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Implementasi Data Mining Self Regulated Learning Siswa pada Lingkungan Belajar Daring di Perguruan Tinggi Santosa, Eka Budhi
Edudikara: Jurnal Pendidikan dan Pembelajaran Vol 5 No 2 (2020): Juni
Publisher : IPTPI Surakarta

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

Abstract

Penelitian ini bertujuan untuk menerapkan data mining pada Self Regulated Learning Siswa dalam pembelalajaran daring di perguruan tinggi menggunakan algoritma k-means. Metode analisis cluster dalam penelitian ini adalah metode k-menas. Penelitian dilakukan dengan mengambil data mahasiswa yang mengambil matakuliah Pendidikan Antikorupsi di AMIK-ABA Harapan Bangsa Surakarta. Jumlah data mahasiswa sebanyak 188. Hasil penelitian menunjukkan bahwa dengan jumlah cluster menurut algoritma k-means yang diperoleh adalah delapan cluster
Augmented Reality for Student Learning Media: A Bibliometric Analysis and Visualization Subiyantoro, Singgih; Hadi, Baskoro; Santosa, Eka Budhi; Irmade, Oka; Sukmawati, Fatma
Indonesian Journal of Instructional Media and Model Vol 3 No 2 (2021): Indonesian Journal of Instructional Media and Model
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v3i2.2007

Abstract

Augmented Reality is a study that is now popular. Many researches theme have been published in various reputable journals. The purpose of this study is to provide an overview and visualization of Augmented Reality which is used as a medium of learning. This research is a qualitative research through descriptive analysis with literature review formed in bibliometric analysis which describes and visualizes ongoing phenomena as well as in the past regarding various topics related to Augmented Reality. Through the Scopus database source, there are 882 documents related to Augmented Reality were obtained from 2016 to 2020 and various data related to the number of documents by country, author, subject area, visualization of relationships between topics. Topics that are categorized as rare or have not been associated with AR will be an option for us to study more deeply so that it will give knowledge to the scientific of AR as a medium for student learning.
Analysis of The Characteristics of Teachers With High Internet Self-Efficacy Levels using The K-Means Algorithm Santosa, Eka Budhi
Indonesian Journal of Instructional Media and Model Vol 4 No 1 (2022): Indonesian Journal of Instructional Media and Model
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v4i1.2754

Abstract

The purpose of this study was to see the readiness of teachers in conducting online learning. The characteristics of the teachers collected in this study were gender, generation, last education, teacher tenure, learning environment and variations of online learning models. This study uses the K-Means algorithm for clustering. The dataset used in this study were 96 junior high school teachers in Central Java who had a high level of internet self-efficacy. The dataset of teachers who have a high level of internet self-efficacy is obtained from the results of data analysis on 285 junior high school teachers, who have varying levels of internet self-efficacy, both high, medium and low. The results of the K-Means analysis obtained 8 clusters with various characteristics of each cluster. The data attributes analyzed were gender, generation, last education, teacher tenure, learning environment and variations of online learning models. The results showed that in all data clusters were dominated by female gender with a bachelor's educational background. Meanwhile, the relatively more dominant characters in all clusters are generation X data, teacher tenure between 11 and 20 years, a supportive learning environment, and data on the use of varied learning models.
Development of Authentic Assessment with Project Based Learning Approach in Primary School Students Cahyono, Budi Tri; Prihatin, Relly; Suparmi, Suparmi; Sukmawati, Fatma; Santosa, Eka Budhi
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol 15 No 1 (2023): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v15i1.3987

Abstract

This research is a research on the development of authentic assessment instruments. The types of data used in this study are quantitative and qualitative data. Quantitative data comes from scores of assessment experts, learning experts, and practitioners. Qualitative data includes comments and suggestions for product improvements from assessment experts, learning experts, and practitioners. The products produced in this research and development are in the form of Project Task Books and Authentic Assessment Instruments on Project-Based Learning Theme 8. The Project Project, Project Book product, refers to the Authentic Assessment Instrument on Project-Based Learning. The Project Task Book is used in Theme 8 Subtheme 3. Students must complete two project assignments. The results of the product feasibility test show that the Project Task Book is very feasible to implement. First, feasibility is assessed from content validity of 87%, construct validity of 87%, and practicality of 78%. The Authentic Assessment Instrument product on Project-Based Learning Theme 8 refers to three feasibility aspects. First, the feasibility of the guideline target is 83%. Second, the feasibility of the content of the guidelines is 88%. Third, the feasibility of the code of practice is 75%. This product can be an alternative for teachers to assess students' abilities in project assignments. Teachers can use this assessment instrument product more creatively and innovatively, for example, by designing project assignments according to the region. This product can be disseminated in teacher competence, educational journals, and social media.
Peran Model Kepemimpinan Transformasional Kepala Sekolah dalam Mengimplementasikan Total Quality Management (TQM) untuk Mewujudkan Mutu Berkelanjutan Sekolah Vokasi Utomo, Widodo Febri; Santosa, Eka Budhi
Jurnal Manajemen Pendidikan Vol. 15 No. 2 (2024): Jurnal Manajemen Pendidikan
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jmp.v15i2.46397

