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All Journal Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat Edcomtech Jurnal Kajian Teknologi Pendidikan Wacana Akademika : Majalah Ilmiah Kependidikan JKTP: Jurnal Kajian Teknologi Pendidikan Jurnal Administrasi dan Manajemen Pendidikan Jurnal Kiprah At-Ta'dib: Jurnal Ilmiah Prodi Pendidikan Agama Islam JURNAL PENDIDIKAN TAMBUSAI JTP - Jurnal Teknologi Pendidikan At-Ta'lim : Media Informasi Pendidikan Islam Jurnal Onoma: Pendidikan, Bahasa, dan Sastra Pena Kreatif : Jurnal Pendidikan JAMP : Jurnal Administrasi dan Manajemen Pendidikan Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran Mutawatir : Jurnal Keilmuan Tafsir Hadith Jurnal Filsafat Indonesia Pedagogika : Jurnal Pedagogik dan Dinamika Pendidikan Jurnal Manajemen Pendidikan dan Ilmu Sosial (JMPIS) Didaktika: Jurnal Kependidikan JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Journal La Sociale Epistema SOCIAL : Jurnal Inovasi Pendidikan IPS Wacana : Majalah Ilmiah Tentang Bahasa, Sastra dan Pembelajarannya Kajian Moral dan Kewarganegaraan Al-Aulia: Jurnal Pendidikan dan Ilmu-Ilmu Keislaman Wacana Saraswati Majalah Ilmiah Tentang Bahasa Sastra Dan Pembelajarannya Journal of Public Representative and Society Provision Innovative: Journal Of Social Science Research JS (Jurnal Sekolah) JPLED Jurnal Pendidikan Surya Edukasi (JPSE) Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Ihsanika : Jurnal Pendidikan Agama Islam Jurnal Pendidikan Guru Madrasah Ibtidaiyah Al-Amin Proceedings Series of Educational Studies Shahih : journal of islamicate multidisciplinary Journal of Educational Technology Studies and Applied Research Academic Journal of Dawa and Communication Akademika Jurnal Teknologi Pendidikan
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Optimization of Instructional Technology for Attention Span in the Digital Generation Rani, Shaumi; Pionera, Mutiarani; Kuswandi, Dedi; Wedi, Agus
PEDAGOGIKA: Jurnal Pedagogik dan Dinamika Pendidikan Vol 13 No 2 (2025): Pedagogika: Jurnal Pedagogik dan Dinamika Pendidikan
Publisher : Prodi Pendidikan Guru Sekolah Dasar (PGSD) FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pedagogikavol13issue2page383-393

Abstract

Exposure to technology causes a decrease in attention span in the digital generation which have an impact on the learning process. This provides an opportunity for learning technology to provide solutions to deal with this. This Systematic Literature Review aims to explore learning technology on attention span to optimize learning in the digital generation. The search strategy uses the PRISMA method with a qualitative descriptive approach collected from the Google Scholar, Scopus, and PubMed databases, resulting in 20 articles for analysis. The results of the study show that the phenomenon of attention span is closely related to cognitive load theory. Therefore, most of the approaches described prioritize dividing learning content into small parts and integrating it with various strategies so that the content attracts students' attention. Through active and collaborative learning models, student involvement will also increase, which will affect their attention span.
Pengembangan Game Edukasi RPG Mata Pelajaran IPA pada Siswa SMP Rahwati, Ardila; Yerry Soepriyanto; Agus Wedi
Epistema Vol. 6 No. 2 (2025)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v6i2.89383

