Claim Missing Document
Check
Articles

Metode Quicker untuk Meningkatkan Kemampuan Guru Bahasa Inggris dalam Menyusun Rencana Pelaksanaan Pembelajaran Usuludin, Usuludin; Zulkifli, Zulkifli; Jamaluddin, Jamaluddin; Uska, Muhammad Zamroni
Jurnal KIBASP (Kajian Bahasa, Sastra dan Pengajaran) Vol 7 No 1 (2023): Jurnal KIBASP (Kajian Bahasa, Sastra dan Pengajaran)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/kibasp.v7i1.7587

Abstract

Penelitian ini bertujuan untuk mengamati dan meningkatkan kemampuan guru dalam Menyusun rencana pelaksanaan pembelajaran (RPP) menggunakan metode quicker dengan kegiatan Inservice Training (In)-1 dan Inservice Training (In)-2 serta kegiatan On the Job Learning (On)-1 dan On the Job Learning (On)-2. Penelitian ini menggunakan pendekatan Action Research yang di dalamnya termasuk Penelitian Tindakan Pengawas (PTP). Subjek penelitian akan diambil dari guru bahasaInggris yang berjumlah 25 orang yang tergabung dalam Komunitas Zona Tengah di Kabupaten Lombok Timur. Dalam mengumpulkan data, penulis akan menggunakan lembarobservasi (LO) dan lembar telaah (LT). Teknik analisis data yang digunakan adalah deskriptif kuantitatif. Hasil temuan kami menunjukkan bahwa aktivitas guru mengalami peningkatan signifikan. Terdapat peningkatan sebesar 17% dalam aktivitas guru antara Inservice Training (In)-1 dan Inservice Training (In)-2, serta peningkatan sebesar 32% dalam kompetensi guru antara On the Job Learning (On)-1 dan On the Job Learning (On)-2. Metode Quicker dalam pola In-On-In-On berhasil meningkatkan aktivitas dan kompetensi guru bahasaInggris di komunitas zona tengah kabupaten Lombok Timur. Dengan demikian, metode Quicker dengan pola In-On-In-On dapat meningkatkan kompetensi guru dalam menyusun RPP secara signifikan dan klasikal. Kata Kunci: Aktifitas Guru, Metode Quicker, Rencana Pelaksanaan Pembelajaran
Pengembangan Media Pembelajaran Informatika Interaktif Berbasis Android Pada Jenjang Sekolah Menengah Atas Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Sakinah, Nurul Winda
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 1 (2025): Februari
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i1.536

Abstract

Pada era digital, kebutuhan akan media pembelajaran interaktif berbasis teknologi semakin meningkat, terutama pada mata pelajaran Informatika yang memerlukan pendekatan visual dan praktis. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berbasis Android pada mata pelajaran Informatika kelas 12 di MAN 1 Lombok Timur, yang diharapkan dapat meningkatkan keterlibatan dan pemahaman siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas 12 MAN 1 Lombok Timur. Hasil temuan kami berupa aplikasi pembelajaran interaktif berbasis android yang dinilai sangat layak oleh ahli materi (85%) dan ahli media (92%). Selain itu, respon siswa terhadap media ini menunjukkan hasil positif dengan persentase kepuasan sebesar 94%. Hasil ini menunjukkan bahwa aplikasi ini efektif dan layak sebagai media pembelajaran Informatika berbasis android untuk siswa kelas 12.
Development of TPACK-Integrated Creative Problem Solving Model in Improving Higher Order Thinking Skills Edy Waluyo; Zamroni Uska
Jurnal Pendidikan Progresif Vol 13, No 2 (2023): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

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

Abstract

Development of Creative Problem Solving Model integrated TPACK in Improving Higher Order Thinking Skills. Objective : This study aims to develop  creative problem solving model integrated TPACK to improve  higher order thinking skills. Methods : This research is Borg & Gall development with sample was 35 students of class XI SMAN 2 Selong. Research instruments is validation guidelines, practicality questionnaires and higher integral material essay tests. Data analysis using descriptive analysis for validity, practicality  and t test for effectiveness. Findings : Products in the category are valid according to experts materials, language and learning technology. The product is relatively practical with an average score of 82.63. The product is classified effective with t count = 98.54 > t table = 2.03 with α = 5% and N-Gain value of 0.77 with high category. Conclusion :  CPS model integrated TPACK has effective potential to improve higher order thinking skills. Keywords: creative problem solving,tpack, high order thinking.DOI: http://dx.doi.org/10.23960/jpp.v13.i2.202302
SIMANKEL: A Web-based Information System for the Efficiency of Village Administration Muhammad Zamroni Uska; Arianti , Baiq Desi Dwi; Nafisah, Khufatun; Wirasasmita , Rasyid Hardi; Kholisho, Yosi Nur; Amri, Zaenul
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 9 No. 1 (2025): Issues July 2025
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v9i1.15055

