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Indonesian Language Teaching Based on Internet of Things (IOT) in Archipelago Muzaki, Ferril Irham
Jurnal Inovasi dan Teknologi Pembelajaran Vol 5, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.31 KB) | DOI: 10.17977/um031v5i22019p043

Abstract

Abstract: This study aims to (1) analyze the study of learning theory that is suitable to be applied in the archipelago in Indonesia, (2) conduct an analysis of the application of Mobile Learning -based learning in the learning process in the archipelago and (3) study the use of the Internet of Things (IoT ) on Indonesian language material in the archipelago. The method used is ethnographic research by taking islands in the East Java region that enter the Java Sea. The results of this study are (1) the application of Mobile Learning despite focusing on IoT, which pays attention to the availability of infrastructure, (2) Mobile Learning -based learning despite paying attention to learning designs that focus on offline learning media and (3) Mobile Learning -based learning even though directed students Centered Method in the development of Mobile Learning based learning. It is recommended to stakeholders to diversify the learning process.
PENGEMBANGAN E-LKPD INTERAKTIF BERBASIS PERMAINAN EDUKATIF TERINTEGRASI KARAKTER KREATIF PADA MUATAN IPA KELAS IV SD Mardianti, Yeni; Untari, Esti; Muzaki, Ferril Irham
Metodik Didaktik Vol 18, No 1 (2022): Metodik Didaktik Juli 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/md.v18i1.35244

Abstract

Pelaksanaan pembelajaran tematik khususnya pada muatan IPA masih belum maksimal dan masih terpusat pada guru. Khususnya pada pembelajaran IPA yang berhubungan dengan kegiatan percobaan IPA. Salah satunya yaitu materi muatan IPA pada Tema 9 Subtema 2. LKPD yang digunakan masih dalam bentuk cetak dan masih kurang menarik perhatian peserta didik. Tujuan penelitian untuk menghasilkan produk berupa E-LKPD interaktif berbasis permainan edukatif terintegrasi karakter kreatif yang valid dan menarik. Metode penelitian dan pengembangan menggunakan langkah-langkah dari ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Hasil validasi materi 97,5 % (sangat valid), validasi bahan ajar 97,9% (sangat valid), validasi pengguna (guru) 97,5% (sangat valid), uji coba skala kecil 100% (sangat menarik), dan uji coba skala besar 98,3% (sangat menarik). Hasil penelitian dapat disimpulkan bahwa E-LKPD interkatif berbasis permainan edukatif terintegrasi karakter kreatif di kelas IV SD sudah sangat valid dan sangat menarik untuk digunakan.
Pengenalan Kecerdasan Buatan Untuk Ide Kreatif Mengajar Bagi Guru Sekolah Dasar Barus, Yohannes Kurniawan; Muzaki, Ferril Irham
Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2024): Edisi November 2024
Publisher : FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/amalilmiah.v6i1.317

Abstract

Beban administrasi guru sering kali menguras waktu dan tenaga, sehingga guru sulit untuk fokus pada pengajaran. Selain itu, mereka juga harus menyiapkan rencana pelajaran, serta menyusun evaluasi dan laporan kemajuan belajar. Akibatnya, banyak guru merasa terbebani, sehingga mengganggu kualitas pengajaran yang mereka berikan kepada siswa. Di era digital saat ini hendaknya guru dapat memanfaatkan perkembangan teknologi untuk membantu guru dalam mengembangkan konten pelajaran dan aktivitas belajar siswa yang menarik. Tujuan dari kegiatan pengabdian ini adalah untuk memperkenalkan dan memberikan panduan bagi guru untuk memanfaatkan kecerdasan buatan sebagai alat bantu untuk mendesain pembelajaran seperti: mengembangkan konten pelajaran dan merancang aktivitas belajar siswa yang menarik. Metode yang digunakan dalam pengabdian ini berupa seminar dan workshop. Kegiatan terdiri dari sesi teori dan praktik langsung, yang melibatkan demonstrasi penggunaan kecerdasan buatan serta simulasi penerapannya dalam skenario pengajaran di kelas. Selain itu, dilakukan pula sesi diskusi dan tanya jawab untuk mengatasi kendala dan memperdalam pemahaman para guru mengenai teknologi tersebut. Kesimpulan dari hasil dari kegiatan pengabdian ini berdasarkan hasil evaluasi menggunakan angket, menunjukkan adanya peningkatan persepsi guru terhadap pemahaman dan pemanfaatan kecerdasan buatan untuk membantu guru dalam mengembangkan konten dan aktivitas pembelajaran.
PEMBELAJARAN BERNARASI UNTUK PESERTA DIDIK KELAS 2 SD (Sekolah Dasar) Muzaki, Ferril Irham
Jurnal Pena Indonesia Vol 4 No 1 (2018)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpi.v4n1.p97 - 104

