pendidikan Edumaspul: Jurnal Pendidikan Algebra : Jurnal Pendidikan Sosial dan Sains Sustainable
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Development of Educational Game Learning Media for Class VII ICT Subjects at SMPN 1 Wongsorejo Miftahus Surur; Firman Jaya; Siti Nur Azizah
Journal of Education Technology Information Social Sciences and Health Vol 3, No 1 (2024): March 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/jetish.v3i1.1082

Abstract

The rapid development of technology as it is today is very influential on the learning process in schools and also affects the learning materials and the way the material is delivered in the process of teaching and learning activities. The use of educational game learning media makes the learning activities carried out not monotonous and can avoid students from feeling bored because students feel involved in learning activities so that students become more active. The purpose of this study was to develop and produce and determine the feasibility of learning media for educational games in ICT subjects for class VII at SMPN 1 Wongsorejo. This study uses research and development methods using the ADDIE model. The author conducted a validation test of material experts, media experts and questionnaires for students to determine the level of feasibility of educational game learning media. From the results of the calculation of the material expert the average value of 29, the assessment is categorized as very good, while the calculation of the media expert has an average value of 26, the assessment is categorized as good and the calculation of the student questionnaire has an average score of 35.75 which is categorized as very good.
Improving Creative Thinking Skills of Early Childhood by Utilizing Robotic Activities in Learning Process Miftahus Surur; Muhammad Ridhwan; Achmad Abdul Azis; Irma Noervadila; Ruski
Journal of Childhood Development Vol. 3 No. 1 (2023): Journal of Childhood Development
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Institut Agama Islam Ma'arif (IAIMNU) Metro Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25217/jcd.v3i1.3381

Abstract

This study aims to determine the effect of robotics activities on improving the creative thinking skills of early childhood. This study used quanitative research with the Single Subject Design (SSD) method. The research design used in this study is using the A-B-A reversal design. Data collection was carried out using with a pre-test post-test experimental research design without clear control. The results of this study indicate that robotics activities can improve the creative thinking skills of early childhood. Robotics activities can improve creative thinking skills because the implementation of robotics activities is an activity based on constructive and manipulative activities. The characteristics of creative thinking skills that are improved through robotic activities are fluency, flexibility, originality, elaboration, and tenacity and patience. The relationship between robotics activities and creative thinking skills is that robotics activities are designed to follow environmental developments. So that it can bring out creativity in humans in developing ideas and become a means of realizing these creative ideas.
Workshop Penyusunan Kisi Dan Soal MA Wali Songo Situbondo Miftahus surur; Fathor Rakhman
Joong-Ki : Jurnal Pengabdian Masyarakat Vol. 1 No. 1: Januari 2022
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/joongki.v1i1.59

Abstract

Seorang pengajar perlu memiliki keterampilan untuk mengembangkan berbagai bentuk instrument yang baik guna mengukur ketercapaian kompetensi siswa. Suatu instrumen soal tes di katakan baik apabila dilakukan analisis instrumen tes dengan cara melakukan uji validitas isi, validitas konstruk dan realibilitas soal tes. Dalam penyusunan instrument soal tes, rencana juga disebut dengan kisi-kisi soal tes yang akan memberikan bimbingan terarah kepada penyusunan tes. Kisi-kisi soal suatu tes yang akan dilaksanakan pada prinsipnya sangat diperlukan agar hasil yang diharapkan dapat tercapai. Kisi-kisi soal yang dibuat dengan teliti dan konseptual akan memberikan jaminan bahwa pengajar dapat megukur penguasaan belajar siswa dengan relevan dan reprensentative. Dengan terukurnya kemampuan siswa, maka akan didapat informasi kemampuan akademik dan pencapaian tujuan pembelajaran. Penyusunan kisi-kisi merupakan solusi dari masalah di atas, karena kisi-kisi berisi ruang lingkup dan isi materi yang akan diujikan. Oleh karena itu, dirasa penting kegiatan penyusunan kisi-kisi soal bagi guru-guru MA Wali Songo. Metode kegiatan ini adalah workshop penyusunan kisi-kisi soal yang diberikan kepada guru-guru MA. Hasil pengabdian ini menunjukkan bahwa, meningkatknya motivasi guru-guru untuk menyusun kisi-kisi soal serta membuat soal yang baik, valid dan reliabel serta meningkatnya kesadaran guru tentang pentingnya penyusunan kisi-kisi soal yang baik, valid dan reliabel.
The Effect of Project Based Learning on Digital Literacy Skills and Conceptual Understanding in an Online-Based Flipped Classroom Environment Miftahus Surur; Supiana Dian Nurtjahyani; Agusti Agusti; Indah Yana
Edumaspul: Jurnal Pendidikan Vol 7 No 1 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v7i1.5681