Abstract

Administrative services in Sekarteja Village are still carried out manually through physical recording, which causes data irregularity, risk of losing archives, and limited access to information for the community. This research aims to develop and evaluate the feasibility of a web-based Kelurahan Administration Management Information System (SIMANKEL) as a solution to these problems. System development uses the Research and Development (R&D) method with a waterfall process model that includes requirements analysis, design, implementation, testing, and documentation. The system was developed using PHP Native, MySQL as a database, and the user interface was designed based on UI/UX principles using Visual Studio Code. System evaluation was conducted by referring to three aspects of the ISO 9126 software quality standard, namely functionality, usability, and efficiency. The test results show that all functions run according to specifications (100%), the usability aspect obtained a feasibility score of 91% from 20 respondents (excellent category), and the efficiency aspect shows that the system load time is in the good category based on testing using GTMetrix. These findings indicate that SIMANKEL is feasible to use as an information system for administrative services in Sekarteja Village and has the potential to increase the effectiveness, efficiency, and transparency of pub services.
Pengembangan Media Pembelajaran Informatika Interaktif Berbasis Android Pada Jenjang Sekolah Menengah Atas Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Sakinah, Nurul Winda
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 1 (2025): Februari
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i1.536

Abstract

Pada era digital, kebutuhan akan media pembelajaran interaktif berbasis teknologi semakin meningkat, terutama pada mata pelajaran Informatika yang memerlukan pendekatan visual dan praktis. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berbasis Android pada mata pelajaran Informatika kelas 12 di MAN 1 Lombok Timur, yang diharapkan dapat meningkatkan keterlibatan dan pemahaman siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas 12 MAN 1 Lombok Timur. Hasil temuan kami berupa aplikasi pembelajaran interaktif berbasis android yang dinilai sangat layak oleh ahli materi (85%) dan ahli media (92%). Selain itu, respon siswa terhadap media ini menunjukkan hasil positif dengan persentase kepuasan sebesar 94%. Hasil ini menunjukkan bahwa aplikasi ini efektif dan layak sebagai media pembelajaran Informatika berbasis android untuk siswa kelas 12.
Pengembangan Media Pembelajaran Android Pada Mata Pelajaran Informatika Untuk Siswa SMA Kelas X Wirasasmita, Rasyid Hardi; Uska, Muhammad Zamroni; Kholisho, Yosi Nur; Ulfa, Delvia Samara; Hamdani, Fahri
Infotek: Jurnal Informatika dan Teknologi Vol. 8 No. 2 (2025): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v8i2.31282

Abstract

The learning media used in schools are still classified as conventional and have not utilised technology optimally. One solution that can be offered is the development of Android-based learning media as an innovative alternative in supporting the learning process. This research aims to develop Android-based informatics learning media, measure its feasibility level based on the assessment of media experts and material experts, and evaluate user responses. The method used is Research and Development (R&D) with the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study consisted of 27 class X students at SMAN 1 Sukamulia. The results showed that the learning media developed obtained a feasibility score of 90.7% from media experts and 90% from material experts, both of which were included in the very feasible category. Meanwhile, the user response to the application reached 94% with a very high category. These findings indicate that the developed Android-based learning media is not only feasible to use, but also receives positive acceptance from students. The academic contribution of this research lies in the development of digital media that is contextual and relevant to 21st century learning needs. Therefore, this media is recommended to be implemented more widely as well as being the basis for further development in the study of technology-based learning.
Transformasi kompetensi guru sekolah dasar melalui pengembangan media pembelajaran augmented reality berbasis Assemblr Edu Wirasasmita, Rasyid Hardi; Uska, Muhammad Zamroni; Ramdhan, Ahmad Yasar
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November (In Progress)
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.36540

