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Effectiveness of Edpuzzle Interactive Video on Student Interest and Learning Outcomes Zakiyyah, Amirah Qonitatus; Surahman, Ence; Fadhli, Muhibuddin; Thaariq, Zahid Zufar At
AL MA'ARIEF : Jurnal Pendidikan Sosial dan Budaya Vol 7 No 2 (2025): Al Ma'arief: Jurnal Pendidikan Sosial dan Budaya
Publisher : Program Studi Tadris IPS Institut Agama Islam Negeri (IAIN) Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35905/almaarief.v7i2.13462

Abstract

Background: This research was carried out due to the low level of student interest and learning outcomes in the historical material on the Japanese occupation period, caused by the complexity of the subject matter and the limited use of interactive and engaging learning media. And in previous research, it was still rare to examine the use of Edpuzzle in social studies, especially in history material, where previous research mostly examined science or mathematics.Purpose: The research was employed to determine the effectiveness of Edpuzzle interactive video learning media on students’ interest and learning outcomes in the topic of the Japanese occupation period for eighth-grade junior high school students.Method: This research employed a quantitative approach by a quasi-experimental design, specifically utilizing the non-equivalent pre-test post-test control group design.Results: The outcomes revealed that the use of Edpuzzle media was effective in improving students’ learning interest, but was not yet sufficiently effective in enhancing students’ learning outcomes on the topic of the Japanese occupation period for eighth-grade junior high school students. Where students’ interest in learning increased to 82.70% after using Edpuzzle.Theoretical implication: This research strengthens the CTML theory that reveals that interactive media can improve the learning process.Practical implication: The outcome of this research can be used to decide appropriate learning media for students.
Attempts to Harness AI Model in Online Differentiated Learning on Students' Understanding Levels Citra Kurniawan; Ence Surahman; Deka Dyah Utami; Rumaizah Mohd Nordin
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (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.v27i2.54400

Abstract

This study aims to examine the relationship between Online Differentiated Learning (ODL), Self-Regulated Learning (SRL), and an Artificial Intelligence Model (AIM) and the Level of Understanding (LU). This study employs an quasi experimental research method, utilizing path analysis as the primary data analysis technique. This study involved 125 respondents who volunteered to participate. The selection of respondents was based on their experience using generative AI applications such as ChatGPT. ChatGPT was used in the study because it is a popular generative AI application. This study found that Online Differentiated Learning (ODL) has an influence on the level of understanding of students. Furthermore, Self-Regulated Learning (SRL) does not affect learning outcomes. Different results are obtained if Artificial Intelligence Model (AIM) is involved to achieve learning outcomes in the form of students' level of understanding. The findings in the study are interesting because the role of AIM influences if integrated in the application of ODL and SRL to achieve learning outcomes. This research is expected to have an impact on the study of artificial intelligence, especially in its implementation in learning. Further research is expected to involve a larger number of respondents with diverse characteristics.
PENGARUH JENIS FEEDBACK DAN LOCUS OF CONTROL TERHADAP CAPAIAN HASIL BELAJAR PROSEDURAL PADA PEMBELAJARAN BERBASIS PROYEK Muanam, Khoirul; Degeng, Made Duananda; Surahman, Ence
Research and Development Journal of Education Vol 11, No 2 (2025)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/rdje.v11i2.27110

Abstract

Penelitian ini bertujuan menganalisis pengaruh strategi jenis feedback dan Locus of Control terhadap hasil belajar prosedural mahasiswa dalam pembelajaran berbasis proyek (Project Based Learning). Kemampuan prosedural dipandang krusial dalam pembelajaran yang menuntut keterampilan teknis dan berpikir sistematis. Penelitian menggunakan metode kuantitatif dengan desain eksperimen semu pada 68 mahasiswa Pendidikan Ekonomi Universitas Negeri Malang angkatan 2023. Subjek dibagi ke dalam tiga kelompok perlakuan: teacher feedback, peer feedback, dan self feedback, yang selanjutnya diklasifikasikan berdasarkan Locus of Control internal dan eksternal. Instrumen tes hasil belajar prosedural berupa 20 soal pilihan ganda. Analisis data menggunakan uji ANOVA dua jalur dengan prasyarat normalitas dan homogenitas terpenuhi. Hasil penelitian menunjukkan perbedaan signifikan hasil belajar prosedural antar strategi feedback (p = 0,002), dengan peer feedback menghasilkan rata-rata nilai tertinggi. Tidak ditemukan perbedaan signifikan berdasarkan Locus of Control saja (p = 0,751). Namun, terdapat interaksi signifikan antara strategi feedback dan Locus of Control (p = 0,046), menunjukkan bahwa efektivitas feedback dipengaruhi karakteristik psikologis mahasiswa. Temuan ini menegaskan pentingnya pemilihan strategi feedback yang adaptif terhadap profil Locus of Control guna mengoptimalkan hasil belajar prosedural.
DESAIN ONLINE PROJECT-BASED LEARNING UNTUK PEMBELAJARAN MENULIS KARYA ILMIAH PENDIDIKAN SENI BUDAYA Pratama, Ujang Nendra; Surahman, Ence
Jurnal Ilmiah Pendidikan Citra Bakti Vol. 10 No. 1 (2023)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v10i1.980

