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All Journal Madrasah: Jurnal Pendidikan dan Pembelajaran Dasar INFORMAL: Informatics Journal Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Journal of ICSAR Edcomtech Jurnal Kajian Teknologi Pendidikan Jurnal Penelitian dan Pengembangan Pendidikan Luar Biasa Jurnal ORTOPEDAGOGIA AL ISHLAH Jurnal Pendidikan QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama IJIE (Indonesian Journal of Informatics Education) Jurnal Penelitian Pendidikan IPA (JPPIPA) Momentum: Physics Education Journal Jurnal Bidang Pendidikan Dasar JKTP: Jurnal Kajian Teknologi Pendidikan Al-Hayat: Journal of Islamic Education Edukasi Islami: Jurnal Pendidikan Islam JURNAL PENDIDIKAN TAMBUSAI Journal of Educational Research and Evaluation Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) Jurnal Ilmiah Pendidikan Profesi Guru JTP - Jurnal Teknologi Pendidikan Psychology, Evaluation, and Technology in Educational Research Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini JUKANTI (Jurnal Pendidikan Teknologi Informasi) EDUTEC : Journal of Education And Technology Dinasti International Journal of Education Management and Social Science Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran Indonesian Journal of Electrical Engineering and Computer Science Jurnal Pedagogi dan Pembelajaran Jurnal Manajemen Pendidikan dan Ilmu Sosial (JMPIS) Didaktika: Jurnal Kependidikan Jurnal Pendidikan dan Teknologi Indonesia Hipotenusa: Journal of Research Mathematics Education (HJRME) JURNAL ILMIAH GLOBAL EDUCATION Journal of Research in Instructional Inovasi Kurikulum Journal of Integrated Elementary Education Edukasia: Jurnal Pendidikan dan Pembelajaran Journal of Learning Improvement and Lesson Study Journal of Public Representative and Society Provision Jurnal Indonesia Sosial Teknologi IJOEM: Indonesian Journal of Elearning and Multimedia JS (Jurnal Sekolah) Jurnal Pengabdian Masyarakat dan Riset Pendidikan Jurnal Pendidikan Teknologi Informasi (JUKANTI) CandraRupa: Journal of Art, Design, and Media Proceedings Series of Educational Studies Journal of Educational Technology Studies and Applied Research Edutechnium Journal of Educational Technology
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Lembar Kerja Peserta Didik Berbasis STEAM pada Tema Upaya Pelestarian Lingkungan untuk Peserta Didik Kelas V Sekolah Dasar Novitasari, Linda; Ramli, M.; Praherdhiono, Henry
Jurnal Ilmiah Pendidikan Profesi Guru Vol. 6 No. 3 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jippg.v6i3.66203

Abstract

Saat ini kemampuan siswa sekolah dasar mulai menurun, guru perlu melakukan inovasi-inovasi pada pembelajaran. Salah satu solusi dengan memasukkan pendekatan STEAM yang diterapkan melalui pengembangan lembar kerja peserta didik (LKPD). Maka dari itu penelitian ini bertujuan untuk mengembangkan Lembar Kerja Peserta Didik (LKPD) berbasis Science, Technology, Engineering, Art, and Mathematics (STEAM) pada tema Upaya Pelestarian Lingkungan peserta didik kelas V sekolah dasar yang valid, praktis, dan efektif. Pengembangan LKPD berbasis STEAM ini menggunakan model Dick & Carey yang disederhanakan menjadi 9 tahapan yaitu: 1) analisis kebutuhan dan tujuan, 2) analisis pembelajaran, 3) analisis peserta didik dan konteks pembelajaran, 4) merumuskan tujuan khusus, 5) mengembangkan instrumen penilaian, 6) mengembangkan strategi pembelajaran, 7) mengembangkan dan memilih materi pembelajaran, 8) merancang dan melakukan evaluasi formatif, dan 9) revisi produk. Berdasarkan penilaian dari ahli materi, ahli bahasa dan ahli desain untuk mengetahui kevalidan, kepraktisan, dan keefektifan memenuhi kriteria kevalidan sebesar 90,00%, kepraktisan sebesar 90,71%, dan keefektifan dari hasil pretest dan posttes menggunakan rumus N-Gain sebesar 0,76 yang mana skor tersebut termasuk kedalam kategori tinggi sehingga terjadi peningkatan.
Implementasi Pendekatan Objective-Oriented Project Planning dalam Pekerjaan Magang MBKM di PT. Mitra Bangun Kreatifa Alby Aruna; Henry Praherdhiono
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 2 No. 4 (2024): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 2 Nomor 4 (April 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v2i4.296