Abstract

The purpose of this study was to determine the effect of project-based learning on digital literacy skills and concept understanding in an online-basedflipped classroom environment. Methods used by researchers quantitative research methods. The methodological steps used by researchers are. First, researchers designed a learning design that is in accordance with the concept of PBL and online-based flipped classrooms. The research location is at STKIP PGRI Situbondo. For the population and research sample, researchers used a saturated sample of 105 students. Next, the data will be collected using test instruments. Instrument trials include: validity, reliability, difficulty, and differentiating power and continue with hypothesis testing. The results of this study are based on the results of the analysis and discussion of Project-Based Learning (PBL) learning methods that affect digital literacy skills and concept understanding in an online-based flipped classroom environment with a score of 0. 02 and 0. 03 < 0.05 then it can be concluded that there is an influence of variable X on variables Y1 and Y2. These findings also prove temporarily that PBL is suitable for use in learning through the digital world, in accordance with the main purpose of PBL whichprioritizes constructivist learning which involves the use of classical and digital books and activities in the field.
Analysis of Principals’ Leadership Strategies in Improving Teacher Performance and Organizational Culture Fathor Rakhman; Agusti Agusti; Miftahus Surur; Roni Wiranata; Wahyudi Wahyudi
Edumaspul: Jurnal Pendidikan Vol 7 No 1 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v7i1.5737

Abstract

The leadership of the school head is an important factor in improving teacher performance and school quality culture. This study aims to analyze the principal's leadership strategy in improving teacher performance and school quality culture. This research method uses a qualitative descriptive approach, by revealing the phenomena that occur through interviews with resource persons, observations, and documentation. The results showed that the principal had made various efforts, namely: 1) providing opportunities to attend training and professional competency development, 2) meeting the needs of learning infrastructure, 3) building good communication with all elements of the school, 4) providing feedback on the performance of each element as constructive input, 5) building effective communication and cooperation with the maximum community in increasing support and active participation in school programs. Thus, it can be concluded that the principal has implemented innovative strategies in improving teacher performance and school quality culture.
EVALUASI IMPLEMENTASI MEDIA PEMBELAJARAN SLIDESGO PADA MATA PELAJARAN INFORMATIKA DI SMA NEGERI 2 SITUBONDO Frengki Nur Holis; Arico Ayani Suparto; Miftahus Surur
Istifkar: Media Transformasi Pendidikan Vol 5 No 2 (2025): Istifkar: Media Transformasi Pendidikan
Publisher : Sekolah Tinggi Islam Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62509/ji.v5i2.245

Abstract

Kemajuan teknologi informasi di era digital memberikan dampak yang besar terhadap dunia pendidikan, terutama pada praktik pembelajaran berbasis teknologi. Inovasi media pembelajaran menjadi keharusan agar proses belajar tidak monoton akibat dominasi metode tradisional. Dalam pembelajaran Informatika, kondisi tersebut menyebabkan rendahnya kreativitas peserta didik yang cenderung menghasilkan presentasi dengan tampilan seragam. Data BPS mencatat peningkatan jumlah sekolah menengah atas yang memiliki akses komputer, dari 36,49% pada 2021 menjadi 39,38% pada 2022. Namun, pemanfaatan sarana tersebut belum optimal untuk mengembangkan kreativitas siswa. Penelitian ini menggunakan pendekatan kualitatif dengan model Penelitian Tindakan Kelas (PTK) yang berlangsung dalam dua siklus, masing-masing melalui tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas XI SMA Negeri 2 Situbondo dengan fokus pada penggunaan Slidesgo sebagai media pembelajaran Informatika. Hasil penelitian memperlihatkan bahwa integrasi Slidesgo mampu mengubah pola pembelajaran yang sebelumnya konvensional menjadi lebih kreatif, interaktif, dan kolaboratif. Kreativitas siswa meningkat dalam empat indikator utama seperti fluency, flexibility, originality, dan elaboration yang terlihat dari keberanian memodifikasi template, mengombinasikan elemen visual, serta menyusun materi lebih terstruktur dan menarik. Selain itu, motivasi, rasa percaya diri, dan keterlibatan aktif siswa semakin berkembang, sesuai dengan kebutuhan generasi Z serta tuntutan literasi digital abad ke-21. Meskipun terdapat kendala berupa keterbatasan jaringan internet dan akses template premium, penelitian ini menegaskan bahwa Slidesgo dapat berfungsi sebagai media pembelajaran yang inovatif, adaptif, dan mendukung peningkatan kompetensi kreatif siswa di era digital.
Integrating Flipped Classroom and Problem-Based Learning to Enhance Self-Efficacy and Problem-Solving in Higher Education Miftahus Surur; Yesi Puspitasari; Siti Karunia Dewi
AL-ISHLAH: Jurnal Pendidikan Vol 18, No 1 (2026): MARCH 2026
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v18i1.9620

