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Pembelajaran Berbasis Pendidikan Multikultural pada Sekolah Indonesia Luar Negeri di Malaysia dan Singapura Nurmanita, Tiara Sevi; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul; Suparti, Suparti
JOEAI (Journal of Education and Instruction) Vol. 8 No. 5 (2025): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v8i5.16345

Abstract

The purpose of this study is to analyze the teaching and learning process at Indonesian Schools (SILN), focusing on the challenges faced in preserving Indonesian cultural heritage amidst the social, cultural, and linguistic diversity of students from diverse backgrounds. The research method used here is qualitative, based on a case study approach, and employs thematic analysis to analyze the collected data. The research team conducted in-depth interviews with school administrators, faculty, and students from Indonesian Schools in Kota Kinabalu (SIKK), Kuala Lumpur (SIKL), and Singapore (SIS) to gather information about the curriculum and pedagogy at SILN. Education at Indonesian schools abroad must be integrated with the teaching of Indonesian culture and the learning of the Indonesian language, which directly contributes to the formation of national character. The study findings are anticipated to provide theoretical contributions to the development of multicultural education and Indonesian language teaching abroad, as well as practical benefits for SILN administrators and teachers in developing more effective and inclusive teaching methods, thereby enabling education at SILN to optimally maintain and introduce Indonesian culture to students living abroad.   Keywords: Global Diversity, Multicultural Education, Teaching and Learning Process, Indonesian Schools Abroad
Adopsi, Implementasi, dan Integrasi Teknologi dalam Tridarma Perguruan Tinggi untuk Smart Campus Koesanto, Stefani Made Ayu Artharini; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Fauzi, Luthfi Faishal
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16113

Abstract

The transformation towards a smart campus is no longer an option, but an urgent necessity for universities in Indonesia to survive and excel in the digital age. The implementation of technology in the three pillars of higher education is key to improving efficiency, educational quality, and global competitiveness. This study aims to examine the adoption, implementation, and integration of technology in the implementation of the three pillars in Indonesian universities using a qualitative approach. The results of the study show the formation of a digital learning ecosystem model consisting of the following main components: strong technological infrastructure (campus internet and Wi-Fi); hardware and software, such as LMS; competent human resources through continuous training; and active student involvement in digital learning. Other components that support this ecosystem include digital content, data-based evaluation, institutional policies such as green technology, system interoperability, and digital communication tools. The main challenges in implementation are uneven digital literacy, funding constraints, and resistance to change. However, through regular training strategies, policy strengthening, and inclusive change management, smart campuses in Indonesia have the potential to become a key strategy for creating adaptive, innovative, and globally competitive higher education.
Innovation of Virtual Reality Learning Media in Increasing Vocational High School Students’ Learning Motivation in Building Management Layout Material Hasim, Rahman; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul
Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan Vol 17, No 2 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/paedagoria.v17i2.36746

Abstract

This study aims to examine the effectiveness of a learning medium that has been developed since 2024, namely VROOM: Virtual Reality Room Organization and Optimization Media, in increasing vocational high school (SMK) students’ learning motivation in the subject of Building Management Layout. The method used was Research and Development (R&D) with the ADDIE development model approach, focusing on the implementation and evaluation stages. The research subjects consisted of 30 eleventh-grade SMK students majoring in Office Management who participated in learning activities using VROOM. The data collection instrument was a student learning motivation questionnaire measuring two main aspects: intrinsic and extrinsic motivation. The results showed a significant increase in students’ learning motivation after using VROOM. Intrinsic motivation increased from 2.45 to 3.28, while extrinsic motivation increased from 2.35 to 3.22. Overall, the total score rose from 2.94 to 3.79, with a significant difference (p < 0.05) and a large effect size (Cohen’s d = 1.5). These findings indicate that VROOM effectively supports experiential and interactive learning, helping students better understand spatial concepts while increasing their motivation. Therefore, VR-based learning media has strong potential to support skill-based learning in vocational education.
Pengembangan Aplikasi Mobile Learning Berbasis Augmented Reality Materi Bangun Ruang Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya
JOEAI (Journal of Education and Instruction) Vol. 5 No. 2 (2022): Journal of Education and Instruction (JOEAI)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v5i2.4431