Abstract

This study aims to implement the Objective-Oriented Project Planning (OOPP) model in the Merdeka Belajar Kampus Merdeka (MBKM) internship program at PT. Mitra Bangun Kreatifa to enhance project performance. The method used is a participatory approach involving internship students in every stage of project planning. These stages include identifying objectives, determining success indicators, and developing and evaluating work plans. The results show that the implementation of the OOPP model significantly improves the efficiency and effectiveness of project execution and provides a more structured and result-oriented learning experience for internship students. Additionally, active participation of students in the project planning process enhances their managerial skills and practical understanding of project management. These findings indicate that the OOPP model can be an effective framework for internship programs focused on improving project performance and developing student competencies.
PENGEMBANGAN MEDIA MENGGUNAKAN GOOGLE SITES DALAM KURSUS DESIGN THINKING N, Zulkifli; Praherdhiono, Henry
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 1 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2024
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i1.1156

Abstract

ABSTRAK   Penelitian ini merupakan penelitian pengembangan yang bertujuan (1) untuk mengetahui kevalidan, (2)  kepraktisan  media  pembelajaran  google  sites  pada  mata  kuliah  Design Thinking semester IV Prodi Bisnis Digital. Penelitian ini merupakan penelitian pengembangan (Research and Development) dengan mengacu pada model pengembangan 4D. Subjek penelitian ini satu orang ahli media, satu orang ahli materi, dosen mata kuliah, dan tiga puluh dua mahasiswa. Model pengembangan 4D, yang memiliki empat tahapan, diantaranya: Define (pendefinisian) terdiri dari analisis awal atau analisis kebutuhan, mahasiswa, dan konsep; Design (perancangan) terdiri dari pengumpulan data, desain media pembelajaran, desain instrumen penelitian; Develop (pengembangan) yang meliputi langkah pembuatan media pembelajaran google sites, penilaian ahli validator, uji coba pengembangan, dan revisi produk. Teknik pengumpulan data yang digunakan yaitu observasi, wawancara, angket kemudian dianalisis secara deskriptif kuantitatif; Disseminate (penyebaran) meliputi penyebaran media. Hasil penilaian  menunjukkan  bahwa pengembangan media pembelajaran google sites dinilai valid dilihat dari hasil validasi ahli materi pada aspek pembelajaran mendapatkan nilai rata rata 4,5 dapat dikategorikan sangat valid dan pada aspek isi dari 10 indikator, mendapatkan rata-rata 4,6 yang di kategorikan sangat valid sedangkan hasil validasi ahli media pada aspek tampilan mendapatkan hasil rata-rata 4,5 dari 9 indikator dikategorikan sangat valid dan pada aspek pemrograman dari 11 indikator penilaian, mendapatkan rata-rata hasil penilaian ahli materi 4,4 di kategorikan sangat valid. Hasil tersebut diperoleh dari dua validasi ahli yaitu ahli materi dan ahli media. ABSTRACT  This research is a development research that aims (1) to determine the validity, (2) practicality of google sites learning media in the Design Thinking course in the fourth semester of the Digital Business Study Program. This research is a development research (Research and Development) with reference to the 4D development model. The subjects of this study were one media expert, one material expert, course lecturer, and thirty-two students. The 4D development model, which has four stages, including: Define consists of initial analysis or analysis of needs, students, and concepts; Design consists of data collection, learning media design, research instrument design; Develop which includes steps to create Google Sites learning media, validator expert assessment, development trials, and product revisions. The data collection techniques used are observation, interviews, questionnaires then analyzed descriptively quantitatively; Disseminate (dissemination) includes the dissemination of media. The assessment results show that the development of Google Sites learning media is considered valid judging from the results of material expert validation on the learning aspect getting an average value of 4.5 can be categorized as very valid and in the content aspect of 10 indicators, getting an average of 4.6 which is categorized as very valid while the results of media expert validation on the display aspect get an average result of 4.5 out of 9 indicators categorized as very valid and on the programming aspect of 11 indicators The assessment, getting an average of 4.4 material expert assessment results is categorized as very valid. The results were obtained from two expert validations, namely material experts and media experts.
Pengembangan Aplikasi Mobile dengan Pendekatan Gamifikasi dalam Pembelajaran Matematika di Sekolah Dasar Bantun, Suharsono; Setyosari, Punaji; Ulfa, Saida; Praherdhiono, Henry; Sari, Jayanti Yusmah
INFORMAL: Informatics Journal Vol 8 No 3 (2023): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v8i3.43856

