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Analysis of Educational Game Development Needs for Improvement Students' Critical Thinking Ability in Informatics Subjects Samin; Gunarhadi; Efendi, Agus
Nusantara Science and Technology Proceedings International Conference of Social Research with Multidisiplinary Approach (ICSRMA) 2021
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2021.1201

Abstract

Critical thinking skills are needed in the learning process, especially in learning Informatics. The use of technology in learning can be done by using learning media in the form of educational games that are integrated in learning. The purposes of this study are 1) to determine the perception of educational games, 2) to obtain information on the need for formats, criteria, content of educational games, 3) the role of developing educational games for improving critical thinking skills. The method used in this research is a survey to find out the initial data which is the process of developing educational game products. The instrument used is a questionnaire sheet. The data analysis technique that will be used is quantitative and qualitative descriptive statistical analysis techniques. The schools that were used as research samples were 22 SMP/MTs spread across Karanganyar Regency, Boyolali Regency, and Surakarta City. Each school selected 1 teacher of Informatics Subject and 3 students. The results showed that teachers and students had good perceptions of Informatics educational games. According to the teacher, the need for educational games is games containing evaluation and simulation questions, while adventure-type games are needed by students. The educational game content required includes learning materials, evaluation questions, adventure games, quiz games, simulations. Educational game format needed that is challenging and interesting. Informatics educational game criteria include attractive and interactive design, sufficient duration, usability, easy access, user friendly interface, appropriateness, relevance. Teachers and students believe that educational games can play a role in improving students' critical thinking skills.
Improve Critical Thinking Skills with Informatics Educational Games Samin; Gunarhadi; Efendi, Agus
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.48637

Abstract

Facing the challenges of the 21st century Critical thinking is one of the main abilities that students must have. The problem of low critical thinking skills is caused by factors in students and learning that does not focus on developing critical thinking skills. This study aims to develop an Informatics educational game with higher order thinking skill (HOTS) questions based on the Berbras competition to improve students' critical thinking skills. The research design used by the ADDIE model consists of the stages of analysis, design, develop, implementation, evaluation. Test the effectiveness of educational games using experimental research with Noneequivalent Control Group Design. The research subjects were 32 students in class VIIA and 33 students in class VIIB. Collecting data using a questionnaire instrument and an essay test. The research data were analyzed using paired samples test, with the data requirements being normally distributed and homogeneous. The results of the normality and homogeneity test of the data, obtained a significance level greater than 0.05 so that the critical thinking ability data is normally distributed and homogeneous. The increase in critical thinking skills from the N-Gain analysis of the experimental class was 0.63 in the medium category and the control class was 0.43 in the medium category. Based on the results of the paired samples test, the value of Sig. (2-tailed) of 0.000 <0.05, it can be concluded that the use of informatics educational games has a significant effect on increasing students' critical thinking skills.
E-LKPD based on Problem Based Learning (PBL) Approach to Measure Mathematics Literacy Ability of Elementary Students Mulyasari, Dini Wahyu; Gunarhadi; Roemintoyo
International Journal of Elementary Education Vol 6 No 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijee.v6i3.47532

Abstract

Students in Indonesia are still experiencing problems related to the low level of mathematical literacy in Indonesia. PBL-based E-LKPD reflection seeks to develop students' mathematical literacy skills. The purpose of this study is to analyses need for learning resources, namely E-LKPD based on Problem Based Learning (PBL) in an effort to improve students' mathematical literacy skills. The research method used is descriptive quantitative method. The participants in this study consisted of 13 fifth grade elementary school students, followed by two (2) teachers. Data collection techniques in the study used mathematical literacy questionnaires, observations and interviews. Meanwhile, the results will be analyzed using interactive analysis techniques consisting of data reduction, presenting data and presenting conclusions. The results showed that teachers tend to be resistant to technology, where teachers still use conventional and non-problem-based worksheets. So, the results of the initial test show that students' mathematical literacy is quite low. Can be concluded that through PBL-based E-LKPD will be proper as a learning resource, the teacher hopes that students will become more accustomed and familiar in solving daily problem-based problems and this is one of the drivers of increasing students' mathematical literacy skills.
Empowering Math Learning with Android: Ethnomathematics Media for 3D Shapes in Elementary Education Julianto, Nur; Efendi, Agus; Gunarhadi
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.70060

Abstract

The use of smartphones in learning activities holds great potential, especially through Android-based learning media, which allows smartphones to serve as tools for operating learning media in the educational process. This potential is further supported by the characteristics of today's students, who are accustomed to gadgets in their daily lives, so both teachers and students do not face difficulty in adjustment. This study aims to develop an innovative Android-based ethnomathematics learning media product for the topic of 3D shapes for elementary school students. This research is a research and development (R&D) study adopting the Alessi & Trollip model, which includes the stages of planning, design, and development. The subjects of this study include two media experts, two content experts, two fifth-grade teachers, and six sixth-grade students. Data were collected using non-test techniques with instruments in the form of validation questionnaires/feasibility questionnaires for media experts, content experts, teachers, and students. The data obtained from the questionnaires were analyzed descriptively to find the average score of each assessment. The results of the study show that the Android-based ethnomathematics learning media received an average total score of 4.65 from media experts, which falls into the "very good" qualification, 4.5 from content experts with the "very good" qualification, 4.5 from two teachers with the "very good" qualification, and 4.3 from students with the "good" qualification. Based on the positive assessments from experts and users, the Android-based learning media developed in this study is deemed "feasible" for use in mathematics learning activities at the elementary school level.
DIGITAL-BASED LOCAL HISTORY INTEGRATION IN HISTORY LEARNING AT PALEMBANG HIGH SCHOOL: Integrasi Sejarah Lokal Berbasis Digital dalam Pembelajaran Sejarah di SMA Palembang Sukardi; Gunarhadi; Djono
Santhet: (Jurnal Sejarah, Pendidikan Dan Humaniora) Vol 9 No 2 (2025): SANTHET: (JURNAL SEJARAH, PENDIDIKAN DAN HUMANIORA) 
Publisher : Proram studi pendidikan Sejarah Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/santhet.v9i2.5241