Abstract

Persoalan kompetensi menulis akademik mahasiswa menjadi tantangan tersendiri berdasarkan kurikulum berbasis outcome. Model pembelajaran yang lebih relevan dengan tuntutan kurikulum terkini dan karakter mahasiswa menjadi kemungkinan yang paling besar sebagai solusi. Melalui perancangan model pembelajaran berbasis proyek (Project-Based Learning), mata kuliah Penulisan Karya Ilmiah diharapkan mendapatkan model pembelajaran terbaik. Tujuan studi ini untuk merancang model pembelajaran berbasis proyek khusus penulisan akademik bidang seni budaya pada mata kuliah Penulisan Karya Ilmiah. Penelitian ini berupa riset desain pembelajaran. Model desain yang ditempuh merupakan desain pembelajaran mundur (Backward Course Design), model tersebut dirancang dengan memposisikan luaran pembelajaran sebagai titik awal penyusunan desain. Analisis data dilaksanakan dengan tinjauan dokumen bahan ajar dan sintaks model pembelajaran. Hasil desain yang didapatkan berdasarkan fase adalah (1) bentuk luaran nyata pembelajaran berupa artikel jurnal ilmiah nasional, (2) metode evaluasi untuk penilaian proses kinerja dan dua bentuk penilaian hasil proyek, serta (3) metodologi instruksional yang memadukan sintaks pembelajaran berbasis proyek, sintaks pembelajaran menulis akademik, dan sintaks perkuliahan selama 16 pertemuan. Desain pembelajaran yang dihasilkan ini merupakan rekomendasi praktik terbaik untuk mendukung pengajaran menulis akademik seni budaya, terutama untuk pembelajaran secara online.
Strategi Penguatan Daya Saing Lulusan Teknologi Pendidikan Sebagai Desainer Pembelajaran Di Industri Soepriyanto, Yerry; Praherdhiono, Henry; Kurniawan, Citra; Slamet, Taufik Ikhsan; Ulfa, Saida; Surahman, Ence; Kesuma, Dany Wijaya; Nugroho, Rengga Prakoso; Nahri, Mochammad Hilman Amirudin
Jurnal Pengabdian UntukMu NegeRI Vol. 9 No. 3 (2025): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v9i3.10350

Abstract

Penelitian ini mengeksplorasi strategi untuk meningkatkan keterserapan kerja mahasiswa Teknologi Pendidikan dengan memperkuat identitas profesional mereka sebagai perancang instruksional. Menggunakan Model Pembelajaran Tindakan, penelitian ini melibatkan tiga fase: analisis, desain, dan implementasi, untuk mengembangkan dan menyelenggarakan bootcamp pameran digital. Enam puluh peserta dari tiga universitas di Indonesia mengikuti program online selama seminggu yang menekankan pengembangan keterampilan praktis, termasuk penggunaan sistem manajemen pembelajaran, alat authoring, dan pembuatan portofolio digital. Pelatihan ini berfokus pada pengembangan kompetensi branding digital dan kemampuan desain instruksional melalui pendekatan reflektif dan berbasis kinerja. Evaluasi pra- dan pasca-pelatihan, serta penilaian portofolio, menunjukkan peningkatan signifikan dalam kepercayaan diri peserta, komunikasi profesional, dan kesiapan untuk memasuki peran desain instruksional. Temuan ini menunjukkan bahwa intervensi yang kontekstual dan berorientasi pada praktik dapat menjembatani kesenjangan antara persiapan akademik dan ekspektasi industri, terutama di pasar yang sedang berkembang. Penelitian ini berkontribusi pada diskusi tentang menyelaraskan pendidikan desain instruksional dengan tuntutan tenaga kerja di era digital
Unveiling the Connection Between Online Adaptive Learning and Learning Outcomes in Higher Education Kurniawan, Citra; Dyah Utami, Deka; Susilaningsih, Susilaningsih; Mohd Nordin, Rumaizah; Surahman, Ence; Sumantri, Agus; Aniisah, Amiirah; Nur Hudha, Muhammad
Tadris: Jurnal Keguruan dan Ilmu Tarbiyah Vol 10 No 2 (2025): Tadris: Jurnal Keguruan dan Ilmu Tarbiyah
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/tadris.v10i1.24659

