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Analyzing Asynchronous Online Discussions in Solid-State Physics: Interaction Patterns and Cognitive Presence Among Distance Learners Widiasih; Arisona; Dwikoranto; Rahmawati; Ismail
Jurnal Pendidikan Fisika Vol. 13 No. 3 (2025): PENDIDIKAN FISIKA
Publisher : Universitas Muhammadiyah Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/tpnr8c83

Abstract

The increasing adoption of online learning in higher education has placed asynchronous discussion forums at the center of teaching and learning, particularly in open and distance learning contexts where student engagement and collaborative inquiry are crucial. In physics education, however, fostering deep conceptual understanding through asynchronous communication remains challenging, as participation often tends to be surface-level and tutor-centered. This study aimed to analyze participation patterns, levels of cognitive presence, and their relationship to student performance in a Solid-State Physics course at Universitas Terbuka, Indonesia. Employing a descriptive case study design, the research collected data from learning management system logs, forum transcripts, tutor feedback, and assignment scores. Cognitive presence was coded using the Community of Inquiry framework, intercoder reliability was established with Cohen’s kappa (κ = 0.88), and interaction structures were visualized using social network analysis. The results revealed that students frequently viewed the forums but contributed relatively few postings, indicating widespread passive participation. Most contributions were concentrated at the triggering and exploration phases, with only about 15% reaching integration or resolution. Interaction maps confirmed a strongly tutor-centered pattern, with minimal peer-to-peer exchanges, while comparison of participation and assignment data showed that more active contributors achieved higher performance. These findings underscore the limited depth of engagement in asynchronous forums but also highlight their potential to support learning when students participate meaningfully. The novelty of this study lies in its triangulated methodology and its focus on physics education in an open and distance learning context. The study contributes empirical evidence for improving asynchronous forum design and facilitation to foster higher-order engagement in physics learning.
Pengembangan Modul Interaktif Canva: Meningkatkan Literasi Sains di Sekolah Dasar Fitri, Nur Choiriah; Roesminingsih, Erny; Widiasih
Gudang Jurnal Multidisiplin Ilmu Vol. 2 No. 4 (2024): GJMI - APRIL
Publisher : PT. Gudang Pustaka Cendekia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/gjmi.v2i4.412

Abstract

Penelitian pengembangan ini dilakukan karena adanya permasalahan dalam penyajian materi sains di buku tematik kelas 6 yang kurang sistematis dan mendalam, mengakibatkan rendahnya minat baca siswa dan pemahaman materi yang masih belum memadai. Dalam penelitian ini, digunakan pendekatan pengembangan Four-D, dengan tahapan pendefinisian, perancangan, pengembangan,, dan penyebaran. Validasi media dilakukan untuk e-modul interaktif menggunakan aplikasi Canva, yang kemudian direvisi berdasarkan hasil validasi tersebut. Implementasi dilakukan terhadap 37 siswa kelas 6B di SD Negeri wilayah Kecamatan Sambikerep, menunjukkan kevalidan dan kepraktisan yang sangat baik. Hasil belajar siswa setelah menggunakan e-modul interaktif menunjukkan peningkatan yang signifikan, melebihi kriteria ketuntasan minimal. Analisis tes menunjukkan peningkatan literasi sains dengan skor N-gain antara preteset dan posttest menunjukkan gain yang sedang. Berdasarkan temuan ini, disimpulkan bahwa e-modul interaktif dengan aplikas Canva yang dikembangkan valid, praktis, dan efektif dalam meningkatkan literasi sains pada siswa kelas 6. Sebagai saran, penelitian lebih lanjut dapat memperluas cakupan implementasi dan mempertimbangkan integrasi dengan metode pembelajaran lainya untuk meningkatkan efektivitasnya.
Pelatihan Peningkatan Kompetensi Guru Sekolah Dasar dalam Merancang Asesmen Digital Zakirman; Sukmayadi, Dodi; Aprianti, Rika; Widiasih
Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2023): Edisi November 2023
Publisher : FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/amalilmiah.v5i1.148