Abstract

Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan game edukasi berbasis Role-Playing Game (RPG) berjudul “Atem Realm” sebagai media pembelajaran materi sistem pernapasan manusia untuk siswa kelas VIII SMP. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan mengacu pada model Lee & Owens, yang meliputi tahap analisis kebutuhan, desain, pengembangan, implementasi, dan evaluasi, namun pada penelitian ini hanya sampai pada tahap desain. Produk yang dihasilkan adalah game interaktif dengan narasi petualangan, karakter, kuis, dan tantangan berbasis materi. Uji kelayakan produk melibatkan validasi oleh ahli media dan ahli materi serta uji coba pada siswa. Hasil validasi menunjukkan bahwa game memenuhi kriteria kelayakan dari segi konten dan tampilan. Selain itu, siswa memberikan tanggapan yang sangat positif, merasa lebih tertarik, termotivasi, dan terbantu dalam memahami konsep abstrak sistem pernapasan. Simpulan utama penelitian ini adalah bahwa game edukasi RPG “Atem Realm” layak digunakan sebagai media pembelajaran interaktif yang dapat mendukung proses belajar IPA, baik secara mandiri maupun di kelas, serta berkontribusi pada pengembangan media digital di abad ke-21.
Pengaruh Model 7E Learning Cycle Dan Keterampilan Berpikir Kreatif Terhadap Hasil Belajar Mahasiswa Adi, Eka Pramono; Wedi, Agus; Soepriyanto, Yerry; Arifiansyah, Muhammad Daffa; Firdaus, Kevin Herdinata Cahyadi
Journal of Educational Technology Studies and Applied Research Vol 1 No 2 (2024): [2] - 2024 December
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i2y2024a25

Abstract

Integrasi pembelajaran yang interaktif dan mendalam merupakan hal penting pada pengembangan kemampuan abad-21. Mengintegrasikan siklus pembelajaran 7E, pebelajar diberdayakan untuk terlibat, mengeksplorasi, menjelaskan, menguraikan, mengevaluasi, dan memperluas pemahaman mereka, sehingga mendorong tingkat retensi pengetahuan yang lebih dalam. Selain itu, pengembangan keterampilan berpikir kreatif dalam portofolio ini memperkuat pemikiran kreatif dan kemampuan pemecahan masalah, mempersiapkan pebelajar menghadapi tantangan dunia nyata. Saat kita menggali manfaat dan hasil dari kerangka pembelajaran transformatif ini, menjadi jelas bahwa kursus media pembelajaran audio dan video dapat benar-benar berkembang jika dilengkapi dengan siklus pembelajaran 7E dan keterampilan berpikir kreatif. Penelitian menggunakan desain eksperimen semu. Subjek penelitian melibatkan dua kelas yakni kelas A sebagai kelompok eksperimen sejumlah 40 mahasiswa dengan pembelajaran siklus 7E dan kelas B sebagai kelompok kontrol sejumlah 40 mahasiswa dengan pembelajaran konvensional. Data yang telah terkumpul kemudian di Analisa untuk mendapatkan hasil menyeluruh tentang pengaruh antara siklus pembelajaran 7E dan keterampilan berpikir kreatif terhadap hasil portofolio mahasiswa serta interaksi dari kedua faktor tersebut yang diujikan dengan tes ANOVA dua jalur. Hasil penelitian ditemukan : (1) Terdapat perbedaan hasil belajar antara mahasiswa yang menggunakan 7E Learning Cycle dan konvensional. (2)Terdapat perbedaan hasil portofolio mahasiswa yang memiliki keterampilan berpikir kreatif tinggi dan rendah. (3) Terdapat interaksi antara 7E learning cycle dengan keterampilan berpikir kreatif terhadap hasil portofolio.
Kemunculan Rumah Tahfiz: Tren Baru Pendidikan Al-Qur’an dan Pertarungan Identitas Muslim Surakarta Nur Rohman; Agus Wedi; Elvi Na'imah; Khairul Imam
Mutawatir : Jurnal Keilmuan Tafsir Hadith Vol. 14 No. 1 (2024): JUNE
Publisher : Department of Qur'an dan Hadith Faculty of Ushuluddin and Philosophy UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15642/mutawatir.2024.14.1.41-63

Abstract

This study aims to discuss the Rumah Tahfiz Qur’an (RTQ), which has recently emerged in several regions of Indonesia. In the historical context of Qur’anic education in Indonesia, these institutions are relatively new. Traditionally, Qur’anic education has been intensively practiced in Islamic boarding schools (pesantren) with their longstanding traditions. However, over the past decade, RTQs have proliferated in various regions. Through field research in six districts in Solo Raya, this article demonstrates that the emergence of RTQs is driven by diverse individuals and social groups, each finding their own responses and followers. Notably, most of the founders and managers are young individuals who lack Qur’anic experience from pesantren or specialized Qur’anic training. Additionally, parents who enroll their children in RTQs generally desire for their children to become proficient in reading and memorizing the Qur’an, while they themselves are occupied with work. Consequently, this article argues that RTQs represent a new trend in Qur’anic education that offer a different approach to the traditional pesantren model. Furthermore, this phenomenon reflects a form of identity seeking among Muslims who strive to remain pious and relevant in contemporary times.
Optimalisasi Teknologi Pembelajaran Terhadap Attention Span Pada Generasi Digital: A Systematic Literature Review Rani, Shaumi; Kuswandi, Dedi; Wedi, Agus
PENA KREATIF : JURNAL PENDIDIKAN Vol 14 No 1 (2025): Pena Kreatif : Jurnal Pendidikan
Publisher : FKIP UM Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29406/jpk.v14i1.7465

