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Uji Kepraktisan Media Infografis terhadap Peningkatan Pendidikan Karakter berdasarkan Program “G7KAIH” pada SMPN 4 SATAP MALANGKE: Penelitian Ramli, Nuranisa; Erwana, Erwana; Khumaerah, St; H, Nurhikmah; Ishak, Suryadi; Safaruddin, Safaruddin
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3876

Abstract

This study aims to examine the practicality of the G7KAIH character-value–based infographic media in enhancing character education among students at SMPN 4 SATAP Malangke. The research employed a Research and Development (R&D) design using the ADDIE model, focusing on the implementation and evaluation stages through practicality testing by teachers and students. The instruments used were teacher and student practicality questionnaires. The results show that the infographic media obtained a practicality score of 90% (very practical) based on teacher responses, 80% (practical) from the small group test, and 83% (very practical) from the large group test. These findings indicate that the G7KAIH infographic media is easy to use, visually appealing, relevant to the content, and effective in supporting character education. Therefore, this media is feasible to be used as a character learning tool for junior high school students.
PELATIHAN GAMIFIKASI DALAM PEMBELAJARAN: MENINGKATKAN KETERLIBATAN DAN PARTISIPASI SISWA SEKOLAH MENENGAH PERTAMA H, Nurhikmah; Bena, Baso Asrul N.; Ramli, Abdul Malik; Mustafa, Mustafa; Sinaga, Andromeda Valentino
As-Sidanah Vol 7 No 2 (2025): OKTOBER
Publisher : LP2M Universitas Ibrahimy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/assidanah.v7i2.304-326

Abstract

The limited technological infrastructure in West Sulawesi challenges teachers in integrating technology into education, hindering interactive and engaging learning experiences. Gamification offers a solution by creating engaging learning environments with existing resources. A gamification training program at SMPN 1 Majene aimed to enhance junior high school teachers' skills in applying gamification to improve student engagement and participation. Before the training, most teachers were familiar with gamification through social media, but few understood its educational context. Despite the unstable internet, teachers had sufficient computer skills and showed enthusiasm for gamification. The program included sessions on gamification principles and practical applications using platforms like Wordwall and Genialy. Post-training evaluations revealed significant improvements in teachers' knowledge and skills. All participants felt confident and prepared to implement gamification, with most reporting enhanced abilities in designing gamified lessons. The training effectively addressed infrastructure limitations, enabling teachers to create interactive, motivating, and engaging learning experiences, ultimately improving teaching quality and student participation in the classroom.
DAMPAK ASESMEN FORMATIF BERBASIS GAMIFIKASI QUIZIZZ DAN TTS TERHADAP HASIL BELAJAR SISWA Asdar, Fajriani; Husnul Khatimah; H, Nurhikmah; Ishak, Suryadi; Safaruddin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37520

Abstract

This study investigates the impact of gamification-based formative assessment, specifically using Quizizz and Crossword Puzzles (TTS), on student learning outcomes in economics, focusing on the material concerning the division and scope of economics. While previous research confirmed the benefits of game-based assessments in enhancing motivation and learning, a direct comparative study between Quizizz and TTS was rare, especially on this fundamental economic topic. Employing a quantitative approach with a Quasi-Experimental Design, the study used Purposive Sampling to select two groups of 36 students each at UPT SMAN 13 Sinjai: one group treated with Quizizz and the other with TTSData analysis using JASP involved the Independent Samples t-test on post-test score. The descriptive analysis showed that the TTS group achieved a significantly higher average score (x=82.92) compared to the Quizizz group (x =72.11). The Independent Samples t-test confirmed a statistically significant difference (p < 0.001) in learning outcomes, leading to the rejection of the null hypothesis. The conclusion highlights that the Crossword Puzzle (TTS) method is substantially more effective due to its ability to encourage deeper cognitive processing, active elaborative encoding, and a more stress-free, engaging learning environment, leading to stronger long-term memory retention than the quick-response nature of Quizizz
Efektivitas Penggunaan Aplikasi Aku Pintar Dalam Asesmen Kebutuhan Siswa Di Sekolah Ikafitri, Nur Artha; Marsuki, Nur Asky; Wahyuni B, Sri; H, Nurhikmah; Tohamba, Citra Prasiska Puspita
Jurnal Consulenza : Jurnal Bimbingan Konseling dan Psikologi Vol 9 No 1 (2026): Maret
Publisher : Program Studi Bimbingan dan Konseling FKIP Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/jcbkp.v9i1.4881