Abstract

The increasing demand for 21st-century competencies in higher education highlights the need for instructional approaches that enhance students’ self-efficacy, learning autonomy, and problem-solving skills. While Flipped Classroom (FC) and Problem-Based Learning (PBL) have been widely studied independently, their integrated effects remain underexplored, particularly in the Indonesian context.This study employed a quasi-experimental design with a nonequivalent control group involving 70 undergraduate students. The experimental group (n = 35) received an integrated FC-PBL intervention over one semester, while the control group (n = 35) experienced conventional instruction. Data were collected using validated instruments measuring academic self-efficacy, self-directed learning, and problem-solving ability. Statistical analyses included independent samples t-tests and MANOVA.The findings revealed that the experimental group significantly outperformed the control group in academic self-efficacy (t(64) = -3.473, p = .001), self-directed learning (t(64) = -5.991, p .001), and problem-solving ability (t(64) = -2.475, p = .016). Multivariate analysis confirmed a significant overall effect of the intervention (Hotelling’s Trace = 0.836, F(3, 62) = 17.274, p .001, partial η² = 0.455), indicating a large effect size.The integration of FC and PBL significantly enhances students’ affective, metacognitive, and cognitive outcomes. This study provides empirical support for FC-PBL as an effective pedagogical approach to foster essential competencies in higher education. Future research should employ randomized and multi-institutional designs to improve generalizability.
EFEKTIFITAS STRATEGI PROJECK BASED LEARNING UNTUK MENINGKATKAN PEMIKIRIAN KREATIF MAHASISWA DALAM MERINTIS DUNIA USAHA Agusti Agusti; Miftahus Surur; Fathor Rakhman; Alya Rosdiana Ahmad; Aenor Rofek
CENDEKIA PENDIDIKAN Vol 4 No 4 (2025): Edisi: November
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Abdurachman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/cendekiapendidikan.v4i4.8130

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas strategi Project-Based Learning (PjBL) dalam meningkatkan pemikiran kreatif mahasiswa pada mata kuliah Ekonomi Kreatif di STKIP PGRI Situbondo. Metode penelitian menggunakan pendekatan deskriptif kuantitatif dengan teknik observasi, angket, dan penilaian hasil proyek usaha kreatif mahasiswa.Hasil penelitian menunjukkan bahwa penerapan PjBL mampu meningkatkan kemampuan mahasiswa dalam menghasilkan ide-ide baru, berpikir fleksibel, dan menciptakan produk yang inovatif. Mahasiswa menjadi lebih aktif, percaya diri, dan termotivasi untuk merintis usaha mandiri. Dengan demikian, dapat disimpulkan bahwa strategi Project-Based Learning efektif digunakan untuk meningkatkan pemikiran kreatif mahasiswa dalam pembelajaran Ekonomi Kreatif di STKIP PGRI Situbondo.
EVALUASI IMPLEMENTASI MEDIA PEMBELAJARAN SLIDESGO PADA MATA PELAJARAN INFORMATIKA DI SMA NEGERI 2 SITUBONDO Frengki Nur Holis; Arico Ayani Suparto; Miftahus Surur
Istifkar: Media Transformasi Pendidikan Vol 5 No 2 (2025): Istifkar: Media Transformasi Pendidikan
Publisher : Sekolah Tinggi Islam Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62509/ji.v5i2.245

Abstract

Kemajuan teknologi informasi di era digital memberikan dampak yang besar terhadap dunia pendidikan, terutama pada praktik pembelajaran berbasis teknologi. Inovasi media pembelajaran menjadi keharusan agar proses belajar tidak monoton akibat dominasi metode tradisional. Dalam pembelajaran Informatika, kondisi tersebut menyebabkan rendahnya kreativitas peserta didik yang cenderung menghasilkan presentasi dengan tampilan seragam. Data BPS mencatat peningkatan jumlah sekolah menengah atas yang memiliki akses komputer, dari 36,49% pada 2021 menjadi 39,38% pada 2022. Namun, pemanfaatan sarana tersebut belum optimal untuk mengembangkan kreativitas siswa. Penelitian ini menggunakan pendekatan kualitatif dengan model Penelitian Tindakan Kelas (PTK) yang berlangsung dalam dua siklus, masing-masing melalui tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian adalah siswa kelas XI SMA Negeri 2 Situbondo dengan fokus pada penggunaan Slidesgo sebagai media pembelajaran Informatika. Hasil penelitian memperlihatkan bahwa integrasi Slidesgo mampu mengubah pola pembelajaran yang sebelumnya konvensional menjadi lebih kreatif, interaktif, dan kolaboratif. Kreativitas siswa meningkat dalam empat indikator utama seperti fluency, flexibility, originality, dan elaboration yang terlihat dari keberanian memodifikasi template, mengombinasikan elemen visual, serta menyusun materi lebih terstruktur dan menarik. Selain itu, motivasi, rasa percaya diri, dan keterlibatan aktif siswa semakin berkembang, sesuai dengan kebutuhan generasi Z serta tuntutan literasi digital abad ke-21. Meskipun terdapat kendala berupa keterbatasan jaringan internet dan akses template premium, penelitian ini menegaskan bahwa Slidesgo dapat berfungsi sebagai media pembelajaran yang inovatif, adaptif, dan mendukung peningkatan kompetensi kreatif siswa di era digital.
Flipped Classroom Model - PBL: Innovative Solutions to Improve Student Problem Solving Miftahus Surur; Yesi Puspitasari; Siti Karunia Dewi
Indonesian Journal of Education and Social Studies Vol 5, No 1 (2026)
Publisher : Nurul Jadid University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/ijess.v5i1.13062