Abstract

Abstrak Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru sekolah dasar dalam mengembangkan media pembelajaran berbasis Augmented Reality (AR) melalui platform Assemblr EDU. Latar belakang kegiatan ini adalah masih rendahnya pemanfaatan teknologi inovatif dalam pembelajaran, khususnya integrasi AR yang mendukung kebijakan Merdeka Belajar dan tuntutan pendidikan abad ke-21. Program dilaksanakan pada Kelompok Kerja Guru (KKG) Gugus 05 Kecamatan Terara, Kabupaten Lombok Timur, dengan melibatkan 20 guru dari 8 sekolah dasar. Metode pelaksanaan meliputi Focus Group Discussion (FGD), sosialisasi konsep TPACK dan AR, pelatihan teknis pembuatan media AR, pengembangan modul ajar berbasis TPACK, serta evaluasi melalui pre-test dan post-test. Hasil kegiatan menunjukkan peningkatan signifikan pada keterampilan dan pengetahuan guru, dengan capaian kompetensi meningkat dari 5% pada pre-test menjadi 90% pada post-test. Temuan ini menegaskan bahwa pelatihan berbasis AR efektif dalam memperkuat literasi digital dan kreativitas guru, serta berimplikasi pada terciptanya pembelajaran yang lebih interaktif, kontekstual, dan berpusat pada siswa. Kata kunci: augmented reality; kompetensi guru; media pembelajaran; sekolah dasar; TPACK Abstract This community service program aims to enhance the competencies of elementary school teachers in developing Augmented Reality (AR)-based learning media using the Assemblr EDU platform. The background of this initiative lies in the limited utilization of innovative technologies in teaching, particularly AR integration that aligns with the Merdeka Belajar policy and 21st-century education demands. The program was conducted with the Teacher Working Group (KKG) Cluster 05 in Terara District, East Lombok Regency, involving 20 teachers from 8 elementary schools. The implementation methods included Focus Group Discussions (FGD), socialization of TPACK and AR concepts, technical training on AR media development, preparation of TPACK-based teaching modules, and evaluation through pre-test and post-test. The results revealed a significant improvement in teachers’ knowledge and skills, with competency levels rising from 5% in the pre-test to 90% in the post-test. These findings highlight that AR-based training is effective in strengthening teachers’ digital literacy and creativity, with implications for fostering more interactive, contextual, and student-centered learning environments. Keywords: augmented reality; elementary school; learning media; teacher competence; TPACK.
Transformasi kompetensi guru sekolah dasar melalui pengembangan media pembelajaran augmented reality berbasis Assemblr Edu Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Arianti, Baiq Desi Dwi; Ismatulloh, Kholida; Jamaluddin, Jamaluddin; Lutfi, Samsul
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November (In Progress)
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.36541

Abstract

Abstrak Penguasaan teknologi Augmented Reality (AR) menjadi kebutuhan mendesak bagi guru dalam menciptakan media pembelajaran yang inovatif dan selaras dengan Kurikulum Merdeka. Namun, keterbatasan pelatihan dan akses informasi menjadi kendala utama, khususnya bagi guru di daerah. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kompetensi guru MGMP Informatika Kabupaten Lombok Timur dalam mengembangkan bahan ajar berbasis AR. Metode pelaksanaan terdiri atas tiga tahap utama: (1) workshop dan pelatihan hands-on penggunaan platform Assemblr Edu dan Canva 3D, (2) pendampingan intensif, serta (3) evaluasi melalui pre-test dan post-test. Hasil evaluasi menunjukkan peningkatan kemampuan yang signifikan, di mana 12 dari 15 peserta (80%) berhasil mengembangkan media pembelajaran AR yang siap implementasi. Kegiatan ini tidak hanya berhasil meningkatkan literasi teknologi digital peserta, tetapi juga mendorong terciptanya media pembelajaran interaktif yang dapat meningkatkan keterlibatan siswa. Disimpulkan bahwa pelatihan semacam ini efektif dalam mempercepat adopsi teknologi di kelas dan perlu diperluas cakupannya kepada guru mata pelajaran lainnya. Kata kunci: augmented reality; informatika; media pembelajaran interaktif; pelatihan guru. Abstract Mastery of Augmented Reality (AR) technology is an urgent need for teachers in creating innovative learning media that is in line with the Merdeka Curriculum. However, limited training and access to information are major obstacles, especially for teachers in rural areas. This community service activity aims to improve the competence of MGMP Informatics teachers in East Lombok Regency in developing AR-based teaching materials. The implementation method consists of three main stages: (1) workshops and hands-on training on the use of the Assemblr Edu and Canva 3D platforms, (2) intensive mentoring, and (3) evaluation through pre-tests and post-tests. The evaluation results showed a significant improvement in skills, with 12 out of 15 participants (80%) successfully developing AR learning media that was ready for implementation. This activity not only succeeded in improving the participants' digital technology literacy but also encouraged the creation of interactive learning media that could increase student engagement. It was concluded that this type of training was effective in accelerating the adoption of technology in the classroom and needed to be expanded to teachers of other subjects. Keywords: augmented reality; informatics; interactive learning media; teacher training.