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Beyond Proficiency: Assessing Coaching Competence in School Principal Candidates and Uncovering Pathways for Growth Juwita, Ratna; Santosa, Eka Budhi; Sukmawati, Fatma
Jurnal Pendidikan Edutama Vol 11 No 1 (2024): January 2024
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v11i1.4102

Abstract

As educational leadership increasingly recognizes the pivotal role of coaching competence, this study delves into the nuanced landscape of coaching competencies exhibited by a cohort of 2022 school principal candidates. Amidst the expectations for exemplary instructional leadership, this study reveals a disconcerting reality – school principal candidates exhibit coaching competence only at a fair level, falling short of the desired excellence. Utilizing a descriptive qualitative research design, the authors scrutinized the coaching competence of a diverse cohort of principal candidates through questionnaires and in-depth interviews. Results illuminate specific challenges in coaching, ranging from limited practical application of coaching skills to gaps in mentorship opportunities. Despite the fair level of competence, the study identifies untapped opportunities for improvement, suggesting tailored training and professional development initiatives. The findings not only contribute to the current discourse on coaching competence but also underscore the critical need for targeted interventions to elevate the proficiency of school principal candidates in navigating the complexities of educational leadership. 
Mengukur Kemampuan Pembelajaran Melalui Penggunaan Media Video Animasi Cahyono, Budi Tri; Suparmi, Suparmi; Prihatin, Relly; Sukmawati, Fatma; Santosa, Eka Budhi
Edukasi Islami: Jurnal Pendidikan Islam Vol. 12 No. 04 (2023): Edukasi Islami: Jurnal Pendidikan Islam
Publisher : Sekolah Tinggi Agama Islam Al Hidayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30868/ei.v12i04.5008

Abstract

Pembelajaran yang dilakukan secara manual akan membentuk pemahaman secara abstrak, dimana persepsi penjelasan menurut pemahaman secara pribadi. Pemanfaatan media pembelajaran yang berbasis teknologi digital mutlak diperlukan untuk meningkatkan pemahaman pembelajaran secara visual dan akan menghasilkan pemahaman yang sama dan dapat dilakukan penjelasan berulang. Metode yang digunakan dalam penelitian dengan melakukan uji coba produk, pengembangan produk dan implementasi produk. Penelitian ini diawali dari model pembelajaran dilakukan secara manual, kemudian ditambahkan penggunaan teknologi digital dengan memanfaatkan media audio visual dalam menyampaikan pembelajaran. Tantangan utama adalah mengupgrade kemampuan digital untuk menguasai infrastruktur teknologi digital dan menyampaikan secara benar. Siklus yang dilakukan sebanyak 2 tahap dengan mengoptimalkan pendidik yang berada di Kelompok Kerja Guru Gugus Laweyan sebagai responden. Tahap I pendidik masih kurang percaya diri dalam melakukan: 1. analisis media pembelajaran yang digunakan, 2. membuat desain media pembelajaran yang digunakan, 3. membuat media pembelajaran berbentuk audio visual animasi. 4. melaksanakan menyampaikan materi media pembelajaran, 5. melaksanakan evaluasi dari hasil pembelajaran. Hasil yang diperoleh yaitu 98% pendidik merespon model pembelajaran media audio visual animasi dengan baik, sehingga pada tahap ke II responden melakukan hal yang sama, respon yang diperoleh, responden memberikan apresiasi dengan baik. 
Level of Computational Thinking and Technological Literacy Skills to Improve pre-Service Teacher Learning Innovation Santosa, Eka Budhi; Sukmawati, Fatma
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 1 (2024): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i1.10872

Abstract

This study aims to assess the extent to which teachers' technology literacy skills contribute to their ability to implement innovative teaching methods through computational thinking. This study used a quasi-experimental method with a 2x2 factorial design. This research used 84 samples of prospective teacher students from the Educational Technology Study Program. The instrument used questionnaires to assess the level of instructional innovation demonstrated by aspiring teachers, utilizing three indicators: the utilization of interactive learning media, the incorporation of information technology, and the diversity of learning resources. The statistical method employed to examine the hypothesis is a two-way analysis of variance (two-way ANOVA). The results of this study showed significant correlation between the level of students' Instructional Learning Innovation skills and Computational Thinking; the statistical analysis reveals a p-value greater than 0.05. Additionally, the research findings indicate that the level of Technological Literacy Skills has an impact on Instructional Innovation Learning skills. This research made significant contributions, such as the introduction of the Computational Thinking Level, which enables teachers to enhance their capacity to create effective learning strategies that align with the most recent advancements in technology. Technological Literacy Skills assist educators in incorporating digital tools and resources into the educational process, fostering a cutting-edge and dynamic classroom setting.
Virtual Reality-Based Learning about "Animals Recognition" and Its Influence on Students' Understanding Sukmawati, Fatma; Santosa, Eka Budhi; Rejekiningsih , Triana
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): 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.v25i2.36106