Abstract

This study aims to develop the mobile application with a gamification approach for elementary school mathematics learning. The mobile application is designed as an interactive and enjoyable learning tool to help students understand mathematical concepts. The gamification approach is used to enhance student motivation in learning mathematics through engaging game elements. The development process of the mobile application involves various features, such as learning materials, games, educational videos, and guides. The application was tested using black box testing and User Acceptance Testing (UAT). The research results indicate that the mobile application received positive responses from both teachers and students. The application assists teachers in teaching mathematics and improves students' understanding of the subject. With a high n-gain value (0.76, in the high category) from the pretest to post test, the mobile application has proven to be effective in enhancing students' understanding of mathematics. These research findings confirm that the development of the mobile application with a gamification approach is a positive step towards improving the quality of mathematics education at the elementary school level. Thus, the mobile application can be a valuable tool in supporting more interactive and effective mathematics learning at the elementary school level.
Design of the KIMIMIX Learning Management System as a future practicum innovation Muhamad Firmansya Junus; Asna Istikmalatul Muktamaroh; Henry Praherdhiono; Yerry Soepriyanto
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.65597

Abstract

Innovation in chemistry laboratories can be integrated with the help of a Learning Management System (LMS). This innovation allows educators to provide video content, modules, and auxiliary tools to enhance students' performance in conducting experiments in the laboratory. This research aims to develop a Moodle-based KIMIMIX Learning Management System Design that adapts the Outcome Based Education (OBE) theory, developed by the skills needed by chemistry students who will be oriented toward future practical innovation. This research and development method adapts the ADDIE model at the Analysis and Design stage. The research sample comprised 24 students taking the first semester of the Chemistry study program at Gorontalo State University. The research process is a preliminary study, needs analysis, material analysis, media analysis, and media innovation analysis with data collection techniques using an open-ended questionnaire given to 114 students. The results of the design stage include media specifications (media formats, text fronts, grammar, themes, supporting software), flowcharts, and design implementation. The KIMIMIX LMS research design as a future practicum innovation is declared ready to implement the design at the product development stage. The detailed design is hoped to produce a sophisticated LMS product for chemical practicums. AbstrakInovasi dalam praktikum kimia dapat diintegrasikan dengan bantuan Learning Management System (LMS), inovasi ini memungkinkan pendidik menyediakan konten video, modul dan tools pembantu untuk meningkatkan performa praktikan dalam melakukan eksperimen di laboratorium. Penelitian ini bertujuan untuk mengembangkan Desain Learning Management System KIMIMIX berbasis Moodle yang mengadaptasi teori Outcome-Based Education (OBE) yang dikembangkan sesuai dengan keterampilan/skill yang dibutuhkan mahasiswa kimia yang akan berorientasi pada inovasi praktikum masa depan. Metode penelitian dan pengembangan ini mengadaptasikan model ADDIE pada tahap Analisis dan Desain. Sampel penelitian ini yaitu 24 mahasiswa Program studi Kimia Universitas Negeri Gorontalo yang sedang menempuh semester satu. Tahapan penelitian ini yaitu studi pendahuluan, analisis kebutuhan, analisis materi, analisis media, dan analisis inovasi media dengan teknik pengumpulan data menggunakan jenis angket terbuka yang diberikan kepada 114 mahasiswa. Hasil tahapan design meliputi spesifikasi media (format media, font teks, tata bahasa, tema, software pendukung), flowchart, dan implementasi desain. Desain penelitian LMS Kimimix sebagai inovasi praktikum masa depan dinyatakan telah siap untuk mengimplementasikan desain pada tahap pengembangan produk. Desain yang telah terancang dengan detail diharapkan dapat menghasilkan sebuah produk LMS yang mutakhir untuk pelaksanaan praktikum kimia.Kata Kunci: inovasi praktikum; KIMIMIX; learning management system; moodle; outcome based education
Project-based learning (PjBL) strategies with gamification Putri Fadilla Azzahra Fazarini; Yerry Soepriyanto; Henry Praherdhiono
Inovasi Kurikulum Vol 21, No 3 (2024): Inovasi Kurikulum, August 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i3.65253