Abstract

Tujuan dari kegiatan pengabdian kepada Masyarakat ini adalah untuk memberikan pelatihan perancangan asesmen digital bagi guru Sekolah Dasar di Taman Pagelaran, Kabupaten Bogor, Jawa Barat. Topik pelatihan yang diberikan meliputi: Quizizz, Google form, Wordwall, Blooket, Quizlet, Quizmaker, Nearpod dan Kahoot. Metode pelaksanaan kegiatan meliputi kegiatan secara luring dan daring. Dalam kegiatan pelatihan, peserta dibantu oleh LMS MOOCs yang dikembangkan oleh tim pelaksana dibawah naungan Pusat Pengabdian Kepada Masyarakat Universitas Terbuka. Pelaksanaan kegiatan pelatihan dibagi menjadi beberapa tahap, diantaranya: orientasi peserta dalam mengenal MOOCs (luring), penyampaian materi pengantar dan konsep dasar asesmen digital (daring secara sinkronus), belajar terstruktur (daring secara asinkronus) dan gelar hasil produk pelatihan (luring). Hasil yang diperoleh dari kegiatan pelatihan ini berupa meningkatnya kompetensi dan wawasan peserta (guru SDN Taman Pagelaran) dalam merancang instrumen asesmen digital.  Guru-guru yang telah mengikuti pelatihan perancangan asesmen digital telah mampu mengimplementasikan materi yang didapat dalam proses pembelajaran. Antusiasme siswa yang tinggi terlihat dari hasil observasi dan wawancara Ketika guru mengimplementasikan produk yang dihasilkan setelah mengikuti program pelatihan. Pelatihan yang diberikan dapat melatih kreativitas guru dalam merancang berbagai instrumen untuk melakukan penilaian secara digital, serta mampu memotivasi siswa untuk lebih giat dan aktif dalam mengikuti proses pembelajaran. Konsep pembelajaran yang hangat, bersemangat dan menyenangkan dapat diwujudkan guru dengan mengimplementasikan ilmu yang didapat setelah mengikuti program pelatihan asesmen digital.
PENGARUH MODEL PEMBELAJARAN FLIPPED CLASSROOM DAN KEMANDIRIAN BELAJAR TERHADAP HASIL BELAJAR PKN SISWA KELAS V SDN 5 TALANG KELAPA Erlina; Saleh Hidayat; Widiasih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 4 (2024): Volume 09 No. 04 Desember 2024 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.18651

Abstract

This study aims to determine the effect of the Flipped Classroom learning model on the civics (PKN) learning outcomes of fifth-grade elementary school students, to determine the effect of independent learning on the civics learning outcomes of fifth-grade elementary school students, and to determine the effect of the Flipped Classroom learning model and independent learning on the civics learning outcomes of fifth-grade elementary school students at SD Negeri 5 Talang Kelapa. The results showed that learning with the Flipped Classroom model was more effective than the conventional model in improving students' civics learning outcomes. The Flipped Classroom learning model and students' independence in learning together have a positive and significant influence on learning outcomes.
PENGEMBANGAN MEDIA GAMPITU DALAM PEMBELAJARAN PROJECT BASED LEARNING UNTUK MENINGKATKAN PEMAHAMAN KONSEP IPA DAN KREATIVITAS SISWA PADA MATA PELAJARAN IPA DI KELAS IV SEKOLAH DASAR Rosdiana; Yunus Abidin; Widiasih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 4 (2024): Volume 09 No. 04 Desember 2024 In Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.19734

Abstract

Students' low understanding of science learning concepts. This is caused by the presentation of unattractive teaching materials, which significantly reduces students' understanding of science concepts. This research aims to develop GAMPITU learning media products with a Project Based Learning design in science learning for grade IV elementary schools. This research uses the development of the DnD model with six development stages, namely identify the problem motivating the research (problem identification), describe the objective (describe the goal), design and develop the artifact (product design and development), subject the artifact to testing (trial product), evaluate the result of testing (evaluate test results), communicate those results (communicate test results). Based on the results of the research and development that has been carried out, it can be concluded that the GAMPITU learning media is given to teachers and students of class IV elementary schools whose implementation is based on project based learning. At the development stage, the results of product validation by teaching materials expert lecturers were 99.17%, technology experts were 92.5% and language experts were 90% and were declared feasible with slight revisions. Then the user response, namely teacher response as much as 94% and student response as much as 82% of students showed interest in Gampitu media and it can be stated that Gampitu media is considered practical and easy to use as a learning medium. Thus, GAMPITU learning media designed with PJBL is declared effective in increasing understanding of science concepts and fostering creativity in fourth grade elementary school students. Keywords: GAMPITU Media, PJBL, science understanding, student creativity
Comics as a Media to Understand Earthquake Disaster Mitigation for Elementary School Students: Komik Sebagai Media Untuk Memahami Mitigasi Bencana Gempa Bumi Pada Peserta Didik Sekolah Dasar Aprianti, Rika; Nadiyyah, Khoirotun; Zakirman; Widiasih
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 4 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i4.18592

