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Mobile Seamless Learning to Mitigate Negative Effects in Gamification of Learning Qolbi, Muhammad Syifa'ul; Soepriyanto , Yerry; Ulfa, Saida
Journal for Lesson and Learning Studies Vol. 7 No. 3 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jlls.v7i3.85359

Abstract

Low student engagement in learning and the potential negative impacts of gamification in education are significant challenges in developing innovative learning media. This study aims to develop Mobile Seamless Learning that effectively integrates gamification elements to enhance student engagement while minimizing potential drawbacks. The research employed a development research design using the Alessi & Trollip model, which includes three main phases: planning, design, and development. The study participants consisted of 121 students from an educational technology program, selected to evaluate the application's effectiveness. Data were collected using questionnaires, and analyses were conducted using both qualitative and quantitative descriptive approaches to assess user perceptions and feedback. The findings indicate that the application received positive perceptions from students, particularly in terms of usability, ease of use, and learning experience. User feedback highlighted the application’s benefits in improving accessibility, tracking learning performance, motivating students, and supporting seamless cross-device learning. Furthermore, the application successfully created engaging and effective learning experiences, focusing on mitigating risks associated with excessive gamification elements. The study concludes that the developed Mobile Seamless Learning not only enhances student engagement but also adds value by supporting continuous learning processes, making it a suitable and innovative technology-based learning medium in the digital era.
Efektivitas dan Tantangan Pelatihan Online Dalam Pengembangan Kompetensi Guru: Kajian Sistematis Pada Konteks Pendidikan Bilingual Sani, Nindya Liftia; Wedi, Agus; Soepriyanto, Yerry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 8, No 1 (2025)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to analyze the key elements in the design of effective online training to support teachers' professional development, particularly in the context of bilingual education. The scope of the study includes the effectiveness of online training in improving teacher competencies, implementation challenges and possible solutions. The method used is the latest Systematic Literature Review published in international and national journals in the last five years. The results show that online training designed with interactive, hands-on elements and responsive to local needs can significantly improve teacher pedagogical and technological competencies. It can also overcome geographical and logistical barriers often encountered in traditional training. However, key challenges such as limited technological infrastructure and low digital literacy are still major obstacles to its implementation. The conclusion of this study confirms that online training can be an effective solution if the design elements are appropriate to the local needs and characteristics of the participants. The implications of this study provide an important contribution for teacher training program developers and policy makers to design more innovative and inclusive training strategies. Abstrak Penelitian ini bertujuan untuk menganalisis elemen kunci dalam desain pelatihan online yang efektif dalam mendukung pengembangan profesional guru, khususnya dalam konteks pendidikan bilingual. Ruang lingkup kajian mencakup efektivitas pelatihan daring dalam meningkatkan kompetensi guru, tantangan implementasinya, serta solusi yang dapat diadopsi. Metode yang digunakan adalah Systematic Literature Review terkini yang dipublikasikan dalam jurnal internasional dan nasional dalam kurun waktu lima tahun terakhir. Hasil kajian menunjukkan bahwa pelatihan online yang dirancang dengan elemen interaktif, berbasis praktik langsung, dan responsif terhadap kebutuhan lokal dapat secara signifikan meningkatkan kompetensi pedagogis dan teknologi guru. Pelatihan ini juga mampu mengatasi hambatan geografis dan logistik yang sering dihadapi dalam pelatihan tradisional. Namun, tantangan utama seperti keterbatasan infrastruktur teknologi dan rendahnya literasi digital masih menjadi kendala utama dalam implementasinya. Kesimpulan dari penelitian ini menegaskan bahwa pelatihan online dapat menjadi solusi yang efektif jika elemen desainnya sesuai dengan kebutuhan lokal dan karakteristik peserta. Implikasi penelitian ini memberikan kontribusi penting bagi pengembang program pelatihan guru dan pembuat kebijakan untuk merancang strategi pelatihan yang lebih inovatif dan inklusif.
From logs to insights: A comprehensive framework for data-driven learning insights Soepriyanto, Yerry; Nugroho, Rengga Prakoso; Nahri, Mochammad Hilman Amirudin; Kesuma, Dany Wijaya; Setiasih, Muhti
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 1 (2025): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i1.77432