Abstract

This research aims to develop and test the effectiveness of the Project-Based Learning (PjBL) learning model integrated with gamification (G-PJBL) to increase student engagement and learning outcomes in Graphic and Visual Media courses. The background to this research is the low graduation rate of students in this course due to the diverse backgrounds and abilities of students. PjBL research with Gamification activities uses the ASSURE development model, which contains six stages. Construction is carried out sequentially according to the plans that have been made. Research data was obtained from validation by learning design experts, observations during learning, and student learning outcomes. The development of PjBL with gamification activities has had a positive impact on increasing student engagement and motivation. The research results show that the well-structured G-PJBL syntax follows student needs. Validation by learning design experts shows that the learning design is feasible. In addition, the research results show that G-PJBL can increase student engagement and learning motivation and improve their learning achievement. This model can be applied to other courses that require student involvement and creativity. AbstrakPenelitian ini bertujuan untuk mengembangkan dan menguji efektivitas model pembelajaran Project-Based Learning (PjBL) yang diintegrasikan dengan gamifikasi (G-PJBL) untuk meningkatkan keterlibatan dan hasil belajar mahasiswa pada mata kuliah Media Grafis dan Visual. Latar belakang penelitian ini adalah rendahnya tingkat kelulusan mahasiswa pada mata kuliah tersebut karena beragamnya latar belakang dan kemampuan mahasiswa. Penelitian PjBL dengan kegiatan Gamification menggunakan model pengembangan ASSURE yang berisi 6 tahapan yang digunakan. Pembangunan dilakukan secara berurutan sesuai dengan rencana yang telah dibuat. Data penelitian diperoleh dari validasi ahli desain pembelajaran, observasi selama pembelajaran, dan hasil belajar mahasiswa. Pengembangan PjBL dengan kegiatan gamification memberikan dampak positif terhadap peningkatan engagement dan motivasi mahasiswa. Hasil penelitian menunjukkan bahwa sintaks G-PJBL yang dikembangkan telah sesuai dengan kebutuhan mahasiswa dan terstruktur dengan baik. Validasi ahli desain pembelajaran menunjukkan bahwa desain pembelajaran layak untuk diterapkan. Selain itu, hasil penelitian menunjukkan bahwa G-PJBL mampu meningkatkan keterlibatan dan motivasi belajar mahasiswa, serta meningkatkan prestasi belajar mereka. Model ini dapat diterapkan pada mata kuliah lain yang membutuhkan keterlibatan dan kreativitas mahasiswa.Kata Kunci: berbasis proyek; gamifikasi; PjBL; strategi pembelajaran; teknologi pendidikan
Interactive video for learning Mathematics element of measurement in elementary school Setyo Ajie Wibowo; Made Duananda Kartika Degeng; Henry Praherdhiono
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.67125

Abstract

Mathematics learning needs to be delivered using learning media to make it easier for students to receive information and increase student motivation. Creating interesting learning media is the solution to make it easier for students to receive the material. This research aims to produce an interactive video for learning elementary school measurement math that can motivate students to learn. The method used in this research is development research with the Lee and Owen development model. The development model consists of 5 stages: analysis, design, development, implementation, and evaluation. The validation results showed positive results that are very feasible to use. The trial in the actual class has been proven by the student's response to using the developed media, which is seen in ease, attractiveness, and motivation. Developing interactive videos can be considered accessible, exciting, and motivating for elementary school students to learn. AbstrakPembelajaran Matematika perlu disampaikan dengan menggunakan media pembelajaran sehingga memudahkan peserta didik dalam menerima penyampaian informasi serta meningkatkan motivasi peserta didik. Pembuatan media pembelajaran yang menarik menjadi solusi yang ditawarkan untuk mempermudah peserta didik dalam menerima materi. Penelitian ini bertujuan untuk menghasilkan interaktive video untuk pembelajaran matematika elemen pengukuran sekolah dasar yang dapat memotivasi peserta didik untuk belajar. Metode yang digunakan dalam penelitian ini adalah penelitian pengembangan dengan model pengembangan Lee and Owen. Model pengembangan terdiri dari 5 tahapan analisis, desain, pengembangan, penerapan, dan evaluasi. Hasil validasi menunjukkan hasil positif sehingga media sangat layak untuk digunakan. Uji coba pada kelas sebenarnya telah dibuktikan dengan respons peserta didik terhadap penggunaan media yang dikembangkan dilihat dari aspek kemudahan, kemenarikan, dan motivasi. Pengembangan interaktif video dapat disimpulkan mudah, menarik, dan memotivasi belajar peserta didik sekolah dasar.Kata Kunci: Elemen pengukuran; Matematika; sekolah dasar; video; video interaktif
Augmented reality integrated chatbot to improve learning outcomes in secondary school students. Reno Nurdiyanto; Henry Praherdhiono; Made Duananda Kartika Degeng
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.69108