Abstract

Paparan teknologi menjadikan penurunan rentang perhatian pada generasi digital sehingga berdampak pada proses pembelajaran. Hal ini memberikan peluang pada teknologi pembelajaran untuk dapat memberikan solusi dalam menghadapi hal tersebut. Systematic Literature Review ini bertujuan untuk mengeksplorasi teknologi pembelajaran terhadap rentang perhatian untuk mengoptimalkan pembelajaran pada generasi digital. Strategi pencarian menggunakan metode PRISMA dengan pendekatan deskriptif kualitatif yang dikumpulkan dari basis data Google Scholar, Scopus, dan PubMed sehingga menghasilkan 20 artikel untuk dianalisis. Hasil penelitian menunjukan bahwa fenomena rentang perhatian sangatlah berkaitan erat dengan teori beban kognitif. Oleh karena itu sebagian besar pendekatan yang dijabarkan mengutamakan pada pembagian konten pembelajaran menjadi bagian-bagian kecil dan diintegrasikan dengan berbagai strategi agar konten lebih menarik perhatian siswa. Melalui model pembelajaran aktif dan kolaboratif juga akan meningkatkan keterlibatan siswa sehingga akan berpengaruh kepada rentang perhatian generasi digital.
Pola Penerapan Integrasi Desain Kurikulum, Desain Instruksional, dan Pemilihan Media Berbasis AI: Studi Kasus pada PT Mitra Bangun Kreatifa Aruna, Alby; Kuswandi, Dedi; Wedi, Agus
Innovative: Journal Of Social Science Research Vol. 4 No. 4 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i4.12144

Abstract

Penggunaan aplikasi berbasis kecerdasan buatan (AI) dalam desain kurikulum dan instruksional telah menunjukkan potensi signifikan untuk meningkatkan efektivitas pengajaran dan pembelajaran. Studi ini menginvestigasi integrasi desain kurikulum, desain instruksional, dan pemilihan media yang dilakukan oleh PT Mitra Bangun Kreatifa dalam penerapan teknologi AI. Metode kualitatif digunakan untuk mengidentifikasi dan menganalisis pola-pola yang emergent dalam penggunaan AI, berfokus pada bagaimana AI dapat mendukung kebutuhan edukatif khusus serta adaptasi konten pembelajaran. Hasil penelitian ini menunjukkan bahwa integrasi yang matang antara AI dan prinsip-prinsip desain instruksional mampu menyediakan solusi yang lebih personalisasi dan efisien. Penelitian ini berkontribusi pada literatur dengan menawarkan perspektif praktis dan teoretis mengenai penerapan AI dalam desain edukatif, memberikan wawasan untuk pengembangan lebih lanjut di sektor pendidikan dan pelatihan profesional.
Development of Learning Management System with Gamification Approach for Project-Based Learning Nugroho, Rengga Prakoso; Soepriyanto, Yerry; Wedi, Agus
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 3 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v26i3.40873

Abstract

This study focuses on the development of the Learning Management System for Innovation in Graphic and Visual Media with a gamification approach in the context of teaching the Graphic and Visual Media Innovation course. Currently, learning management utilizes the SIPEJAR Learning Management System (LMS) and the Progress Report Card (PRC), but their separate existence poses challenges to efficiency and effectiveness. Students are required to monitor their own learning resources and track their learning performance through the PRC.  The optimal learning environment would be one in which all learning resources and progress are accessible in a single, integrated platform, allowing for convenient access from any location at any time. The objective of this research is to develop a Learning Management System (LMS) that incorporates gamification elements into project-based learning. Research design employed is Research and Development (RnD), adopting the Web-Based Instructional Design model. The sample for this research is composed of 134 students. The research was conducted between October and December. The data collected for this study is quantitative data obtained using the Technology Acceptance Model questionnaire and the level of student engagement in the learning process. The result is that students perceive the IMGV LMS as a beneficial addition to their learning experience. The LMS enables students to monitor their performance in the final course project and access assignment materials in a centralized location. Additionally, the LMS facilitates knowledge acquisition through the incorporation of quizzes, which are designed to engage students in a competitive learning environment.
Systematic Literature Review: Implementation of Online Learning Based on Education Levels in Indonesia Dinata, Vania; Wedi, Agus; Fajarianto, Otto
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 3 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v26i3.49636