Abstract

This study develops a theoretical framework for learning analytics utilizing data from the Moodle Learning Management System (LMS). Despite Moodle's extensive use in educational settings, its potential for learning analytics remains underutilized. This research aims to design a predictive framework for identifying learning difficulties through Moodle's internal analytics, incorporating various data points such as activity completion, attendance logs, social interactions, and learner habits. The study employs a research and development methodology with three main stages: (1) needs analysis and learning component identification, (2) theoretical framework design, and (3) validation through focused group discussions with learning experts. The framework integrates predictive modeling for learning retention, task load analysis, and personalized learning style assessments based on the VARK model. Results demonstrate that the framework effectively uses Moodle's default logs for analyzing learner behavior, although it is limited to online interactions within the LMS. Validation confirms its alignment with Moodle's architecture and online learning theories, with minor adjustments for task load components. The framework offers a scalable solution for institutions managing large student populations and varied learning models, serving as a foundation for early intervention and improved learning outcomes. Future studies could expand the framework's scope to include offline and face-to-face interactions.
Penugasan Berbasis Screencast terhadap Hasil Belajar Prosedural Mahasiswa dalam Pembelajaran Statistik Menggunakan SPSS melalui Metode Kuasi Eksperimen Ananta, Maulana Paramaditya; Soepriyanto , Yerry; Praherdhiono, Henry
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 6 (2025): JPTI - Juni 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.829

Abstract

Pemanfaatan teknologi dalam pembelajaran statistik menjadi kebutuhan yang semakin penting, khususnya dalam penguasaan keterampilan prosedural menggunakan perangkat lunak analisis data seperti SPSS. Penelitian ini bertujuan untuk mengkaji efektivitas penugasan berbasis screencast terhadap hasil belajar prosedural mahasiswa pada mata kuliah Statistik Pendidikan. Penelitian menggunakan pendekatan kuantitatif dengan desain kuasi-eksperimen. Subjek terdiri dari 64 mahasiswa yang dibagi ke dalam dua kelompok. Kelompok eksperimen yang diberikan penugasan berbasis screencast dan kelompok kontrol yang menyusun laporan tertulis. Instrumen yang digunakan berupa tes hasil belajar prosedural, dan data dianalisis menggunakan uji-t independen. Hasil menunjukkan adanya perbedaan yang signifikan antara kedua kelompok, di mana kelompok eksperimen memperoleh nilai rata-rata yang lebih tinggi. Temuan ini mengindikasikan bahwa penugasan berbasis screencast dapat meningkatkan kemampuan prosedural mahasiswa dalam penggunaan SPSS. Penelitian ini berkontribusi terhadap pengembangan strategi penugasan berbasis teknologi dalam konteks pedagogi digital, serta memberikan implikasi bagi perancangan pembelajaran statistik berbasis keterampilan praktik menggunakan SPSS atau perangkat lunak lain.
PENGEMBANGAN MEDIA MINECRAFT EDUCATION EDITION UNTUK MENUNJANG KEMAMPUAN TPACK MAHASISWA Bastian, Titus Agung; Soepriyanto, Yerry; Duananda Kartika Degeng, Made
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 15 No 2 (2025)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2025.v15.i2.p101-110

