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The Effect Of Students' Motivation, Emotions, And Cognitive Engagement On English Vocabulary Learning Moderated By Augmented Reality Implementation At School X, Jakarta Pena, Carlos Andres Camelo; Yugopuspito, Pujianto
Jurnal Ilmiah Mandala Education (JIME) Vol 9, No 2 (2023): Jurnal Ilmiah Mandala Education (April)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v9i2.4879

Abstract

Academic performance in childhood affects students’ adaptability and functionality at School X, Jakarta; it is critical to understand the factors that influence this process. Further, augmented reality (AR) is a technology that merges digital information, such as images, videos, and audio, into actual places, facilitating learning through task pleasure, engagement, and motivation. This study investigates the factors that influence academic achievement in English vocabulary learning using AR implementation at School X, such as motivation, emotions, and cognitive engagement, among students ages 9 to 15. The study involves 52 students in grades five through nine at School X. SmartPLS 4 was used to do the data analysis. The results of this study show that emotions have the largest effect on English vocabulary learning achievement compared to other variables, followed by cognitive engagement, which has the second largest impact. Motivation has a positive effect on English vocabulary learning achievement, although it is not strong. AR also has a positive effect on the relationship between motivation and English vocabulary learning achievement, but it does not have a positive effect on the relationship between emotions and English vocabulary learning achievement. AR has no significant influence on the relationship between cognitive engagement and English vocabulary learning achievement.
The Effect of Gamification Implementation on Collaboration Skills, Engagement, and Learning Achievement of Students in Class X SMA XYZ Mustikasari, Lindawati; Yugopuspito, Pujianto
Eduvest - Journal of Universal Studies Vol. 4 No. 10 (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.v4i10.1781

Abstract

This study explores the impact of gamification on students' collaboration skills, engagement, and learning achievement in the context of 21st-century education. Utilizing an experimental method, the research was conducted to observe the effects of implementing gamification, particularly through the Quizizz application, in classroom learning. The findings revealed that students in the experimental group, who experienced gamified learning, showed significant improvement in collaboration skills, engagement, and academic achievement compared to the control group. The application of gamification provided an interactive and engaging learning environment that promoted active participation and collaboration among students. The use of gamification as a learning strategy not only enhances students' soft skills but also contributes positively to their overall academic performance. These results suggest that gamification is an effective tool in modern educational settings, providing valuable insights for educators and policymakers to enhance learning outcomes.
PENGARUH LITERASI DIGITAL, KREATIVITAS, DAN KETERAMPILAN PEDAGOGI TEKNOLOGI TERHADAP PENGGUNAAN LMS MOODLE BAGI GURU SEKOLAH XYZ Siti Apia; Pujianto Yugopuspito
Media Bina Ilmiah Vol. 18 No. 6 (2024): Januari 2024
Publisher : LPSDI Bina Patria

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33758/mbi.v18i6.715

Abstract

Learning activities must be aligned with the characteristics of current learners to ensure they are ready for the future. The current category of students is Z generation and Alpha where when they are born and grow up very familiar with technology. A challenge for teachers in applying technology in learning activities because it is not just moving learning activities into technology platforms but how to utilize technology in accordance with pedagogic concepts so that learning runs effectively. This study aims to analyze the influence of digital literacy, creativity, and technology pedagogy on the use of Moodle's Learning Management System (LMS) for teachers. This research is quantitative research with Partial Least Squares-Structural Equation Modeling (PLS-SEM) approach, where the data was analyzed using the SmartPLS program version 4.0. involving the entire teacher population in XYZ School totaling 114 people. Data was collected using survey methods using instruments in the form of questionnaires. The results showed that digital iterations and teacher technology pedagogy positively affected the use of the Moodle LMS and there was no relationship between teacher creativity and the use of the Moodle LMS
Generative AI for Students: Inovasi Pembelajaran Digital untuk Peningkatan Pemahaman dan Manfaatnya bagi Mahasiswa Okky Putra Barus; Yugopuspito, Pujianto; Pangaribuan, Jefri Junifer; Romindo, Romindo
PaKMas: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 2 (2025): November 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/pakmas.v5i2.3699

Abstract

The rapid development of artificial intelligence (AI) technology demands increased AI literacy among students. Generative AI, as a growing branch of AI, offers great potential to transform the learning process. Unfortunately, the level of AI literacy in Indonesia is still low. The study "The ASEAN Digital Generation Report 2023" by Kearney shows that Indonesia ranks 4th out of 6 Southeast Asian countries in readiness to face the AI era. In response, a team of lecturers from Universitas Pelita Harapan (UPH) developed a digital learning program called "Generative AI for Students." This program aims to improve students' understanding of the concepts, applications, and tools of Generative AI, especially in the academic context. This program's development uses the ADDIE method, which includes analysis, design, development, implementation, and evaluation. The "Generative AI for Students" program is implemented through the SPADA platform, utilizing features such as the Learning Management System (LMS), discussion forums, and quizzes. The evaluation results show that this program has succeeded in increasing students' understanding of Generative AI. This is indicated by an increase in post-test scores and a high level of participant satisfaction. The "Generative AI for Students" program positively increases AI literacy and equips students with skills relevant to technological developments.