Abstract

Background The role of school principals' transformational leadership becomes crucial. Principals who inspire and empower their staff can drive significant changes in school culture and practices. Purpose This study aims to examine the role of transformational leadership model of school principals in implementing Total Quality Management (TQM) to achieve sustainable quality in vocational schools. Design/method/approach The research method used is a qualitative approach with a case study at one of the vocational schools in Indonesia. Data were collected through in-depth interviews and literature studies. Results The results of the study indicate that the transformational leadership of the school principal serves as a cornerstone in the implementation of TQM. Principals who adopt a transformational leadership style are able to create a clear vision, empower staff, promote a culture of continuous improvement, and manage change effectively. Effective implementation of TQM results in improved quality of learning, student satisfaction, and enhanced operational performance of the school. Contribution/value This study concludes that transformational leadership is a key factor in the successful implementation of TQM to achieve sustainable quality in vocational schools.
Problem Based Learning-Oriented E-Module to Innovate Learning Activities in High School Aladin; Asrowi; Santosa, Eka Budhi
Journal of Education Reseach and Evaluation Vol 8 No 4 (2024): November
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v8i4.78567

Abstract

In the continuously evolving digital era, digital teaching materials in the form of e-modules have emerged as a promising alternative to enhance the effectiveness of learning, particularly in high schools. Furthermore, e-modules as instructional materials can be integrated with various innovative approaches and models of learning, such as problem-based learning. Therefore, this research aims to develop an innovative problem-based e-module for computer science education that is deemed suitable as a learning medium. The research method employed is research and development, adopting the ADDIE model. The research subjects include media experts, subject matter experts, instructional design experts, and students. Data collection is conducted through a media feasibility questionnaire, The data collection instrument uses a feasibility questionnaire for each expert, practitioner and student. As for data analysis was using descriptive percentages. The research findings indicate that the developed e-module received a "Very Good" rating from the experts, with an overall average score of 83%. Thus, this e-module is deemed suitable as a digital teaching material for computer science education. In conclusion, digital teaching materials in the form of e-modules have significant potential as effective learning media for computer science subjects and are considered capable of providing stimuli to enhance higher-order thinking skills for high school students. This e-Module can be an innovation in facilitating computer science learning for high school students.
Survey Persepsi Siswa Terhadap Implementasi Project-based Learning dengan Pembelajaran Daring Berdasarkan Kinerja Guru dan Materi Ajar Dzulkifli; Santosa, Eka Budhi
Indonesian Journal of Learning and Instructional Innovation Vol 1 No 02 (2023): Indonesian Journal of Learning and Instructional Innovation: December 2023
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v1i02.1149

Abstract

Penelitian ini bertujuan untuk memahami persepsi siswa tentang kinerja guru saat mengimplementasikan project-based learning, serta materi ajar yang digunakan saat pembelajaran daring. Desain penelitian deskriptif dengan metode survei diterapkan pada 50 siswa kelas XI SMK di Surakarta. Angket disebarkan ke sampel sebagai teknik pengumpulan data yang kemudian diperoleh dianalisis secara kuantitatif dengan presentase. Hasil penelitian menunjukkan bahwa siswa menganggap kinerja guru sudah cukup baik ketika masa pembelajaran jarak jauh ini dengan prosentase persepsi siswa 53.75%. Kemudian, materi ajar yang disampaikan guru juga sudah cukup baik dengan prosentase sebesar 49.88 %. Hasil penelitian tersebut menunjukkan bahwa kinerja guru dan materia ajar saat pembelajaran daring sudah cukup baik, tetapi masih perlu peningkatan agar kualitas pembelajaran daring menggunakan project-based learning dapat mencapai tujuan yang diharapkan. Peningkatan kinerja guru dan materi ajar juga berkaitan dengan keterampilan dalam menggunakan teknologi yang perlu dikuasai guru di era digital.
Supervisi Akademik dalam Meningkatkan Kualitas Pembelajaran di Pendidikan Vokasi: Studi Kualitatif di SMK Negeri Anugerah, Jonanda; Santosa, Eka Budhi
Indonesian Journal of Learning and Instructional Innovation Vol 3 No 01 (2025): Indonesian Journal of Learning and Instructional Innovation: June 2025
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v3i1.1607