Abstract

Penelitian ini mengedepankan konsep narasi yang digunakan untuk pembelajaran di sekolah dasar (SD) kelas 2. Dalam konteks ini peserta didik kelas 2 SD diajarkan untuk mengedepankan prinsip narasi dalam menceritakan kehidupan sehari-hari, perjalanan dari berangkat sekolah hingga pulang. Dalam penelitian ini diperoleh hasil 1) terjadi peningkatan kemampuan bernarasi, dan 2) terjadi penambahan kemampuan improvisasi dalam bernarasi. Disarankan kepada pendidik untuk mengedepankan kehidupan sehari-hari dalam proses mengajarkan narasi di Sekolah Dasar (SD) pada kelas rendah.
Development of Flashcard Media Assisted by the SAS Method for Early Reading Teaching in Elementary Schools Azzahra, Salsabila; Rini, Titis Angga; Muzaki, Ferril Irham
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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

Abstract

Researchers conducted research using observation techniques and interviews with grade 1 teachers of SDN Mandaranrejo 1 Pasuruan City, found 15 students whose reading skills were still classified as low. Flashcard media assisted by the SAS method was made with the aim of improving reading skills at an early stage aimed at low grades. Researchers developed learning media for early reading learning activities in the form of cards that include examples of words and sentences based on the SAS method along with images that can be interesting. This research and development aims to develop a product in the form of Flashcard media for beginning reading that is valid according to experts, namely material experts, media experts, and users, namely teachers and students. This research uses the R&D (Research and Development) research method of the ADDIE model which consists of 5 stages. This research and development obtained validation results by material experts of 97% and validation by media experts of 100%. While the results of user validation by teachers obtained 100% and by students at 98% so that Flashcard media assisted by the SAS method was included in the criteria very valid and interesting according to material experts, media experts, and users. Therefore, Flashcard media can be used for learning beginning reading. Keywords: Flashcards; SAS Method; Beginning Reading
The Effectiveness of SQ4R Model on Reading Comprehension Skill Of Grade 5th Elementary Students Kholida, Farah Diana; Rini, Titis Angga; Muzaki, Ferril Irham
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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

Abstract

The ability to read comprehension is very important where the more skillful a person is inunderstanding a reading, the easier it is for him to receive the information contained and the meaningin a reading. The reality of reading comprehension problems in Indonesia shows that the reading skills of elementary school students are low. As a form of improving the quality of students in readingcomprehension, it is necessary to have special treatment to further hone students' skills. Efforts thatcan be made include providing the right learning model. One of the learning models that is consideredto improve students' reading comprehension skills is the SQ4R (Survey, Question, Read, Recite,Review, Reflect) learning model. This study aims to examine the effectiveness of using the SQ4Rlearning model in improving students' reading comprehension skills. The type of research used ispre-experiment using one-group pretest posttest design. The results showed that the use of the SQ4Rlearning model was considered effective in improving reading comprehension skills by obtaining asignificance of 0.001
Unlocking Potential: A Teacher's Lens on Artificial Intelligence Towards Students' Problem-Solving Skills Barus, Yohannes Kurniawan; Pangestu, Widya Trio; Muzaki, Ferril Irham; Ahdhianto, Erif
Journal of Integrated Elementary Education Vol. 5 No. 1 (2025): October-March
Publisher : Universitas Islam Negeri Walisongo Semarang in collaboration with PD PGMI Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21580/jieed.v5i1.24974

Abstract

The advancement of information technology is opening up new avenues for integrating artificial intelligence into education. However, there is a prevailing belief that the use of AI could impact students' problem-solving abilities. This research seeks to explore teachers' perceptions regarding the potential influence of artificial intelligence on these skills. Utilizing a quantitative approach, the study involved a survey conducted with 57 participants. Data was collected through a questionnaire and subsequently analyzed descriptively. The findings reveal several key insights: (1) teachers generally agree that AI, particularly tools like ChatGPT, can enhance students’ engagement in problem-solving activities, (2) the primary challenge in implementing AI is navigating ethical concerns, and (3) students indeed benefit from the support of AI in problem-solving tasks, especially in the area of formulating solutions. These results underscore the importance of encouraging the integration of AI technologies, such as ChatGPT, into teaching methods in elementary schools. Such integration could foster a more interactive and adaptive development of students' problem-solving skills. Moreover, the positive views held by teachers about using AI in education serve as a solid foundation for creating training programs aimed at enhancing educators' knowledge and ability to effectively integrate technology into their teaching practices.
A critical discourse analysis on self-efficacy values in modern Chinese children's stories Muzaki, Ferril Irham
Diksi Vol. 30 No. 1: DIKSI MARET 2022
Publisher : Fakultas Bahasa, Seni, dan Budaya, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/diksi.v30i1.45492