Abstract

The purpose of this research is to develop and conduct a feasibility test of mobile learning applications based on augmented reality materials. The benefit of this research is knowing the steps taken in developing the application. The research method used is research and development (R&D) with a quantitative descriptive research approach with a questionnaire as a data collection technique. The stages of research and development are in accordance with the theory put forward by Borg & Gall. This study focuses on the application development section which consists of two stages. The first stage is the initial trial to create content and application views. The second stage is the feasibility of the application according to linguists, materials and media experts. The results of the study show that the overall average feasibility of this mobile learning media is 85.4% with the interpretation of "Very Good". The results of the overall assessment of the feasibility of this mobile learning language are 78.8% with the interpretation of "Good". The results of the overall average assessment of this mobile learning media material are 79.7% with the interpretation of "Good". Based on the results of the media feasibility test, it can be concluded that the resulting ABRAR mobile learning, Spatial Animation with Augmented Reality fulfills the good criteria and is suitable for use as a learning medium for geometric material. Keywords: application, augmented reality, building space, learning media, mobile learning.
Evaluasi Media Pembelajaran Augmented Reality Bangun Datar/Ruang dengan Pendekatan Etnomatematika Rumah Adat Lengkong dalam Meningkatkan Kemampuan Spasial Siswa Sekolah Dasar Anggraini, Cicilia Clara Devi; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Anam, Khaerul
JOEAI (Journal of Education and Instruction) Vol. 7 No. 2 (2024): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v7i2.12081

Abstract

Mathematics learning at the school level really needs to be linked to local culture by being incorporated into mathematics learning media to make it more contextual and interesting. This is known as the ethnomathematics approach. Previous research has produced augmented reality-based learning media applications for learning mathematics flat and spatial building materials using the cultural products of the lengkong traditional house from West Java. The product utilizes the latest technological developments that are used as learning media. This application is designed as a support in visualizing the learning of flat and space shapes materials at the elementary school (SD) level. A questionnaire was employed as the data collection procedure. Respondents of this study consisted of two parties, namely experts who were teaching staff (lecturers and teachers) and users who were PGSD students and students who used the application. The filled questionnaire measures the assessment which includes usefulness, ease of use, ease of learning, and user satisfaction. Data analysis in this research is quantitative descriptive. The learning application developed integrating augmented reality (AR) technology with an ethnomathematics approach showed significant results in improving the spatial abilities of elementary school students. AR technology allows a more real and interactive visualization of geometry objects, which is difficult to achieve through conventional learning methods. With this visualization, students can observe and interact with two- and three-dimensional building models so that their understanding of the structure and dynamics of spatial buildings increases. The ethnomathematics approach that connects mathematical concepts with local culture has made the subject matter more relevant to students' daily lives. This increases students' learning motivation as they can see firsthand the application of mathematical concepts in their cultural context.
Development of Virtual Reality Games with an Ethnomathematics Approach of Batam Culture for Elementary School Social Arithmetic Materials Anam, Khaerul; Wiradharma, Gunawan; Prasetyo, Mario Aditya; Iqbal, Muhammad
Jurnal Penelitian dan Pengkajian Ilmu Pendidikan: e-Saintika Vol. 9 No. 2 (2025): July
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/e-saintika.v9i2.2830

Abstract

This research develops a virtual reality-based game with an ethnomathematics approach to Batam City culture in the form of Luti Gendang food in learning social arithmetic material in mathematics learning at the elementary school level. This product's development is significant because students are now a digitally native generation and are more interested in learning through technological media than traditional media. Using the ADDIE model as a basis, this research will focus on the development stage, which includes 3 steps, namely (1) initial product design in the form of making storyboards, making learning videos with Adobe Premiere Pro, designing image designs for VR displays, and making learning videos; (2) initial product development focuses on making VR games and conducting validation tests by experts covering the feasibility of material, media, and language to determine the feasibility of the media being developed, and (3) refining the initial product by making revisions and improvements based on the results of the validation test. The development findings demonstrate that: (1) The initial product design incorporates five key menus—VR Simulation, Material, Video, Quiz, and Info; (2) The expert evaluations of the product’s feasibility across media, language, and content aspects yielded average scores of 85.2, 80.8, and 83.1, respectively, classifying the product’s overall feasibility as excellent; and (3) Subsequent refinements were implemented based on expert validation and user testing feedback, specifically targeting interactivity enhancements, improvements to VR visual elements, and adjustments to in-VR narrations and directional cues.