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Pengembangan Assessment Technology Innovation untuk Mereduksi Kecurangan Akademik Kartika Sari, Dewi Nur Laili; Yerry Soepriyanto; Muhibuddin Fadhli
Epistema Vol. 6 No. 1 (2025): Vol. 6 No. 1 (2025)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v6i1.84636

Abstract

Kegiatan asesmen dalam evaluasi pembelajaran saat ini masih menggunakan media umum seperti Google Form atau kertas yang kerap berisiko menimbulkan kecurangan akademik. Oleh karena itu, penelitian ini bertujuan mengembangkan inovasi media asesmen formatif yang layak digunakan dalam evaluasi pembelajaran. Media ini memanfaatkan teknologi QR card yang berbeda untuk tiap mahasiswa dalam menjawab soal asesmen guna mereduksi kecurangan akademik. Penelitian ini dilakukan pada asesmen formatif mahasiswa S1 Teknologi Pendidikan angkatan 2023 sebanyak 4 kelas dalam mata kuliah Inovasi Multimedia. Prosedur penelitian menggunakan metode Research & Development dengan model Thiagarajan, yaitu Define, Design, Develop, dan Disseminate (4D). Teknik pengumpulan data menggunakan angket validasi ahli media dan angket responden untuk mengetahui kelayakan media asesmen, dengan instrumen berupa lembar validasi dan angket respon mahasiswa. Data dianalisis secara deskriptif kuantitatif. Hasil akhir penelitian ini adalah produk media asesmen formatif berbasis teknologi QR yang mendapat respon positif dari ahli media dan mahasiswa, menunjukkan bahwa media ini layak digunakan dalam evaluasi pembelajaran untuk mengurangi kecurangan akademik.
Pengembangan Game Edukasi RPG Mata Pelajaran IPA pada Siswa SMP Rahwati, Ardila; Yerry Soepriyanto; Agus Wedi
Epistema Vol. 6 No. 2 (2025) (In Progress)
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): Desember 2024
Publisher : PT. Inovasi Teknologi Pembelajaran

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.
Personalized Learning in a Digital Environment Surur, Agus Miftakus; Ulfa, Saida; Soepriyanto , Yerry; Hasnah Binti , Mohamed
Indonesian Journal of Multidisciplinary Educational Research Vol. 2 No. 1: April 2024
Publisher : LP2M Institut Agama Islam Negeri (IAIN) Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/ijomer.v2i1.2737

Abstract

Utilizing advanced learning technologies, such as data analysis and artificial intelligence, teachers can identify student learning patterns, anticipate possible difficulties, and provide specific additional support. For example, by analyzing students' engagement with online learning platforms, teachers can tailor interventions to address individual learning needs, leading to more effective learning outcomes. Moreover, personalized learning in a digital environment goes beyond the delivery of content; it involves fostering 21st century skills such as critical thinking, communication, collaboration, innovation, and problem-solving. Research has shown that integrating technology into project-based learning activities can significantly enhance students' ability to develop these skills. By optimizing the potential of personalized learning approaches in a digital environment, educators can ensure that every student has an equal opportunity to develop the skills necessary to thrive in an ever-changing world.
Ontology Design Of A Modern Learning Environment And Modern Pedagogy Using Protégé Software S. Auna, Hariyanto; Prasetya, Noven Indra; Surur, Agus Miftakus; Ulfa, Saida; Soepriyanto , Yerry; Salleh , Shaharuddin Md
Indonesian Journal of Multidisciplinary Educational Research Vol. 2 No. 1: April 2024
Publisher : LP2M Institut Agama Islam Negeri (IAIN) Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/ijomer.v2i1.2755

Abstract

This article discusses ontology design for modern learning environments and modern pedagogy using Protégé software. Library research methodology is used to formulate an ontology that reflects the structure, relationships and properties of modern learning entities. This ontology serves as a formal representation that allows a better understanding of the essential elements in modern learning and the relationships between them. The ontology approach provides a clear framework for designing and developing adaptive and responsive learning environments, as well as for designing teaching strategies that suit individual needs. By using Protégé, researchers can systematically describe key concepts in modern learning, including collaborative learning methods, technology integration, and personalized learning. The results show that the resulting ontology can be a useful tool for curriculum developers and teachers to design learning experiences that are more effective and relevant to current demands.
The Effect Of Peer-Assisted Learning (PAL) Method On Visual Programming Knowledge Outcomes In Educational Technology Students Kusumaningsih, Dian Franssischa; Soepriyanto, Yerry; Aulia, Fikri
Eduvest - Journal of Universal Studies Vol. 4 No. 11 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i11.49930