Abstract

The COVID-19 pandemic has significantly accelerated the adoption of online learning, prompting extensive research on its implementation across various educational levels in Indonesia. This study employs the Systematic Literature Review (SLR) method, analyzing 13 articles from the GARUDA database, published between 2019 and 2023. The findings reveal diverse platforms utilized for online learning, including Google Classroom (3 mentions), Quizizz (2 mentions), Edmodo (3 mentions), WhatsApp (2 mentions), and custom-developed platforms. At the primary and secondary education levels, platforms like Quizizz and Edmodo were associated with improvements in student motivation (42.5% increase in motivation) and learning outcomes (up to 84% in comprehension improvement for specific materials). However, challenges such as limited internet access and reduced interaction hindered learning experiences. In higher education, Google Classroom was the most frequently cited platform, enhancing accessibility and learning independence. Despite these benefits, issues such as unstable internet connectivity, skill-based material comprehension, and limited engagement persisted. This study concludes that online learning has notably improved accessibility, motivation, and learning outcomes, with significant potential to enhance educational quality. However, addressing barriers such as technical limitations and fostering better interaction are essential for further optimization. These insights provide valuable guidance for refining online learning practices and policies in Indonesia.
PENINGKATAN KEMAMPUAN TENAGA PENGAJAR TEKNIK INFORMATIKA DALAM MENGEMBANGKAN SUMBER BELAJAR BERBASIS RISET MULTIMEDIA PEMBELAJARAN Soepriyanto, Yerry; Wedi, Agus; Slamet, Taufik I
Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Vol. 1 No. 1 (2017): PROSIDING SEMNAS INOTEK Ke-I Tahun 2017
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/inotek.v1i1.437

Abstract

Secara umum tenaga pengajar jurusan teknik informatika dalam mengembangkan multimedia pembelajaran sudah bagus dalam produk karya maupun hasil bimbingan. Meskipun demikian produk yang dihasilkan jarang sekali memasukkan unsur-unsur pembelajaran dalam desain dan perancangannya. Untuk itu dibutuhkan sebuah kegiatan yang memberikan wawasan dalam mengembangkan multimedia pembelajaran yang berbasis riset. Tim pengabdian masyarakat dari jurusan teknologi pendidikan Universitas Negeri Malang berusaha memberikan solusi kepada lembaga yang memiliki jurusan teknik informatika. Metode yang digunakan adalah metode pendekatan sistem dengan harapan ada peningkatan kemampuan dalam mengembangkan sumber belajar berbasis multimedia pembelajaran
Development of Gamification-based Microlearning Media for Learning Integers Rani, Shaumi; Soepriyanto, Yerry; Wedi, Agus; Degeng, Made Duananda Kartika
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 3 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i3.60542