Abstract

This review article will explain teaching materials for self-efficacy in modern Chinese children's stories. The materials focused on five grand topics. The topics are (1) find the moral values of thinking creatively, (2) find moral messages to design mapping the problems, (3) find normative values of work in order, (4) find moral values of taking initiative, (5) find moral values of thinking systematically. The method adopted by Fairclough's (2001) construction analysis on critical discourse analysis. Data taken from children's stories, these (1) Immortal Devil Transformation, (2) Warlock of the Magus World, (3) Wu Dong Kian Kun, (4) Dragon Prince Yuan, (5) Great Demon (7) A Record of a Mortal's Journey to Immortality, (8) Dragon Prince Yuan, (9) God of Cooking, (10) I Shall Seal the Heavens, (11) Heaven's Devourer, (12) Desolate Era, (13) the Human Emperor, (14) A Will Eternal, (15) Fields of Gold, and (16) Cultivation Online. Those stories were written in the periods 2005-2021. The results of this research indicate that self-efficacy in Chinese children's literature reflected on 6 results, those are (1) working based on problem solving, (2) working based on critical analysis, (3) working based on real facts, (4) working based on cognizance and (5) working based on integrity. The conclusion of this study is that self-efficacy in fantasy stories of Chinese children learning character education is based on exposure to universal values of self-efficacy. Keywords: self efficacy, ethics in schools, character education, children literature, chinese modern stories
Development of Mobile Learning-Based Learning Media for Rhyming Materials at SDIT Wildan Mukholladun Blitar Regency Permadani, Sholihatuzumna Putri; Muzaki, Ferril Irham; Mudiono, Alif
JURNAL PENDIDIKAN DASAR NUSANTARA Vol 11 No 1 (2025): Jurnal Pendidikan Dasar Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jpdn.v11i1.25656

Abstract

This study aims to develop a poem learning media based on Mobile Learning designed for fifth-grade elementary school students. The method employed is research and development (R&D) using the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The media was created using Google Sites and accessed via QR codes, containing learning materials, instructional videos, and assessment tools. Validation by content experts, media specialists, and teachers indicated that the media is highly suitable for use in learning. The results of validation from material experts obtained a percentage of 93.75%, the validation of media experts obtained a percentage of 85%, and validation by users obtained an average percentage of 94.3%. The small-scale practicality trial obtained a percentage of 100%, then the large-scale trial obtained a percentage of 98.8% where p = both were included in the "Very Practical" category. Practicality tests on both small and large scales showed excellent results, with high levels of usability and engagement. The media was found to be effective in enhancing students’ interest and understanding of poem material, while also offering an enjoyable and interactive learning experience.
Development of Picture Story Media with Articulate Storyline 3-Based Smart Quiz in Fable Stories in Grade II Elementary School Asmi, Asfari Mahiruddin; Mudiono, Alif; Muzaki, Ferril Irham
Journal of Education for Sustainability and Diversity Vol. 2 No. 2 (2024)
Publisher : Angstrom Centre of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57142/jesd.v2i2.94

Abstract

This research and development was made with the aim of developing picture story media with Articulate Storyline 3-based shortcut quizzes that are valid, interesting, and practical. Valid media based on material experts, media experts, and users (teachers) as well as practical and interesting media for second grade students of SD Negeri 2 Sengon. The model used is the ADDIE model with five stages including: analysis (analyze), design (design), development (develop), implementation (implement), and evaluation (evaluate). Data collection techniques in this research and development use observation, interviews, and questionnaires. This media obtained material expert validation results of 92.85%, media expert validation results of 88.09%, and user validation results of 94.28%, attractiveness results of 98.95%, and practicality results of 98.10%. Based on the results of media validation, it is classified as very valid and can be used without revision, while based on the results of the attractiveness and practicality of the media it is classified as very attractive and very practical and can be used without revision.