Abstract

The major challenge in learning science is that it is abstract and complex for some students to understand. For example, elements and compounds cannot be seen directly in very micro-sized objects; therefore, visualizing this concept can be challenging. Another challenge is the limited time for teachers to answer questions, provide explanations, and provide feedback during the learning process. This study aims to develop augmented reality learning tools integrated with large language models in the format of a chatterbot text-to-text that can be utilized on the topic of elements and compounds. The development model that has been implemented is adapted from the Lee and Owen model, which includes need analysis, front-end analysis, design, development, implementation, and assessment. Media and content experts have assessed the technology's suitability for classroom learning for 8th-grade students of Salafiyah Junior High School in Pekalongan. Based on field implementation, this technology obtained a positive perspective and indicated an improvement in learning outcomes on element and compound topics. The integration of AR and ChatBot contributes significantly to the innovative classroom learning process and creates a learning experience that suits the needs of students in this digital era. AbstrakKendala utama dalam pembelajaran IPA yaitu abstrak dan sulit untuk dipahami oleh beberapa siswa. Contohnya konsep mengenai unsur dan senyawa yang tidak bisa dilihat dalam bentuk secara langsung dalam objek yang berukuran sangat kecil, sehingga memvisualisasikan konsep ini bisa menjadi tantangan. Tantangan lain berupa waktu yang terbatas untuk guru dalam siswa dalam menjawab pertanyaan, memberikan penjelasan, dan memberikan umpan balik selama proses pembelajaran. Studi ini bertujuan untuk mengembangkan media pembelajaran berupa augmented reality terintegrasi large language models dalam bentuk chatterbot teks ke teks sehingga dapat digunakan pada topik tentang unsur dan senyawa. Model pengembangan yang telah dilakukan diadaptasi model Lee dan Owen, yang meliputi analisis kebutuhan, analisis awal akhir, desain, pengembangan, implementasi, dan penilaian. Ahli media dan ahli materi telah menyatakan kelayakan untuk digunakan dalam pembelajaran kelas pada siswa kelas 8 SMP Salafiyah Pekalongan. Berdasarkan implementasi lapangan, teknologi ini memperoleh perspektif yang positif dan menunjukkan adanya peningkatan hasil belajar pada materi unsur dan senyawa. Integrasi dari AR dan Chatbot memberikan kontribusi signifikan bagi sebagai media pembelajaran dalam proses pembelajaran kelas yang inovatif dan menciptakan pengalaman pembelajaran yang sesuai dengan kebutuhan siswa di era digital saat ini.Kata Kunci: artificial intelligence; large language models; pembelajaran IPA; realitas berimbuh
Flipped classroom with a gamification case method approach for learning statistics Novia Kuswidayani; Yerry Soepriyanto; Henry Praherdhiono
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.65405