Abstract

Community Service held by FKIP-UT at SDN Sukamaju I Cianjur aims to increase students' knowledge about earthquake disaster mitigation. This activity requires media that is appropriate to the level of development of students. Researchers created earthquake disaster mitigation comics as an interesting information medium equipped with colorful illustrations, communicative dialogue and easy to understand for elementary school students. Data collection was carried out quantitatively and qualitatively. Qualitative data was taken from expert input including educational technology lecturers and BNPB staff. Comics are revised based on expert input. Quantitative data was obtained from the results of expert validation tests and a score of 91% was obtained from all aspects including material, media, and language design. Comics were tested during Community Service and were assessed by teachers and students at 92% from all aspects, namely material, media, and language design. This score shows that the comic is suitable for use in the very good category.
Peningkatan Kompetensi Literasi Media Guru Sd Desa Situ Udik Cibungbulang Melalui Pelatihan Perancangan E-Game For Learning Zakirman; Aisyah, Siti; Widiasih; Nurhayati, Suci; Wahyu Wijayanti, Sukma; Budi Setyawan, Danang; Sucianan, Dola; Sausan, Inas; Yurina Nabila, Rima
KALANDRA Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2024): Maret
Publisher : Yayasan Kajian Riset Dan Pengembangan Radisi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55266/jurnalkalandra.v3i2.383

Abstract

Saat ini dunia Pendidikan menghadapi berbagai tantangan diantaranya tantangan literasi digital dan literasi media. Guru yang memiliki keterampilan literasi yang baik memiliki dampak yang signifikan pada pembelajaran siswa. Siswa SD mengalami perkembangan dari aspek kognitif, emosional, afektif, psikomotor dan social melalui kegiatan bermain dan belajar. Oleh karena itu dibutuhkan media yang mampu memenuhi kebutuhan perkembangan para siswa. Kegiatan Pengabdian Kepada Masyarakat yang dilakukan merupakan bagian dari program desa Binaan Universitas Terbuka. Tujuan dari kegiatan PKM ini untuk memberikan pelatihan perancangan e-game for learning untuk meningkatkan literasi media guru SD Desa Situ Udik Cibungbulang. Fokus pengembangan yang dilakukan adalah peningkatan kapasitas SDM guru-guru tingkat sekolah dasar sebanyak 18 orang untuk merancang elektonik game dalam pembelajaran. Peserta pelatihan dipilih berdasarkan kriteria dengan rincian diantaranya: tingkat pengalaman mengajar, keahlian teknologi, dan minat terhadap integrasi game dalam pembelajaran. Pelatihan daring dilaksanakan melalui platform MOOCs yang interaktif dan melalui zoom. Proses evaluasi dilakukan secara formatif dan sumatif. Peserta dinilai melalui tugas daring, partisipasi dalam sesi luring, dan proyek pengembangan game dalam pembelajaran. Berdasarkan hasil kegiatan PKM dapat disimpulkan bahwa kegiatan pelatihan electronic-game dalam pembelajaran di sekolah tersebut dapat meningkatkan literasi media peserta pelatihan. Pelatihan dalam merancang electronic games memberikan kesempatan untuk meningkatkan keterampilan teknologi guru yang mencakup pemahaman tentang platform game, perangkat lunak desain game, dan penggunaan elemen-elemen teknologi dalam konteks pembelajaran.
PENGARUH MEDIA ANIMASI DALAM POWERPOINT TERHADAP MOTIVASI BELAJAR DAN HASIL BELAJAR IPA SISWA KELAS V SD NEGERI 1 KEPIL KECAMATAN KEPIL, KABUPATEN WONOSOBO Wimbo Dwi Antoro; Dwi Winarsih; Widiasih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.35372

Abstract

This study aimed to analyze the effect of using animated PowerPoint media on learning motivation and science learning outcomes of fifth-grade students at SD Negeri 1 Kepil, Wonosobo Regency. The background of this research is the low motivation and science achievement of students, partly caused by the use of conventional learning media that lack interactivity and visualization. A quasi-experimental method with a two-group pretest–posttest design was employed. The experimental class used PowerPoint integrated with animation, while the control class used conventional PowerPoint without animation. Data on learning motivation were obtained through a Likert-scale questionnaire, and learning outcomes were measured through multiple-choice tests. Data analysis used descriptive statistics and an independent sample t-test after meeting the assumptions of normality and homogeneity. The findings showed that the experimental group experienced a greater improvement than the control group, with an N-Gain average of 0.68 for learning outcomes and 0.45 for motivation. The t-test results indicated a significant difference (p < 0.05) between the two groups. These results confirm that animated PowerPoint media can increase both students’ motivation and science learning outcomes. The study concludes that integrating animation into PowerPoint presentations makes learning more engaging, interactive, and effective for elementary school students.