Abstract

The development of Educational technology has experienced a rapid increase which has consciously contributed positively to the motivation for learning achievement, as well as virtual reality media which can bring reality into learning activities. The aim of this research is to produce virtual reality media for learning to know animal’ diversity. This research type is Research and Development with the ADDIE’ developing model which consists 5 steps : 1. Analysis, 2. Design, 3. Development, 4. Impelmentation, 5. Evaluation. The research subject consists of media experts, material experts, teachers, and 27 elementary school second-grade students. Data collection techniques consist of tests and non-tests, with interview guidelines, questionnaires, and test instruments for data analysis tailored to each instrument using average, descriptive, and n-gain. Research results show that Virtual Reality products are declared suitable for use as learning media and are effective in increasing students' understanding of animal introduction for elementary school students. The results of assessments by media experts, material experts, and teachers also showed that these media belong to the category of "appropriate" to be used as learning media. In addition, the media is also included in the "effective" category to help students understand material about animal recognition based on n-gain analysis.
Developing a Gamified Digital Learning Media to Cultivate Singing Skills for Junior High School Students Wulandari; Sutimin, Leo Agung; Santosa, Eka Budhi
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 1 (2024): 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.v26i1.43936

Abstract

Digital learning media based on gamification is rarely found in singing education, yet the impact of utilizing such learning tools cannot be underestimated. Therefore, this study aimed to develop a gamified digital learning media product for cultural arts education in junior high schools. The research adopts a Research and Development (R&D) approach using the ADDIE model, focusing on the development and validation process of gamified digital learning media suitable for educational purposes. The research subjects consist of media experts, content experts, and cultural arts teachers from State Junior High School 3 Grogol, Sukoharjo. Data collection techniques involve a media validation questionnaire, which is then analyzed using percentages and described to provide an overview of the suitability level of this gamified media. The research results indicate that the average validation results obtained from media experts I and II are 86%, while the average results from content experts I and II are also 86%. After being validated by the cultural arts teachers, the gamified media received an average total score of 87% from three teachers, all falling under the 'very good' qualification. Therefore, based on the assessments of media experts, content experts, and teachers, it is concluded that the gamified digital learning media product is categorized as 'suitable' for use as an alternative cultural arts learning media in State Junior High School 3 Grogol. The existence of this appropriate media undoubtedly stands as an innovative learning tool, incorporating gaming elements to enrich the process of singing skills.
How Is It Done: A Qualitative Analysis of Teachers Strategies in Meeting the Challenges of Differentiated Instruction Juwita, Ratna; Sukmawati, Fatma; Santosa, Eka Budhi; Cahyono, Budi Tri; Prihatin, Relly; Suparmi, Suparmi
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 3 (2024): 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.v26i3.49907

Abstract

Differentiated Instruction (DI) is considered an important but challenging task which many teachers feel unprepare. A list of requisite skill of DI is needed to eliminate teachers’ unpreparadness. This study aimed to explore requisite skills for DI implementation and to identify best practices across various school levels. Using 112 self-reported essays, subsequent interviews, videotaped DI practices, and experts meeting, this article employed Cognitive Task Analysis (CTA) to capture a description of the knowledge that experts use to carry out differentiations. The result revealed that CTA of DI implementation contained four essential skills in the preparation phase, nine skills in the implementation phase, and two skills in the evaluation phase. Despite of highly different contexts of school levels, this study found similarities in DI practices across all levels. This study contributes to the existing body of knowledge on DI by highlighting the effectiveness of CTA in identifying and implementing DI strategies across different educational levels. Future research should explore the long-term impacts of DI on student achievement and engagement, as well as investigate DI practices in different educational settings.
Augmented Reality for Chemistry Education: Systematic Literature Review (SLR) and Visualization Setiawan, Riky; Santosa, Eka Budhi; Sukmawati, Fatma
Proceeding of International Conference on Biology Education, Natural Science, and Technology 2025: Proceeding of International Conference on Biology Education, Natural Science, and Technology
Publisher : Universitas Muhammadiyah Surakarta

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

Abstract

The integration of immersive technologies into science education provides an innovative pathway for addressing abstract concepts, particularly within chemistry learning. This paper delivers a systematic review of literature concerning the integration of Augmented Reality (AR) in chemistry education, emphasizing molecular structure visualization and improved interactivity in learning processes. The review followed the PRISMA protocol, utilizing articles indexed in Scopus between 2020 and 2025. Out of 81 initial studies identified, ten satisfied the inclusion criteria and were further examined with bibliometric approaches. Findings highlight an increasing research focus on AR-based chemistry instruction, covering mobile learning, gamified environments, and molecular simulations. Major contributing countries included Germany, Switzerland, and Indonesia, with key subject domains spanning social sciences, computer science, and chemistry. Keyword mapping further indicates that AR is positioned as a pivotal element within the digital education landscape. These insights underline the transformative capacity of AR in redefining chemistry education toward a more flexible, interactive, and student-centered model.
Digitally integrated Cooperative Learning Models to Enhance Student’s Creativity: Comparative Analysis Across Creativity Dimensions Suparmi, Suparmi; Sukmawati, Fatma; Santosa, Eka Budhi; Cahyono, Budi Tri; Prihatin, Relly
Journal of Educational Science and Technology (EST) Volume 11 Number 2 August 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v11i2.78265

