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How does educational technology answer challenges? Empirical theoretical studies and public perspectives Zahid Zufar At Thaariq; Ence Surahman
Journal of Education and Learning (EduLearn) Vol 15, No 3: August 2021
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (253.756 KB) | DOI: 10.11591/edulearn.v15i3.19598

Abstract

Educational technology is part of a scientific that is mostly engaged in education. Actually, this scientific has significant benefits, especially in the field of education. However, many people do not understand the role of educational technology in education. This can be seen from the diverse perspectives of society on educational technology. When it is associated with educational technology science, there are many views of the community that are very opposite to the scientific clusters of educational technology taught from lectures. So, the purpose of this study was to find out the various perspectives of society regarding educational technology itself. This paper is presented with the addition of theoretical educational technology clumps. This research employed a descriptive qualitative approach. This study used indirect interviews, which means giving unstructured questions but still focusing on what will be researched. The subjects in this study were six participants who were people outside the educational technology scientific clump. In addition, the author also conducted a literature review which was taken from six articles from three different journals. The results of this study reveal a diverse picture of views on educational technology. All participants argue that educational technology has a significant role, but in terms of the dominant conception they still do not understand it like other scientific. From the results it can be a separate challenge for educational technology. It can be used as an alternative reference in improving the quality of educational technology, either through formal education or other forms.
ETHNO IPS: INOVASI MATERI PEMBELAJARAN IPS BERBANTUAN UNSUR BUDAYA Zahid Zufar At Thaariq; Rista Anggraini; Surrotul Hasanah
Sosio-Didaktika: Social Science Education Journal Vol 7, No 1 (2020)
Publisher : Faculty of Education and Teacher Training, UIN (State Islamic University) Syarif Hidayatul

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4036.656 KB) | DOI: 10.15408/sd.v7i1.15279

Abstract

The purpose of this study is to review an innovation of social science (IPS) learning material that uses cultural elements. Innovation in learning is useful as a tool used for learning. Therefore, in the field of learning, teachers creativity, especially in the IPS was very important. In this case, the author offers learning IPS used cultural elements of Ethno IPS. Ethno IPS is a merger of social sciences such as sociology, geography, economics and history with cultural elements. Hopefully, this implementation can increase the knowledge of cultural diversity in Indonesia and as a reference to learning and teaching more interesting.
Pendayagunaan Internet Sebagai Aksiologi Belajar Pembelajaran Era Digital Zahid Zufar At Thaariq
Jurnal Pendidikan Terbuka Dan Jarak Jauh Vol. 22 No. 1 (2021)
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/ptjj.v22i2.1918.2021

Abstract

Dunia yang serba digital telah mampu mempengaruhi semua bidang, termasuk pendidikan. Internet telah menjadikan hidup menjadi lebih mudah, termasuk dalam proses belajar yang dilakukan. Tulisan ini bertujuan untuk menyajikan pemecahan masalah belajar melalui pendayagunaan internet sebagai aksiologi belajar di era digital. Dalam ilmu filsafat dikenal dengan istilah ontologi, epistemologi dan aksiologi. Penggunaan internet saat ini telah menjadi suatu keniscayaan yang tidak dapat terhindarkan. Maka, dalam ranah filsafat hal ini disebut aksiologi yang berarti membahas tentang bagaimana seseorang menggunakan suatu keilmuan. Dalam bahasan ini akan menjurus ke ranah bagaimana seseorang menggunakan internet dalam belajar yang melibatkan pengajar dan pebelajar. Harapannya melalui tulisan ini dapat menjadi acuan referensi belajar maupun mengajar dengan memanfaatkan internet di dalamnya
Profesionalitas Guru Sekolah Dasar dalam menghadapi Ragam Karakteristik Belajar Zahid Zufar At Thaariq; Lindawati Lindawati; Ryandini Dwi Puspita
EduBasic Journal: Jurnal Pendidikan Dasar Vol 2, No 1 (2020): EduBasic Journal: Jurnal Pendidikan Dasar
Publisher : Universitas Pendidikan Indonesia Kampus Serang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ebj.v2i1.26523