Abstract

Integrating flipped classrooms and gamification in educational statistics aims to enhance student motivation and understanding. This approach actively involves students in case-based learning, immersing them in real or hypothetical problems relevant to the course. This development aims to create an engaging and effective learning model applicable to statistics education. The model development follows five stages: analysis, design, development, implementation, and evaluation. During the flipped class, students review learning materials before the session, allowing in-class time to focus on case-solving discussions and gamification activities. The experiment involved sixth-semester educational technology students taking a statistics education course. Learning design experts validated the model, receiving a positive response (96%), indicating its suitability for implementation. The model's effectiveness was evident in the experiment, with a high success rate of 99%. The design's attractiveness, mainly due to engaging gamification elements, contributed to positive student responses. Research results highlight the success of integrating flipped classrooms with case-based gamification methods, providing an attractive and effective approach to statistics education. AbstrakIntegrasi kelas terbalik dan gamifikasi dalam statistika pendidikan bertujuan meningkatkan motivasi dan pemahaman mahasiswa. Pendekatan ini melibatkan mahasiswa secara aktif dalam pembelajaran berbasis kasus, membenamkan mereka dalam masalah nyata atau hipotesis yang relevan dengan mata kuliah tersebut. Tujuan dari pengembangan ini untuk menciptakan model pembelajaran yang menarik dan efektif untuk diterapkan pada pembelajaran statistik. Pengembangan model melalui lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Selama kelas terbalik, mahasiswa meninjau materi pembelajaran sebelum kelas dimulai, memungkinkan waktu di dalam kelas untuk fokus pada diskusi penyelesaian kasus dan aktivitas gamifikasi. Percobaan melibatkan mahasiswa teknologi pendidikan semester keenam yang mengambil mata kuliah statistik pendidikan. Ahli desain pembelajaran memvalidasi model tersebut, mendapatkan tanggapan positif (96%), menunjukkan kesesuaian untuk diimplementasikan. Efektivitas model terbukti dalam percobaan, dengan tingkat kelulusan tinggi sebesar 99%. Daya tarik desain tersebut dicatat karena elemen gamifikasi yang menarik, berkontribusi pada respon positif dari mahasiswa. Hasil penelitian menyoroti keberhasilan integrasi kelas terbalik dengan metode kasus gamifikasi, memberikan pendekatan yang menarik dan efektif dalam statistika pendidikan.Kata Kunci: Flipped classroom; gamifikasi; keterlibatan pemelajar; pembelajaran berbasis kasus; Statistika
The Effect of Project-Based Learning and Self-Efficacy on Soft Skills in Multicamera Projects Wardhana, Aditya Kusuma; Degeng, I Nyoman Sudana; Praherdhiono, Henry; Kuswandi, Dedi; Choirudin, Choirudin
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol 16 No 1 (2024): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v16i1.5094