Abstract

This study aims to evaluate the effect of the Peer-Assisted Learning (PAL) method on differences in student knowledge outcomes in the Visual Programming course in the Educational Technology Study Program. This study used a quasi-experimental design with two groups, namely the experimental class that applied the PAL method vertically and the control class that used conventional learning methods. The research participants totaled 50 students, drawn from the four class offerings randomly and divided into 2 class groups of 25 learners each. Data were collected through learning motivation questionnaire and knowledge test measured by Likert scale and Bloom's Taxonomy-based test on cognitive domain. Results of statistical analysis with Two-Way Anova test showed that there was no significant difference in knowledge outcomes with a value of 0.331>0.05 based on learning motivation. However, the study showed a value of 0.036 <0.05, meaning that there was a significant difference between the PAL method and conventional learning on student knowledge outcomes. In addition, the value of 0.972>0.05 means that there is no significant interaction between the level of student learning motivation and learning methods on knowledge outcomes. This study found good responses from students where they prefer and are enthusiastic about learning with the PAL method compared to the conventional method, because the method is considered more flexible and comfortable to use for learning. This study suggests further evaluation related to the use of the PAL method by improving tutor skills and setting the duration of learning to increase effectiveness in achieving student learning outcomes
The Role of Learning Motivation in The Relationship Between Maudhu Usbu'i and Multimedia-Based Learning in Majapahit Islamic Technology Boarding School, Mojokerto Aindalloh, Syeh; Soepriyanto, Yerry; Fajariyanto, Otto
Eduvest - Journal of Universal Studies Vol. 4 No. 12 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i12.50107

Abstract

Education is a series of programmed learning experiences in the form of both formal and non-formal education, taking place within and outside of schools, and lasting a lifetime. Its purpose is to optimize individuals' abilities so that they can play an appropriate role in life later on. Education within the pesantren (Islamic boarding school) environment has unique characteristics that differentiate it from other educational institutions. In this context, multimedia-based learning has become increasingly relevant for enhancing the effectiveness and appeal of the teaching and learning process. A key factor influencing the success of learning is students' learning motivation. Motivation functions as a driving force that can increase engagement and learning outcomes. This study employed a quantitative approach with a quasi-experimental research design, using a simple random sampling method for the sample selection. Data analysis techniques included descriptive tests, normality tests, homogeneity tests, and two-way ANOVA tests. The research findings indicate that motivation plays a significant role, that both maudhu’usbu’i learning and multimedia have a significant impact, and that the interaction between these two factors also has a significant.
Design of learning python programming for informatics education student using cloud computing technology based on google colaboratory Dainamang, Syukri Adisakti; Praherdhiono, Henry; Soepriyanto, Yerry
Journal of Research in Instructional Vol. 4 No. 1 (2024): Journal of Research in Instructional
Publisher : Univeritas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v4i1.367

Abstract

The application of technology in learning can provide many benefits, such as enriching learning methods, increasing learning motivation and facilitating access to information. The world of education greatly benefits from the existence of cloud computing technology such as google colaboratory in the Informatics Education department. Learning design that is integrated with technology requires a suitable design in conducting technology-integrated collaborative learning. In this study, researchers designed a computer support collaborative learning with a gamification approach using the Research and Development (R&D) method with the ASSURE model. The design test was conducted by content experts, design experts, media experts, and gamification experts. The series of learning designs developed by researchers received positive results by experts. The validation results assessed by content experts get a score of 100%, media experts get a score of 95%, design experts get a score of 87%, and gamification experts get a score of 88%. Based on this score, this learning design is suitable for implementation.
Acceptance Analysis of Learning Management System in Project-based Learning Nugroho, Rengga Prakoso; Nurhidayah, Siti; Soepriyanto, Yerry; Purnomo, Purnomo
JURNAL FASILKOM Vol. 14 No. 1 (2024): Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer)
Publisher : Unversitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jf.v14i1.6859

Abstract

This research specifically aims to find out which factors significantly influence the acceptance of LMS developed by the learning team of the Graphic and Visual Media Innovation course at the State University of Malang. The course learning uses two management systems, namely LMS and Progress Report Card (PRC). Acceptance analysis is conducted because the LMS used is a product prototype that has just been implemented in the first semester student lectures. The research was conducted using the technology acceptance model framework. The analysis process uses a quantitative approach with hypothesis testing through multiple linear regression tests. There are two variables observed, namely usefulness (X1), ease of use (X2) and tendency to use (Y). From the analysis process that has been carried out, the results show that the two independent variables (X1 & X2) simultaneously have a significant influence on the dependent variable (Y). However, there is a finding that ease of use (X2) does not significantly affect the usage tendency variable (Y). For further studies, it should be conducted with a more massive scope, not only focusing on one narrow context, using more variables and external factors, and focusing on the learner experience.
Development of Online Web Learning with Ethnomatematics Content on Self Regulated Learning Wikan Budi Utami; Dedi Kuswandi; Yerry Soepriyanto; Fikri Aulia
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 1 (2023): 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.v25i1.31705