Abstract

Supervision responsibility is one of the responsibilities that must be carried out by the principal as a teacher with additional duties at school. Therefore, this study aims to determine the implementation of these supervisory responsibilities to the principal of SMK Negeri 1 Pedan Klaten. This research was conducted in June 2024. The design used in this research is qualitative with interview techniques. Data were obtained from interviews with the head of SMK Negeri 1 Pedan Klaten and analyzed by qualitative descriptive method. Based on the analysis, it is known that the principal supervision program has been implemented in the school with procedures that are in accordance with the established supervision standards and the suggested supervision objectives are to improve the quality of learning in the school.
Effectiveness of augmented reality application on critical thinking skills of elementary school students based on learning interest Saki, Saki; Usodo, Budi; Santosa, Eka Budhi
Jurnal JPSD (Jurnal Pendidikan Sekolah Dasar) Vol. 12 No. 1 (2025): May
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jpsd.v12i1.a30760

Abstract

Mathematics learning in elementary schools is still dominated by conventional methods such as lectures and the use of two-dimensional images, which do not support the development of critical thinking skills and students' spatial understanding. This challenge is increasingly relevant in the era of the Industrial Revolution 4.0, which demands the integration of technology in the learning process. This study aims to analyze the effect of the use of Augmented Reality (AR) on critical thinking skills and students' learning interest in learning spatial figures. The study used a quantitative approach with a quasi-experimental method and a Nonequivalent Control Group design. The sample consisted of 60 elementary school students in Banjarsari District who were divided into an experimental group (using AR) and a control group (conventional method). Learning lasted for four weeks, with three sessions per week. The research instruments included a critical thinking test based on Ennis's indicators and a Likert-scale learning interest questionnaire. The results of the analysis using the Shapiro-Wilk and Mann-Whitney U tests showed a significant difference between the experimental and control groups in the critical thinking posttest scores (p = 0.0076). The increase occurred in the aspects of clarification, inference, and argument evaluation. In addition, students' learning interest in the experimental group also increased, indicated by active involvement and higher motivation. In conclusion, using AR effectively improves students' critical thinking skills and learning interests. The implications of this study indicate that AR technology can be an innovative alternative to mathematics learning. The contribution of this study lies in the development of technology-based learning strategies to support the 21st-century skills of elementary school students.
Web-Based Educational Games for Teaching Basic Football Techniques in Secondary School Physical Education Mukti, Jozuna Aziz Kusuma; Akhyar, Muhammad; Santosa, Eka Budhi
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 1 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i1.53117

Abstract

The development of a web-based educational game for the teaching of Physical Education, Sports, and Health (Penjasorkes) represents an innovative approach aimed at enhancing student engagement and comprehension of fundamental soccer techniques, including passing, dribbling, and shooting. However, traditional methods in Physical Education classes often rely heavily on verbal instructions and textbooks, leading to low student motivation and limited mastery of basic techniques. This research employs a Research and Development (R&D) methodology based on the Alessi & Trollip model, which encompasses stages of planning, design, and development. The research subjects include media experts, content specialists, Penjasorkes teachers from high schools and vocational schools, and students as end users. The research involved two media experts, two content experts, three Penjasorkes teachers, and 93 students from high schools and vocational schools in the Boyolali region of Central Java. Data collection was conducted through observations and questionnaires, followed by qualitative and quantitative analysis. The alpha test results indicated a "very good" validation from experts and practitioners, with an average score of 89%, while the beta test conducted with students yielded an average score of 90%, demonstrating the feasibility and appeal of this media. These findings affirm that the web-based educational game can significantly boost student motivation and engagement, serving as a practical solution to the limitations of conventional learning media. Consequently, this educational game is not only pertinent to Penjasorkes instruction in high schools and vocational schools but also has the potential to serve as a model for the development of similar media in other educational contexts.