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Pengembangan Media Pembelajaran Komik Digital Berbasis Smartphone untuk Siswa Sekolah Dasar Syahmi, Favian Avila; Ulfa, Saida; Susilaningsih, Susilaningsih
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i12022p081

Abstract

This research and development aims to produce a product in the form of digital comic learning media as a learning innovation in social studies subjects, the material for the collapse of the kingdom of Kediri. Research Research and Development (R & D) using the Borg and Gall stages according to the needs of developers and in accordance with the product (search and data collection; planning, developing products, test the feasibility of the product, the revision of the results of the feasibility test products, field testing and refinement of the product) . In learning digital comics, this is a complement to social studies learning, which means that the media is intended to complement the learning material that students receive in the classroom. Use of this media in learning must use a smartphone.  The feasibility of the product that has been carried out by experts and students has received a positive response. So it can be said that the digital comic media material for the fall of the Kediri kingdom is suitable for use in classroom learning. This media provides convenience, attractiveness, and motivation in teaching and learning activities, so that students' desire to learn about social studies learning will increase.AbstrakPenelitian dan pengembangan ini bertujuan untuk menghasilkan suatu produk yang berupa media pembelajaran komik digital sebagai suatu inovasi pembelajaran pada mata pelajaran IPS materi runtuhnya kerajaan Kediri. Penelitian Research and Development (R&D) menggunakan metode Borg and Gall yang tahapannya sesuai dengan kebutuhan pengembang dan sesuai dengan produk (pencarian dan pengumpulan data; perencanaan, mengembangkan produk, uji kelayakan produk, revisi hasil uji kelayakan produk, uji coba lapangan dan penyempurnaan produk). Didalam pembelajaran komik digital ini menjadi pelengkap dalam pembelajaran IPS, yang berarti media ditujukan untuk melengkapi materi pembelajaran yang diterima siswa didalam kelas. Media ini penggunaanya dalam pembelajaran harus menggunakan smartphone.  Kelayakan produk yang telah dilakukan oleh para ahli dan siswa mendapatkan hasil tanggapan positif. Sehingga dapat dikatakan bahwa media komik digital materi runtuhnya kerajaan kediri ini layak digunakan didalam pembelajaran dikelas. Media ini memberikan kemudahan, kemenarikan, dan motivasi dalam aktivitas belajar mengajar, sehingga siswa rasa ingin belajar terhadap pembelajaran IPS akan meningkat.
Empowering the Practice-Based Mentoring in Microteaching on Pre-Service ICT Teachers: High and Low Self-Efficacy Analysis Mubarok, Husni; Yossatorn, Yossiri; Pradana, Hirnanda Dimas; Diningrat, Syaiputra Wahyuda Meisa; Carreza, Arqoma Nurveda; Syahmi, Favian Avila
International Journal of Research and Community Empowerment Vol. 4 No. 1 (2026): February 2026
Publisher : Mitra Edukasi dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58706/ijorce.v4n1.p14-21

Abstract

Practice-based microteaching is now an important method in pre-service teacher education, particularly in ICT, as it creates a forum to practice teaching skills in a structured setting. However, the success of this depends greatly on the quality of guidance, which has the capacity to deliver timely and critical feedback. Self-efficacy, being the belief that an individual is capable of completing tasks, has been a significant predictor of learning achievement and motivation. The present research aims to examine the pre-service ICT teachers' learning achievement and the learning motivation of high and low self-efficacy individuals within a practice-based microteaching environment supported by mentoring. In experimental design, the subjects (N = 82) were divided into high and low self-efficacy according to a standardized self-efficacy scale. The data analysis in this study employed the t-test and Analysis of Covariance (ANCOVA). The findings of this study indicated there was no difference in learning achievement between the two groups on practice-based mentoring in microteaching for pre-service ICT teachers. Moreover, in intrinsic motivation, it was found that high self-efficacy practice-based mentoring microteaching students have significantly higher intrinsic motivation than low self-efficacy students. In the present study, however, low self-efficacy students for practice-based mentoring microteaching show significantly greater extrinsic motivation than high self-efficacy students. This research offers additional reference to scholars, teachers, and policymakers in investigating the role of self-efficacy in learning activity, learners' accomplishment in learning, and to supporting SDGs 4 and 5 in promoting the quality of education as well as gender equality.
Pengaruh Project Based Learning terhadap Kreativitas dan Hasil Belajar Pada Mata Pelajaran Animasi 2D dan 3D di SMK Unitomo Syahmi, Favian Avila; Mustaji, Mustaji; Maureen, Irena Yolanita
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 1 (2024): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v5i1.732

Abstract

This study aims to determine the influence of the Project Based Learning learning model on the creativity and learning outcomes of grade XI students at SMK UNITOMO Surabaya, focusing on 2D and 3D Animation subjects and Basic Principles of Making 2D Animation. This research method uses quantitative research methods with a Quasi Experiment design. The sample of this study consisted of 22 grade A students as an experimental class and 22 class B as a control class at SMK UNITOMO, using performance tests and questionnaires as research instruments. The test results showed that the value of the t test results on the posttest value of student creativity was known to be the mean value of the control group 72.31 and the mean value of the experimental group was higher with a score of 84.90. And the results of the t test on the posttest value of student learning outcomes are known to be the mean value of the control group 80.59 and the mean value of the experimental group is higher with a score of 83.77. Thus, it can be concluded that there is a positive influence of the use of the Project Based Learning model on the creativity and learning outcomes of grade XI students at SMK UNITOMO Surabaya in 2D and 3D animation subjects material Basic Principles of Animation Making.