Abstract

This research aims to produce Minecraft learning media that can support students' TPACK skills. This research was conducted in the Learning class at State University of Malang with a total of 97 students from various majors, namely guidance and counseling, chemistry, PGPAUD (Early Childhood Education Teacher Education), special education, art and design, and educational technology with the number of classifications based on gender, namely 79 female students and 19 male students. The model used in this research is the development model according to Lee & Owens with the stages of assessment/analysis, design, development, implementation, and evaluation. The data collection process was carried out by distributing questionnaires and analyzed using the highest average according to Sugiyono. The results showed that Minecraft Education media to support students' mastery of TPACK was declared feasible based on content experts, and media experts. The content expert validation score gets an average score of 5.00 while the media expert gets an average score of 4.75 so this media is declared feasible. This media also received good responses regarding whether there was an increase in how to integrate Minecraft Education technology in learning based on the questionnaire that had been distributed and received a score of 3.34 from the expected average value of 4.00.
Empower Open Licences to Make Educational Resources More Accessible Across Institutions Soepriyanto, Yerry; Nugroho, Rengga Prakoso
Journal of Education for Sustainability and Diversity Vol. 3 No. 2 (2025)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57142/jesd.v3i2.852

Abstract

This study aims to develop a comprehensive Open Educational Resources (OER) management system to enhance educational resource accessibility across institutions. Leveraging Creative Commons licensing, the system addresses key challenges such as metadata completeness, copyright, and licensing issues. By focusing on policy clarity, privacy, and trust, the proposed system ensures efficient management and interoperability of OER. A needs assessment survey revealed a strong interest among students in cross-institutional learning resources, with respondents expressing satisfaction with existing resources and a desire for additional content. The system's editorial workflow and comprehensive metadata management optimize content visibility and usability, fostering a collaborative educational environment. The developed platform, a Progressive Web App, facilitates easy access, contribution, verification, and publication of educational content, ultimately enhancing the accessibility and quality of educational resources.
Analyzing Student Cognitive Engagement in AI-Based Learning using Prompting Techniques Ramadana, Muhammad Rifqy; Ulfa, Saida; Soepriyanto, Yerry
Indonesian Journal of Artificial Intelligence and Data Mining Vol 8, No 2 (2025): July 2025
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/ijaidm.v8i2.36160