Abstract

Along with the development of technology, a set of abilities is needed to master the 21st-century skills which are often referred to as 4C, namely Critical Thinking, Communication, Collaboration, and Creativity and Innovation. The purpose of this research is to develop online web learning with ethnomathematics content on self-regulated learning. The development model in this research is to develop online web learning with ethnomathematics content on KPK and FPB material for elementary schools with the Lee and Owen model design (2004). The development model consists of (1) analysis, (2) design, (3) development, (4) implementation, and (5) evaluation. After discussing the findings, this study produces several conclusions. First, in order to achieve learning outcomes and learning objectives, content from the etomathematics aspect is needed in the KPK and FPB materials so that students do not only get mathematics but understand how elements of local culture can foster a love for local culture. Second, to foster student interest, it requires the use of images, audio and video more than text. Third, applications can be used to support learning. This is due to the limited time that the researcher has. In the future, products that have been made large group trials and tests on student self-regulated learning.
Co-Authors Adesetyawan Pratama Putra Admaja, Andika Mardi Agus Miftakus Surur, Agus Miftakus Agus Wedi Ah Zainil Ibad Ahmad Nur Yasin Ahyar Ahyar Aindalloh, Syeh Aisyah Ayu Qonita Akhmad Arifudin Alby Aruna Alfiansyah, Muhamad Firdaus Alfin Nurullah Amelia Bella Satya Yuda Ananta, Maulana Paramaditya Andrea Yurista T yasari Andrea Yurista Tyasari Angkoso, Yunus Bagus Anselmus J. E Toenlioe Anselmus J. E. Toenlioe Anselmus JE Toenlioe Anselmus JE Toenlioe Aprianto, Muhamad Tri Panunggal Arafah Husna Ari Gunawan Jatmiko Arifiansyah, Muhammad Daffa Aris Syaifuddin Aris Triwahyu Febriansah Arundina Fajar Andini Asna Istikmalatul Muktamaroh Aziz, Rajif Rizqy Azman, Muhammad Khairul Basith Rahmatullah Bastian, Titus Agung Bayu Eko Risdiyanto Benaya Teguh Putra Citra Kurniawan Dainamang, Syukri Adisakti Dana Kurniawan Dedi Kuswandi Degeng, Made Duanda Kartika Deo Dedika Haking Dhifa Putra Ramadhan Dio Lingga Purwodani Donatus Dole Duananda Kartika Degeng, Made Dwi Soca Baskara Eka Pramono Adi Elya Tri Nuraeni Fahmi, Ahmad Ihfan Khalif Fajariyanto, Otto Fara Nabila Gunawan Farid, Muchammad Fatih Budiman Febriansah, Aris Triwahyu Ferdiansyah, Zaki Daffa Fikri Aulia Firdaus, Kevin Herdinata Cahyadi Fitri Mutia Fajrin Frinanda Fianstika Evatasari Hadihabibi, Moh Handaruni Dewanti Hasnah Binti , Mohamed Henry Praherdhiono Henry Praherdiono Herlina Ike Oktaviani I Nyoman Sudana Degeng Kartika Sari, Dewi Nur Laili Kartika Suci Lestari Kesuma, Dany Wijaya Khoirul Muanam Khuluq, Khusnul Kusumaningsih, Dian Franssischa Lailatus Shoimah Luis Rumianda M Bagus Ainun Najib M. Bashoirul Wahid Sinambela Ma'rifah, Sila Nur Made Duananda Kartika Degeng Maura Salmaa Amalia Miftachul Rohana Sari Miftah Hur Rahman Zh Muchammad Azwar Anas Muh. Ihsan Yudha Pradana Muhamad Firmansya Junus Muhammad Zidni Ilman Nafiah Muhibuddin Fadhli Nadhif Nashrullah Nahri, Mochammad Hilman Amirudin Negara, Nur Alamsyah Surya Nindia Rada Kusworo Ningrum, Anggita Putri Noven Indra Prasetya Novi Dwi Hapsari Novia Kuswidayani Nur Halimah Nurul Hidayati Permatasari, Annisa Miranda Pipit Novita Candra Prasetyo, Aditya Eko Punaji Setyosari Purnomo Purnomo Purnomo Purnomo, Purnomo Putra, Bima Sayoga Putri Fadilla Azzahra Fazarini Qolbi, Muhammad Syifa'ul Rafika Rabba Farah Rahwati, Ardila Ramadana, Muhammad Rifqy Rani Vita Sari Rengga Prakoso Nugroho Rifan Nurrofi Rina Tiya Lestari Rosiva, Sherla Sepsa S. Auna, Hariyanto Saida Ulfa Salleh , Shaharuddin Md Sani, Nindya Liftia Setiasih, Muhti Sihkabuden Sihkabuden Sihkabuden Sihkabuden, Sihkabuden Sistina Angga Reni Siti Nurhidayah Slamet, Taufik I Slamet, Taufik Ikhsan Subiyanto, Fadhil Ilham Sulthoni Sulton Sulton Surahman, Ence Susilaningsih Susilaningsih Susilaningsih Susilaningsih, Susilaningsih Syifa’ul Qolbi, Muhammad Toenlioe, Anselmus Je Tommy Rahardjo Tri Kukuh Prasetiyo, Tri Kukuh Usfinit, Imelda Florenciana UTOMO, PRASETIO Wahyu Hidayat, Didik Wido Ageng Pratama Wikan Budi Utami Yogia Friska Mulyani Yosrila, Yonanda Hana Yuliaristiawan, Ervan Dwi Yulias Prihatmoko Yusuf, Mochamad Farid Zainul Abidin Zainul Abidin Zakiatul Fuada Zakki, Aghisni Nur Zeny Dwi Martha