Abstract

In the 21st century, students’ creativity needs to be developed to confront global change. This study aims to provide a comprehensive overview of Cooperative learning to enhance on students’ creativity across all dimensions. PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) was used as the methodology. The results showed that cooperative learning can foster dimensions of creativity: fluency, flexibility, originality, and elaboration. Specifically, fluency is supported by Student Teams Achievement Division, Think-Pair-Share and Numbered Heads Together, and the integration of digital gamification with Cooperative Learning. Flexibility is supported by Jigsaw/Group Investigation and the integration of digital gamification with cooperative learning. Originality is supported by Think-Pair-Share and Numbered Heads Together, Cooperative-Project Based learning, and the integration of digital gamification with cooperative learning. Elaboration strengthens Student Teams Achievement Division, Jigsaw/Groups Investigation, and Cooperative-Project Based learning. Mediators supporting cooperative learning include teacher competence, classroom climate, task design, evaluation, and digital access. The new of this study are student orientation, integration of cooperative learning with digitalization, and model comparison. The conclusion is that cooperative learning can enhance students’ creativity through fluency, flexibility, originality, and elabotation, which are strengthened by digital integration and supportive classroom factor.
Immersive Chemistry Learning with Augmented Reality: Exploring Students’ Needs on Visualizing Chemical Bonding Setiawan, Riky; Santosa, Eka Budhi; Sukmawati, Fatma
Indonesian Journal of Instructional Media and Model Vol 7 No 2 (2025): 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.v7i2.6941

Abstract

The digital transformation of education has opened broad opportunities for innovation, yet the use of advanced technologies such as Augmented Reality (AR) in chemistry learning remains limited, particularly in Indonesia. The present research examines high school students’ needs for AR-based instructional media on the abstract topic of chemical bonding. A descriptive quantitative approach was employed within the Analysis phase of the ADDIE instructional design model. Data were collected using a validated questionnaire administered to 51 eleventh-grade students from a senior high school in Surakarta, Indonesia. The results show that more than 84% of students experience difficulties in learning chemistry, with chemical bonding identified as the most challenging topic (88.2%), mainly due to limited visualization and the abstract nature of the content. Students also perceived the instructional media currently used in class as insufficiently engaging and not yet effective in helping them understand chemical bonding. Although 90.2% of students had never used AR in chemistry lessons, nearly 59% expressed strong interest in its implementation. This study offers an empirical mapping of students’ cognitive, media-related, and technological needs as a foundation for designing AR-based chemistry learning on chemical bonding. As far as we are aware, it is one of the first studies in the Indonesian context to conduct a structured needs analysis for AR integration specifically on chemical bonding within the ADDIE framework. At a practical level, the findings provide guidance for instructional designers and chemistry teachers regarding the urgency of developing immersive AR tools that bridge abstract chemical representations with spatial visualization while also enhancing student engagement in the digital era.
How to Differentiate Instruction for Deeper Learning Using Cognitive Task Analysis Juwita, Ratna; Sukmawati, Fatma; Santosa, Eka Budhi; Cahyono, Budi Tri; Prihatin, Relly; Suparmi, Suparmi; Ridhani, Jovita; Trisnaningsih, Sari
Jurnal Penelitian Kebijakan Pendidikan Vol 18 No 2 (2025)
Publisher : Pusat Standar dan Kebijakan Pendidikan, BSKAP, Kemendikbudristek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24832/jpkp.v18i2.1312

Abstract

This study aims to explore the requisite skills for Differentiated instruction (DI) implementation and to identify best practices across school levels. Differentiated instruction (DI) for deeper learning is essential for responding to students’ diverse needs. Using 112 self-reported essays, interviews, videotaped practices, and experts meeting, this study employed Cognitive Task Analysis (CTA) to capture the knowledge experts use to carry out differentiation. The results revealed a 4:9:2 skill formula across the preparation, implementation, and evaluation phases. Notable differences across school levels emerged. In the preparation phase, primary and secondary school teachers prepared varied materials (34%) and grouping strategies (44%), whereas only a few kindergarten teachers (3%) employed these strategies. In the implementation phase, most primary (68%) and secondary (79%) teachers tailored materials to students' learning styles by offering content in multiple formats; however, only a small proportion of kindergarten teachers (26%) differentiated content, focusing instead on process differentiation and additional learning support. Despite the differing contexts, the study also identified cross-level similarities. Future research should investigate the long-term impacts of DI on student achievement and engagement, as well as examine DI practices in diverse educational settings.