Abstract

With the increasing integration of AI in education, understanding how students engage cognitively in AI-assisted learning is crucial. Cognitive engagement in AI-assisted learning is important because it helps students interact meaningfully with AI tools, process information critically, and enhance their learning outcomes through effective AI-driven feedback and responses. To improve response quality in AI, one effective method is utilizing prompting techniques, which guide AI to generate more accurate, relevant, and structured responses, enhancing student learning experiences. This research investigates students' cognitive engagement when learning with AI-based tools using different prompting techniques, including Zero-Shot, Chain of Thought, Interactive Prompting, and Elaborate Prompting. A total of 54 students participated, and their engagement was assessed using a cognitive engagement questionnaire. The results, analyzed through a One-Sample T-test, reveal that students demonstrate significantly positive in cognitive engagement when using prompting techniques in AI-based learning. Furthermore, the findings suggest that effective prompting enhances the quality of AI-generated responses, positioning AI Chatbots as valuable learning assistants. This study provides important insights into optimizing AI-based learning strategies, highlighting the role of prompting in fostering deeper student interaction and engagement with AI tools.
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)
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.
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.
Co-Authors Adesetyawan Pratama Putra Admaja, Andika Mardi Agus Miftakus Surur, Agus Miftakus Agus Wedi Agus Wedi Ah Zainil Ibad Ahmad Nur Yasin Ahyar Ahyar 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 Annisa Miranda Permatasari Anselmus J. E Toenlioe Anselmus J. E. Toenlioe Anselmus JE Toenlioe Anselmus JE Toenlioe Aprianto, Muhamad Tri Panunggal Arafah Husna Ari Gunawan Jatmiko Arief Rahman Hakim Aris Syaifuddin Aris Triwahyu Febriansah Arundina Fajar Andini Asna Istikmalatul Muktamaroh Aziz, Rajif Rizqy Azman, Muhammad Khairul Basith Rahmatullah Basith Rahmatullah Bastian, Titus Agung Bayu Eko Risdiyanto Benaya Teguh Putra Citra Kurniawan Dainamang, Syukri Adisakti Dana Kurniawan Dany Wijaya Kesuma Dedi Kuswandi Degeng, Made Duanda Kartika Deo Dedika Haking Dhifa Putra Ramadhan Dian Franssischa Kusumaningsih Dio Lingga Purwodani Dole, Donatus Duananda Kartika Degeng, Made Dwi Soca Baskara Dyah Lestari Efi Dian Ariska Eka Pramono Adi Elizabeth Lobo Elya Tri Nuraeni Fahmi, Ahmad Ihfan Khalif Fara Nabila Gunawan Farid, Muchammad Fatih Budiman Febriansah, Aris Triwahyu Ferdiansyah, Zaki Daffa Fikri Aulia Fitri Indra Kusumaningtyas Fitri Mutia Fajrin Frinanda Fianstika Evatasari Hadihabibi, Moh Hajjah, Rahma Izzatul Handaruni Dewanti Hardy Padmayudha Nugraha Hasnah Binti , Mohamed Henry Praherdhiono Henry Praherdiono Herlina Ike Oktaviani I Nyoman Sudana Degeng Imelda Florenciana Usfinit Irza Savita Kartika Sari, Dewi Nur Laili Kartika Suci Lestari Kesuma, Dany Wijaya Kevin Herdinata Cahyadi Firdaus Khoirul Muanam Khuluq, Khusnul 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 Mochammad Hilman Amirudin Nahri Muchammad Azwar Anas Muh. Ihsan Yudha Pradana Muhamad Firmansya Junus Muhammad Daffa Arifiansyah Muhammad Zidni Ilman Nafiah Muhibuddin Fadhli Nadhif Nashrullah Nahri, Mochammad Hilman Amirudin Negara, Nur Alamsyah Surya Nindia Rada Kusworo Ningrum, Anggita Putri Ni’matul Izza Noven Indra Prasetya Novi Dwi Hapsari Novia Kuswidayani Nur Halimah Nurul Hidayati Otto Fajariyanto Pipit Novita Candra Prasetyo, Aditya Eko Punaji Setyosari Purnomo Purnomo Purnomo Purnomo Purnomo Purnomo, Purnomo Putra, Bima Sayoga Putri Fadilla Azzahra Fazarini Qolbi, Muhammad Syifa'ul Qurrotaa'yun Azhari Hamzah Raden Bambang Sumarsono Rafika Rabba Farah Rahwati, Ardila Ramadana, Muhammad Rifqy Rani Vita Sari Rengga Prakoso Nugroho Rengga Prakoso Nugroho Rifan Nurrofi Rina Tiya Lestari Rosyidah, Fauziah Nur Aisyah S. Auna, Hariyanto Saida Ulfa Salleh , Shaharuddin Md Sani, Nindya Liftia Setiasih, Muhti Shaumi Rani Sherla Sepsa Rosiva Sihkabuden Sihkabuden Sihkabuden Sihkabuden, Sihkabuden Sistina Angga Reni Siti Nurhidayah Slamet, Taufik I Slamet, Taufik Ikhsan Subiyanto, Fadhil Ilham Sulthoni Sulton Sulton Sulton Sulton, Sulton Sumarno Sumarno Surahman, Ence Susilaningsih Susilaningsih Susilaningsih Susilaningsih, Susilaningsih Syeh Aindalloh Syifa’ul Qolbi, Muhammad Taufik Ikhsan Slamet Toenlioe, Anselmus Je Tommy Rahardjo Tri Kukuh Prasetiyo, Tri Kukuh Usfinit, Imelda Florenciana UTOMO, PRASETIO Wahyu Hidayat, Didik Waras Kamdi Wido Ageng Pratama Wikan Budi Utami Yogia Friska Mulyani Yogia Friska Mulyani Yosrila, Yonanda Hana Yulias Prihatmoko Yusuf, Mochamad Farid Zainul Abidin Zainul Abidin Zakiatul Fuada Zakki, Aghisni Nur Zeny Dwi Martha