Abstract

Learning integers at the junior high school level often faces obstacles in the form of low student understanding and engagement, mainly due to the abstract nature of the material and the learning approaches that are still dominated by conventional methods. Therefore, it is necessary to develop learning media that can present material concisely, interestingly, and relevant to the characteristics of students. This study aims to develop gamification-based microlearning media on a Learning Management System (LMS) platform specifically designed for integer material at the junior high school level, and to examine its feasibility for classroom use. The novelty of this study lies in the integration of microlearning and gamification in a media development design for the context of integer learning, which is still rarely studied in previous studies. This study uses the Research and Development method with the Web-Based Instructional Design (WBID) model as the development framework. The research subjects consisted of 32 students at a junior high school selected using a purposive sampling technique. Data were collected through expert validation, student response questionnaires, LMS analytics, and were analyzed using descriptive quantitative and qualitative techniques. The results of the validation by material and media experts obtained an average score of 87.5% and 90%, respectively, with the category of very valid. The limited trial and full implementation showed excellent results with percentages of 86.05% and 87%, respectively. Summative evaluations showed that 27 of 32 students completed the learning on time, 30 of 32 students earned engagement badges, and the majority accessed the LMS consistently every week. These findings provide empirical evidence that the developed gamification-based microlearning media is effective in increasing engagement and supporting integer learning. However, this study is limited by the sample size and has not yet measured the direct impact on academic learning outcomes.
Co-Authors Abdurahman Hakim Fatoni Agung Aprianto Agustina, Dedek Ahmad Ilman Amelia, Sila Ananda Dwi Ramadani Anselmus JE Toenlioe Anselmus JE Toenlioe Arafah Husna Arie Muhammad Dliyauddin Arief Ardiansyah Arif Hidayat Arifiansyah, Muhammad Daffa Aruna, Alby Azman, Muhammad Khairul Basith Rahmatullah Br Sembiring, Emi Cahyaningrum, Nadila Eka Okta Cahyasari, Ratri Juwita Citra Kurniawan Costa, Cecilia Da Darojat, Muhammad Abid Dea Amanda Amelia Revlinasari Dedi Kuswandi Deklara Nanindya Wardani Dinata, Vania Dini Hapsari Dyah Ayu Fitriana Dyah Ayuningtyas Dyaristya E Eka Pramono Adi Elvi Na'imah Fara Nabila Gunawan Fathurrahman, Reza Febrianysah, Andhika Ramadhani Fikri Aulia Firdaus, Kevin Herdinata Cahyadi Fitri, Karina Rahmah Handikaningtyas, Tristania Hemilia, Felisia Henry Praherdhiono Henry Praherdiono Hidayat, Melingga Nabilla Hikmawati, Ari I Nyoman Sudana Degeng Iffah Mardliyah Ilham Fahriansah Juwita, Mia Ratna Kasturi Kasturi Khairul Imam Labiba, Fatiha Zahra Leihitu, Sharly Prisca Maria Lukman Arief Novianto Luqman Nur Hakim Machmud Amiruddin Made Duananda Kartika Degeng Made Juniantari Made Juniantari, Made Mahendra, Achmad Donny Krisna Mardliyah, Iffah Miftachul Rohana Sari Miftah Hur Rahman Zh Mila Fitri Nuraini Mochammad Farid Yusuf Muhammad Fahmi Saifudin Muhammad Yunus Muhammad Zidni Ilman Nafiah Muhibuddin Fadhli Mukti Nenis Dwi Pratiwi Murtadho, Muhamad Hisam Mustafid, Mohammad Fahmil Mutiarani Pionera Mutiatul Hasanah Na'imah, Elvi Nicholas Septian Trijatmiko Ningsih, Tutut Mei Novia Kuswidayani Nur rohman Nurhidayat, Bayu Otto Fajarianto Pradhitya, Vian Elsa Christ Prihantini, Shelfie Priyeti, Shintia Pujiantiningtyas, Rahmawati Sri Punaji Setyosari Puspridayanti, Vega Selvian Putra, Muhammad Fatih Budiman Qur'ani, Diyah Ayu Entika Rahmah Rais, Nabilah Nur Rahmayanti, Elsa Rahwati, Ardila Rais, Nabilah Nur Rahmah Rani, Shaumi Rengga Prakoso Nugroho Rorita, Merra Roy Ferdinand RUMAHORBO, ROSMAWATY Ruth Heradityas Nugrahani Saida Ulfa Saidah, Nur Sani, Nindya Liftia Septiana Mulyani Sihkabuden Sihkabuden, Sihkabuden Sinaga, Elisha Stephany Siti 'Aisyah Slamet, Taufik I Suhirman Suhirman Sulthoni Sulton Sulton Sumita, Maulidia Wiyan Surahman, Ence Suryani, Yuli Susilaningsih Susilaningsih Teguh Arie Sandy Ummi Aisyatus Salehah Ahlul Jannah Usep Kustiawan Vania Mitzi Dinata Ventiana, Yolanda Asri Wikan Budi Utami Wikan Budi Utami Wikan Budi Utami Yerry Soepriyanto Yoyong Trye Abdillah Zaenal Muttaqin Zaghu, Yeni Pala Zahid Zufar At Thaariq Zainul Abidin Zainul Abidin