Abstract

Online learning is rapidly growing to meet diverse learning needs. However, the implementation of adaptive learning to better accommodate students' needs remains limited. This study aims to determine the direct relationship between the Frequency of Using Online Learning (FUOL) and the Duration of Using Online Learning (DUOL) on Learning Outcomes (LO), as well as the influence of Online Adaptive Learning (OAL) connectivity in the relationship between these two factors and Learning Outcomes (LO). The study found that FUOL does not have a direct effect on LO, and a similar result was observed for DUOL, which also does not directly affect LO. However, different results were found when adaptive learning strategies were applied to both FUOL and DUOL. The study found that OAL connectivity has an indirect effect on LO when combined with FUOL, while DUOL continues to show no significant effect. The implementation of Online Adaptive Learning is believed to impact student learning outcomes, although further research is needed to explore the role of internal factors such as motivation, self-efficacy, and student interest. These findings suggest that while online learning alone may not directly affect learning outcomes, the implementation of Online Adaptive Learning strategies can influence outcomes, particularly when linked to the frequency of online learning.
The Utilization of Generative AI in Designing Data Analytics and Visualization Workshop (Case Study: GDGoC at Universitas Negeri Malang) Refiana Andiyah; Ence Surahman; Herlina Ike Oktaviani
International Journal of Computer Science and Humanitarian AI Vol. 2 No. 2 (2025): IJCSHAI
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijcshai.v2i2.13519

Abstract

This study explores the use of Generative Artificial Intelligence (Generative AI) in designing a Data Analytics and Visualization workshop within the Google Developer Groups on Campus (GDGoC) community at the State University of Malang. Employing a qualitative case study approach, data were gathered through in-depth interviews, observations, and document analysis involving key informants directly engaged in the planning and execution of the workshop. The findings reveal that Generative AI significantly enhanced the efficiency, effectiveness, and quality of the workshop program. The technology was utilized across various stages, from conceptualizing the event and gathering references to preparing presentation materials. Respondents noted that Generative AI facilitated faster and more systematic material organization, supporting prior research on its ability to improve productivity and efficiency in educational settings. Nevertheless, the study also identified challenges, including reliance on AI, difficulties in generating appropriate prompts, and the necessity of validating AI-generated content. In the context of Human-Computer Interaction (HCI), Generative AI was perceived to offer favorable usability and user experience, although adequate digital literacy is essential to ensure its ethical and effective use. In conclusion, Generative AI presents considerable potential as a tool for developing training programs, with human involvement remaining critical to ensure the relevance and accuracy of the generated information.
The Effect of Project-Based Learning with Gamification and Self-Efficacy on The Software Operation Ability of Junior High School Students Maysyarah, Siti; Kurniawan, Citra; Surahman, Ence
Journal of General Education and Humanities Vol. 5 No. 1 (2026): February
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i1.917

Abstract

This study addresses the problem of limited software operation skills among junior high school students and the need for learning strategies that simultaneously enhance technical competence and learner confidence. The objective of this research is to examine the effect of gamification-based Project-Based Learning (PjBL) and students’ self-efficacy levels on software operation skills in Informatics learning. A quasi-experimental method with a posttest-only control group design and a 2×2 factorial arrangement was used, with an experimental group receiving gamified PjBL and a control group receiving non-gamified PjBL. Data were analyzed using two-way ANOVA to identify the effects of learning strategy, self-efficacy, and their interaction on students’ performance. The findings show that students who learned through gamified PjBL demonstrated higher software operation skills than those who experienced PjBL without gamification. The results also reveal a substantial difference in performance between students with high and low self-efficacy, indicating that confidence plays a crucial role in mastering digital technical skills. Although no statistically significant interaction was found between learning strategy and self-efficacy, descriptive analysis suggests that gamification provides greater benefits for students with low self-efficacy by helping reduce skill gaps. Overall, this study confirms that integrating gamification into PjBL effectively improves software operation skills, while reinforcing the importance of strengthening self-efficacy in technology-based learning environments.
Gamified Flipped Classroom and Effective Learning Outcomes Through Bibliometric and Systematic Literature Review Toward SDGs 4 Elizabeth Lobo; Yerry Soepriyanto; Ence Surahman
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.13314

Abstract

The use of appropriate approaches or methods in learning can increase the effectiveness of learning outcomes in accordance with the goals of quality education in SDGs 4. The development of flipped classroom or flipped learning and gamification is increasing year by year. So it is necessary to know the application of flipped classroom with the help of gamification in learning for effective learning outcomes toward SDGs 4. The research on gamified flipped classroom uses systematic methods of literature review and bibliometrics to determine the development of trends GFC over a period of 10 years from 2015- October 26, 2025. Data was taken from the Scopus database with the inclusion criteria of English-language journal articles and was all open access. The results of bibliometric analysis show that research on gamification and flipped classroom or flipped learning began in 2016, while research on flipped classroom with the help of gamification began in 2018. Several countries conduct GFC research quantitatively, such as Spain, Thailand, Hong Kong, Indonesia. GFC is mostly carried out at the university level and is widely applied to the subject areas of social science (30.20%) and computer science (22.60%).