Abstract

The diverse needs of students require guidance and counseling teachers to conduct accurate and rapid assessments with the support of digital technology such as the Aku Pintar application, which facilitates effective data collection and analysis. This study aims to evaluate the effectiveness of the Aku Pintar application in assessing student needs in schools through a descriptive-reflective literature review. The analysis was conducted by reviewing various relevant studies and academic articles related to the implementation of digital assessment in guidance and counseling practices. The results of the study indicate that the Aku Pintar application helps guidance and counseling teachers identify students' academic and non-academic needs more quickly and accurately. Furthermore, this study synthesizes that the effectiveness of using digital applications in guidance and counseling services is determined not only by technological superiority but also by teachers' digital literacy readiness and school system support. Theoretically, this study contributes to strengthening the concepts of digital counseling and data-driven counseling in the context of student needs assessment in schools. Practically, the results of this study provide implications for guidance and counseling teachers and educational institutions to improve digital competency and provide infrastructure support to optimize the use of technology in guidance and counseling services. These findings also emphasize the importance of teachers' digital literacy readiness in utilizing assessment technology, as well as the need for continuous professional development. Keywords: Aku Pintar application; digital guidance and counselling; effectivenessstudent needs assessment;
Investigation Readiness of teachers and students in online learning: A Study Quantitative method Mappalotteng, Abdul Muis; H., Nurhikmah; Wijaya, Hengki; Weismann, Ivan Th. J.; Nur, Istar Al Fatih Malik
Journal of Applied Science, Engineering, Technology, and Education Vol. 7 No. 3 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.asci4212

Abstract

Online learning has become a reality in Indonesia in mid-2022. Conventional learning has experienced a suspended animation, and suddenly, online learning has become viral and a necessity for all schools, including high schools. This study aims to determine the relationship between teacher readiness and high school student’s readiness for online learning during the post pandemic. There were 407 teacher and high school student respondents, respectively. They used the correlation approach, F test, and regression equation to measure the correlation between each teacher's readiness and student readiness indicator. The findings show that the relationship between teacher and student readiness is insignificant. Readiness of online learning infrastructure has more influence than indicators of digital literacy and teacher self-efficacy, pedagogical abilities, teacher attitudes, and readiness for document management. The teacher’s attitude toward online learning does not influence student readiness for online learning.
Cyberlearning Model with Microlearning Strategies to Enhance Edutechpreneurship Skills for University Students H., Nurhikmah; Mappalotteng, Abdul Muis; Hakim, Abdul; Dewi, Laksmi; Hidayanti, Abna; Dewi, Utari
Journal of Applied Science, Engineering, Technology, and Education Vol. 7 No. 3 (2025)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.asci4363