Abstract

The government focuses on the challenges senior vocational high schools (SMK) face in producing competent and employable graduates. Issues include a lack of curriculum alignment with industry demands, low absorption of graduates in the job market, and mismatched competencies with industry needs, leading to a lack of mental readiness for work among graduates. This research aims to test the soft skills abilities of students being taught with PjBL and conventional models with high and low self-efficacy and the interaction between learning models and self-efficacy towards students' soft skills abilities. This research uses a quasi-experimental design. The research subjects were class XI students at SMKN 1 Blitar. This study selected 33 students in the experimental class and 33 in the control class. Learning in the experimental and control classes was carried out in 6 meetings with multicamera material—analysis of relationship and interaction data between variables using the two-way ANOVA test. The research results show a difference in soft skills abilities among students taught with the PjBL model and what is taught conventionally soft skills in high and low self-efficacy, as well as an interaction between the PjBL model and self-efficacy toward soft skills abilities. The research limitation only supports soft skills learning outcomes.
Co-Authors Abdul Huda Abidin, Nurul Aditya Kusuma Wardhana Aditya Kusuma Wardhana Afidah, Atik Nurul Afriani Afriani Agung Aprianto Agus Miftakus Surur, Agus Miftakus Agus Salim Agus Wedi Akhyar, M Khoiril Alby Aruna ALIM SUMARNO Amaliyah, Yuli Ana Mualimah Ananta, Maulana Paramaditya Andi Kristanto Andi Pratama Andri Setiawan Andriani, Nurvita Dwi Anggoro, Rita Anisa Kurniawati Anselmus J.E Toenlioe Arafah Husna Arien Kurnia Putri Arif Hidayat Aruna, Alby Ary Puspita Ningrum Aryo Pinandito Asna Istikmalatul Muktamaroh Astuti, Retno Widi Bambang Yudi Cahyono Basith Rahmatullah Batita, Maurish Sofie Rahmi Candra Utama Choirudin, Choirudin Cholis Sa’dijah Christophorus Ardi Nugraha Citra Kurniawan Darwisy, Ivanka Harits Dede Mukti Herdiyanto Dedi Kuswandi Dedi Kuswandi Dhini, Bachriah Fatwa Dian Arief Pradana Dian Budi Prabowo Didik Ishwahyudi Didik Wahyu Hidayat Dini Aris Setyanti Dinni Badiaturrochmah Dio Lingga Purwodani Djagom, Donatus Donna Boedi Maritasari Dyah Infita Hatun Eka Adi Eka Pramono Adi Erry Tri Djatmika Ervan Dwi Yuliaristiawan Evi Iqlimatul Fauziyah Faathir, Faathir Faizah, Intan Fajrianto, Ott Farah Ghina Sabrina Faris, Muhammad Naufal Fichan, Achmad Maulana Iqbal Fikri Aulia Fitrah Izul Falaq Fitri, Karina Rahmah Fuja Fujiawati Furi Fuziana Wati Heavy Evasari Hemilia, Felisia Hidayah Hidayati, Amilia Sholikh Hile, Abdulhafiz I Nyoman S Degeng I Nyoman S. Degeng I Nyoman S. Degeng, I Nyoman S. I Nyoman Sudana Degeng Ika Ratih Sulistiani Intan Faricha Eka Pramudita Intan Ratnasari Ira Nofita Sari Ishaq Jamaludin . Jayanti Yusmah Sari Julian Tri Hustanto Kaulika, Vania Wilona Kholis, Kholis Ledy Ahrisya Lilik Handayani LINDA NOVITASARI Listia Utami Livianni Lambe Luluk Pramita Sari Luqman Nur Hakim M. Ramli M. Shodiq AM Machmud Amiruddin Made Duananda Kartika Degeng Made Duananda Kartika Degeng Made Duananda Kartika Degeng Made Juniantari Maharani, Putri Darawati Marnola, Ilham Mohammad Efendi Mohammad Habibie Zarkasyi Mufidatun Lila Anggraeni Muhamad Firmansya Junus Muhammad Faisal Arif Mujiono Mukti Nenis Dwi Pratiwi Murtadho, Muhamad Hisam Nadya Rahmalia Mujib Nakaya, Ayami Nindigraha, Nunung Ningsih, Tutut Mei Novia Kuswidayani Nurhidayat, Bayu Nurlaeli Fitriah Nurussaniah Nurussaniah Nurvita Dwi Andriani Pipit Novita Candra Prameswari, Jihan Pujilestari, Sri Punaji Setyosari Punaji Setyosari Puput Novita Prasetya Sari Putri Fadilla Azzahra Fazarini Putri, Fitrah Rohimah Agma Rahmadi Rahmah Rais, Nabilah Nur Rais, Nabilah Nur Rahmah Renny Sulistyowati Reno Nurdiyanto Reny Samiasih Richul Qomariyah Ridha Purwati Ridwanulloh, M Ubaidillah Rifnurrohma A Q Rista Yunita Robbych Dewanti Wulan Mei Rofiq, Satrio Ali Rudi Prasetyo Saida Ulfa Sary Nur Handayani Setiono, Panut Setyo Ajie Wibowo Shadri, Gita Fakhrana Sigit Dwi Laksana, Sigit Dwi Sihkabuden Sihkabuden Sihkabuden Sihkabuden, Sihkabuden Sistina Angga Reni Slamet, Taufik Ikhsan Sri Untari Sriyani, Titin Stephanus Lukito Cahyo Purnomo Suci Lestari Suharsono Bantun Sulistyowati, Renny Sulthoni Sulton Sulton Surahman, Ence Susilaningsih Susilaningsih, Susilaningsih Suwahyo, Bayu Widyaswara Sya’dullah, Achmad Syukri Adisakti Dainamang Titik Harsiati Tri Ningsih Tsuwaybah Al Aslamiyah Utami, Deka Dyah Utami, Listia Via Wulandari Wibowo, Setyo Ajie Wikan Budi Utami Wiratama Darmawan Wiwik Dwi Hastuti Wulan Patria Saroinsong Yerry Soepriyanto Yogia Friska Mulyani Yolan Priatna Yuliaristiawan, Ervan Dwi Yulias Prihatmoko Yuni Novitasari Yusuf, Mochamad Farid Zainul Abidin Zainul Abidin Zainul Arifin Zulkifli N