Abstract

The increasing integration of digital technology in higher education requires instructional approaches that can effectively develop students’ higher-order thinking skills, particularly problem-solving ability. This study examines the effect of integrating the Flipped Classroom model with Problem-Based Learning (PBL) on university students’ problem-solving skills. A quantitative approach was employed using a quasi-experimental design with a nonequivalent control group. The participants consisted of 66 undergraduate students enrolled in an Innovative Learning Media course, divided into an experimental group (31 students) and a control group (35 students). The experimental group was taught using the Flipped Classroom–PBL model, while the control group received conventional lecture-based instruction. Data were collected through pretests and posttests using a validated problem-solving test comprising non-routine essay questions, supported by observation sheets to ensure instructional fidelity. The data were analyzed using descriptive statistics, independent samples t-tests, and ANCOVA to control for initial differences between groups. The results indicate that students in the experimental group demonstrated a significantly greater improvement in problem-solving ability compared to those in the control group. These findings suggest that the integration of Flipped Classroom and PBL provides meaningful learning opportunities by encouraging active engagement, critical analysis, and collaborative problem-solving. This study contributes empirical evidence supporting the use of integrated active learning models as an effective strategy for enhancing problem-solving skills in higher education contexts.
Co-Authors Achmad Abdul Azis Achmad Abdul Azis Achmad Muzammil Aenor Rofek Agusti Agusti Agusti Agusti Agusti Ahmad Zaki Emyus Akhmad Ramli Alex Primo Alya Rosdiana Ahmad Amil Sholihin Arico Ayani Suparto Arico Ayani Suparto Asep Mulyana Asmoni Asmoni Astuti, Enny Diah Bernadetha Nadeak Bincar Nasution Budiyanto Budiyanto Dendy Mangkuwiraja Irwandana Putra Dodik Widarbowo Elfina Elfina Eric Dwi Putra Etika Vestia Etika Vestia Fairous Shafira Huda Faridatus Sholeha Fathor Rakhman Feb Amni Hayati Febriyanti Febriyanti ferdiansyah dwi saputra Firman Jaya Frengki Nur Holis Ida Fitriana Ambarsari Ika Hidayati Ika Lis Mariatun Ike Yanuarti Soima Indah Yana Indah Yana Indah Yanuar Rizki Intan Tri Utami Intan Tri Utami Irma Noervadila Irma Noervadila iwan kuswandi Jane Gresia Akollo Jasiah Lisma Dian Kartika Sari Lisma Dian Kartika Sari Lutfiya Jamil M. Ridwan Ma’rifatul Hasanah Muhamad Yahya Muhamad Yahya Muhammad Ridhwan Muhammad Riski Hidayatullah Mumun Munawaroh Nanda Nur Aini Ni Made Rianita Ni Nyoman Ari Ratnadi Nofirman, Nofirman Noviyanti, Anita NUR HASANAH Rahmatillah Rahmatillah Raudatul Jannah Raudhatun Nadiyah Rifki Firdaus Rike Nor Umamiyatil Urfi Ruski Ruski Sandiyanto Sandiyanto Shohenuddin Shohenuddin Siti Aisyah Siti Karunia Dewi Siti Karunia Dewi Siti Nur Azizah Siti Rohmah Siti Saidatur Rohmaniyah Siti Seituni Sofi Tri Oktavia Sova Lailaturrahma Sova Laillaturrahma Sri Ayudha Mujiyanti Suparjan Suparjan Supiana Dian Nurtjahyani Syafruddin Syafruddin Tamsik Udin Tartilla Tartilla Ulfatun Hasanah Wahyudi Wahyudi Warda Warda Weni Kurnia Rahmawati Wiranata, Roni Yayat Suryatna Yenny Anggreini Sarumaha Yesi Puspitasari Yesi Puspitasari Yowelna Tarumasely Yuliana Dwi Faradila Yuliana Dwi Faradila Zainul Kurama’i Zainul Munawwir Zainul Munawwir Zeinul Mursidin Zidat Aidi Rusdi