Abstract

The rapid growth of the education technology (edutech) sector demands the development of entrepreneurial skills among university students to foster innovation and address educational challenges. This study employed the 4D instructional design model—Define, Design, Develop, and Disseminate—by creating an online platform that features personalized learning paths, interactive modules, collaborative tools, and real-time analytics. This research design was employed with 100 university students specializing in education and technology. Over eight weeks, participants engaged with microlearning modules focused on key entrepreneurial concepts and collaborated on projects simulating real-world Edutech scenarios. The findings show that online microlearning models prioritize technological accessibility, quality content, engagement, and flexibility, which are in high demand. Microlearning with short modules and interactive videos improves comprehension and engagement. Task and Concept Analyses frame learning and deepen understanding of key concepts, enabling students to apply learning outcomes. The cyberlearning model used criterion-referenced exams, evaluation tools, and interactive media like short movies, infographics, and gamification to increase edutechpreneurship. A Wilcoxon Signed Rank Test analysis revealed a significant difference between pre-test and post-test scores (p-value < 0.05). The cyber learning model boosted students' Edutechpreneurship skills. Edutechpreneurship, which combines educational technology and entrepreneurship, improves online learning and promotes entrepreneurship. This model requires entrepreneurship education in online learning platforms. This research offers valuable insights into innovative educational practices that prepare students to lead and innovate in the evolving EdTech industry. The model is effective and relevant to augment depth, readability, and personalization for an optimal learning experience
Pengembangan Multimedia Berbasis Animasi 3D Untuk Pembelajaran Geografi Di Kelas X SMAN Enrekang Hasmitaloka, Retno; Febriati, Farida; H, Nurhikmah
Jurnal Ilmiah Wahana Pendidikan Vol 12 No 5.B (2026): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

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

Abstract

Penelitian pengembangan ini bertujuan untuk: (1) Mengidentifikasi kebutuhan Multimedia Pembelajaran Animasi 3D pada materi struktur lapisan bumi dan peran litosfer, (2) Mendesain Multimedia pembelajaran Animasi 3D pada materi struktur lapisan bumi dan peran litosfer, (3) Mendeskripsikan tingkat validitas Multimedia pembelajaran Animasi 3D pada materi struktur lapisan bumi dan peran litosfer. Penelitian ini mengacu pada langkah- langkah model pengembangan Alessi dan Trolip yang terdiri dari tahap perencanaan (planning), tahap desain (design), dan tahap pengembangan (development). Penelitian ini dilaksanakan di SMAN 4 Enrekang pada mata pelajaran Geografi materi struktur lapisan bumi dan peran litosfer, dengan subjek penelitian keseluruhan 32 siswa dan 1 guru kelas X. Pengumpulan data ini menggunakan angket identifikasi kebutuhan siswa dan guru, angket validasi ahli isi/materi, validasi media, angket uji coba kelompok kecil, angket uji coba kelompok besar, serta dokumentasi pendukung lain dalam penelitian ini. Adapun teknik analisis data yang digunakan terdiri dari teknik Deskriptif Kualitatif dan teknik Statistik Deskriptif. Hasil penelitian menunjukkan bahwa tingkat kebutuhan siswa 93% (sangat dibutuhkan) dan identifikasi guru kelas X 80% (dibutuhkan). Hasil penelitian kelayakan produk melalui uji alpha pada ahli isi/materi 98% (sangat Valid) dan pada ahli media 98% (Sangat Valid). Selanjutnya pada uji kelompok kecil diperoleh 90% (Sangat Valid) dan pada uji kelompok besar diperoleh 97% (Sangat Valid). Berdasarkan hasil analisis tersebut, disimpulkan penelitian pengembangan ini menghasilkan multimedia pembelajaran Animasi 3D yang telah valid dan praktis untuk digunakan dalam proses pembelajaran.
Development Of E-Modules for Science Subjects to Improve Learning Outcomes of Class Vii Students of SMPN 2 North Galesong Takalar District Selvi, Selvi; H, Nurhikmah; Arnidah, Arnidah
Teknodika Vol 22, No 2 (2024): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v22i2.87521