Abstract

This study discusses the integration of digital-based local history in history learning in Palembang high schools with a focus on the readiness and obstacles faced by teachers. Digital transformation in history education is expected to improve students' understanding of local history and adapt the learning process to technological developments. This study uses a qualitative descriptive approach with data collection methods through interviews, observations, and distributing questionnaires to history teachers in several high schools in Palembang. The results of the study show that most teachers are aware of the importance of implementing digital technology in history learning, but there are still differences in their level of readiness. Factors that support teacher readiness include basic skills in using technology and school support. Meanwhile, the main obstacles faced include limited technological infrastructure, lack of technical training, minimal digital learning resources based on local history, and limited time in implementing the curriculum. In addition, resistance to changes in learning methods is also a challenge in this integration process. The conclusion of this study emphasizes the need to improve teachers' digital competence through continuous training, development of adequate digital resources, and support from schools and related stakeholders. With these steps, digital-based local history integration can be an effective strategy in improving students' historical literacy and strengthening their awareness of local history.
IMPLEMENTASI TEORI SCAFFOLDING DAN ZONE PROXIMAL TEACHER DEVELOPMENT DALAM PENINGKATAN TPACK GURU MELALUI KEBIJAKAN PROGRAM KURIKULUM MERDEKA Pamungkas, Zakaria Sandy; Nurmasyitah; Ratih Permana Sari; Gunarhadi
Jurnal Pendidikan Modern Vol. 10 No. 03 (2025): Edisi Mei
Publisher : STKIP Modern Ngawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37471/jpm.v10i03.1195

Abstract

Kurikulum merdeka merupakan kurikulum bebas terstruktur yang dikembangkan oleh guru dengan menyesuaikan karakteristik siswa serta kebutuhan yang diperlukan oleh siswa. Keberhasilan implementasi kurikulum merdeka bergantung pada TPACK guru dalam mengintegrasikan teknologi, pedagogi dan konten menjadi pembelajaran yang lebih bermakna. Pemerintah telah berupaya untuk meningkatkan TPACK guru melalui program kurikulum merdeka yang diinisiasi berdasarkan teori ZPTD (Zone Proximal Teacher Development) dan scaffolding agar kebijakan berjalan secara efektif dan efisien. Penelitian ini bertujuan untuk menganalisis implementasi teori scaffolding dan ZPTD dalam peningkatan TPACK guru pada program sekolah penggerak, program guru penggerak dan platform merdeka mengajar. Hasil penelitian menunjukkan bahwa terdapat 4 tahapan ZPTD dalam kebijakan program kurikulum merdeka yaitu self-assistance melalui platform merdeka mengajar, expert other assistance, internalization, dan recursion melalui program sekolah penggerak dan program guru penggerak. Terdapat tiga jenis scaffolding yang digunakan dalam platform merdeka mengajar, program guru penggerak dan program sekolah penggerak yaitu feedback, questioning, dan cognitive structuring. Integrasi teori ZPTD dan scaffolding dalam program sekolah penggerak, program guru penggerak, dan platform merdeka mengajar diharapkan dapat meningkatkan TPACK guru dalam rangka peningkatan kualitas pembelajaran dan hasil pendidikan di Indonesia.
Vocational Life Skills Learning to Improve Entrepreneurship Skills of Deaf Students Catur Budi Santosa; Siswandari; Bandi; Gunarhadi
Antroposen: Journal of Social Studies and Humaniora Vol. 4 No. 1 (2025): June
Publisher : Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/antroposen.v4i1.12415

Abstract

: Independence of disabilities is a necessity. This paper is a deskriptive research of vocational life skills learning to improve entrepreneurial skills in SMALB for the deaf. Data collection was conducted through interviews with teachers and distributing questionnaires to students of SMALB Data was collected through observations and interviews with 20 students at SMALB Santi Rama and Pangudi Luhur Jakarta. The results of the observation showed that students preferred Information and Communication Technology (ICT) subjects and had a high interest in working in that field. The obstacle faced was that the abilities possessed by students were not always the same as the design that had been made. The solution to overcome these obstacles is to develop learning methods that are adjusted to the abilities of each student and to hold programs to improve the abilities and skills of teachers. Follow-up in the implementation of the learning program is to involve students in entrepreneurial activities, training or certified internships in the business world and industry (DUDI) and actively participate in various competitions both at home and abroad.