Abstract

High-quality education is essential for cultivating a generation that is critical, knowledgeable, skilled, creative, and highly competitive; therefore, it is imperative to provide the necessary facilities to facilitate interaction in the learning process. This research aims to 1) identify the need for an E-Module, 2) Design an E-Module, 3) Measure the level of validity, practicality, and effectiveness of the Science E-Module to improve the learning outcomes of class VII students at North Galesong 2 Middle School. This research was conducted using an R&D (Research & Development) approach. This research was developed using the ADDIE model. This research was conducted at SMPN 2 Galesong Utara. The subjects of this research were 2 validators consisting of material experts and media experts, 30 students, and 1 science subject teacher. Data collection utilizes needs identification questionnaires, material expert validation questionnaires, media expert questionnaires, individual questionnaires, small group questionnaires, subject teacher response questionnaires, pretest and posttest distribution. Data analysis techniques are qualitative and quantitative descriptive. The research results indicate that the identification of student needs is in the required qualifications. The E-Module development design is designed in accordance with ATP which is designed using Canva, Flip PDF Professional, and Website 2 Apk Builder. The results of the E-Module validity level from the assessment of material and media expert validators are at the very valid qualification stage. The practicality level results obtained from the questionnaire analysis of individual student responses, small groups, and science subject teacher responses were determined to be in the very practical criteria. The level of effectiveness of the Science E-Module was measured by pretest and posttest which demonstrated an increase in student learning outcomes, thus it was deemed very effective. Based on the analysis results, it was concluded that the Science E-Module could be utilized in the learning process in class VII at SMPN 2 Galesong Utara.
Development an Augmented Reality-Based Mathematics Application to Improve Junior High School Students' Comprehension of Mathematical Concepts Putri, Astana Aulia; H, Nurhikmah; Taris, Lu’mu
Teknodika Vol 23, No 1 (2025): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v23i1.97035

Abstract

Mathematics education at the junior high school level faces challenges in helping students visualize three-dimensional geometric concepts using traditional methods. Augmented reality (AR) has been proposed as a potential solution due to its ability to provide interactive 3D representations, yet research on its implementation in Indonesian schools remains limited. This study aims to develop and evaluate an AR-based mathematics application to improve students' conceptual understanding of geometry. Using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the study involved 45 students in field trials, preceded by individual (5 students), small group (12 students), and large group (20 students) trials. Data were collected through teacher questionnaires, student questionnaires, pre-tests, and post-tests, with instrument validation conducted through expert review. Descriptive and inferential statistical analyses were applied to measure learning effectiveness. The results show a significant improvement in students' ability to visualize geometric concepts, with average scores increasing from 46.31 (pre-test) to 92.91 (post-test). The findings suggest that AR technology can enhance engagement and comprehension in mathematics learning. However, implementation challenges, such as access to AR-compatible devices and teacher readiness, require further study. This research contributes to the integration of AR in mathematics education and highlights its potential for broader adoption in schools with adequate technological infrastructure.  
The Use of the Hypercontent Module in Audio Media Development Courses H, Nurhikmah; Husriadi, Husriadi; Hakim, Abdul
Teknodika Vol 21, No 1 (2023): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v21i1.70688

Abstract

For independent study, students require teaching materials in the form of modules. Combining virtual, independent, and collaborative learning spaces allows for successful usage of the hypercontent-based modules. This research was conducted to develop a hypercontent module to overcome learning difficulties independently and limited learning resources in audio hypercontent media courses, containing not only text but also visualizations in the form of images, animations, videos, and audio. The concept of linking to this hypercontent module is also not limited to connecting one learning resource to another. However, this linking concept can also be used in course evaluation devices. The development was carried out using the Research and Development method, focused on developing modules based on hypercontent. The development model employed was proposed by S. Thiagarajan et al. (4-D model), which was modified into a 3-D model: defining, designing, and developing. This research was conducted at the Educational Technology Study Program, Faculty of Education, with 38 students, two experts, and one lecturer as research subjects. The validity test was performed by a content/material expert and a media expert. A percentage of 98% was obtained, indicating that in the practicality test, the hypercontent module was in the very practical category. Furthermore, in measuring the effectiveness level, the pre-test and post-test results showed that the hypercontent module was within sufficient criteria. Based on the research results, it can be concluded that the hypercontent module was feasible for use in the learning process in the Audio Media Development Course in the Educational Technology Study Program, Faculty of Education.