Abstract

This research aimed to review the professionalism of teachers in the face of the learning characters of elementary school students. In the learning process, a teacher's role was critical. Thus, teachers need to be professional in managing learning in the classroom in terms of media management, models and learning resources. This study used mixed methods approach between qualitative and quantitative. This research used online poll instruments and spread to 24 respondents. Respondents were taken from teachers at the elementary school level. The steps in this study were (1) the formulation of the problem (2) looking for the theory foundation, (3) the poll instrument formulation, (4) the distribution of polls, (5) data presentation and (6) drawing conclusions and suggestions. The results revealed that the elementary school teacher had a variety of methods and action in the learning such as the use of discussion, demonstration, lecturing and problem solving methods with a variety of specific reasons. The character of learners became the first consideration on implementing the variety of methods and action. So, the learning process tended to become more varied. The expectation of this research could capture teacher’s performance and give basis to improve the teachers’ profesionalism in the classrooms teaching and learning process.
Conducting Hybrid Training for Teacher Professionalism at SMP Wahid Hasyim Malang Zahid Zufar At Thaariq; Reno Nurdiyanto; Ummul Karima; Chatur Erisa Putri; Doni Anggoro Dwi Wahyu Utomo; Dany Wijaya Kesuma; Dedi Kuswandi
Journal of Community Practice and Social Welfare Vol. 3 No. 2 (2023): Journal of Community Practice and Social Welfare
Publisher : LPPM Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/jacips.2023.3.2.1-11

Abstract

This article presents an explanation of the implementation of hybrid training as a form of teacher professional development at Wahid Hasyim Junior High School in Malang. Hybrid training is a pedagogical approach that combines online and face-to-face learning to improve the quality of education and teachers' abilities. This programme is implemented with stages (1) pre-implementation, (2) implementation and (3) post-implementation. The pre-implementation stage is passed by preparing all aspects needed. The implementation stage includes the training process which is conducted online but participants follow it simultaneously in one room. The post-implementation stage is carried out through reflections from the training instructor during the activity. This mode of training is expected to provide opportunities for teachers to explore their learning experiences widely through the application of online learning as exemplified in this training programme.
Masalah-Masalah dalam Paradigma Pembelajaran Sains Modern Zahid Zufar At Thaariq; Reno Nurdiyanto; Devi mariya Sulfa
Jounal Nyanadassana Vol 2 No 2 (2023)
Publisher : STAB Kertarajasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59291/jnd.v2i2.38

Abstract

Modern science learning paradigms emphasize inquiry-based and experiential learning, replacing traditional approaches. Constructivist approaches become the theoretical foundation, recognizing the importance of students' active involvement in the learning process. Metaphors of acquisition and participation are proposed as the basis for understanding science learning. The research method uses narrative techniques to synthesize information from multiple sources, providing a comprehensive overview of problems and solutions in the contemporary science learning paradigm. The author highlights a number of issues that need to be addressed. Key challenges include a lack of hands-on experimentation, an overemphasis on rote learning, a lack of inclusivity, and suboptimal integration of technology. While technology integration has the potential to enrich the student experience, there are still shortcomings in its implementation. By highlighting these issues, the authors promote the importance of hands-on experiences, concept-based assessments, inclusive curricula, and effective technology integration in improving science education. Recommendations include a collaborative approach among educators, policymakers, and stakeholders to address these issues and create a better future for science education. The conclusions emphasize the need to implement these solutions in the classroom and in education policy. By improving the student experience, supporting student-centered learning, and addressing the challenges of technology integration, science education can evolve to meet the demands of today's society and science.
Aktualisasi Karya Loose Parts Siswa Melalui Pameran Virtual Berbasis Media Sosial Zahid Zufar At Thaariq; Reno Nurdiyanto; Jasmine Nurul Izza; Devi Mariya Sulfa; Fikri Aulia; Alby Aruna; Dhimas Adhitya Wijanarko
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 3 (2023): GERVASI: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v7i3.6599

Abstract

Tujuan dari pengabdian masyarakat ini adalah untuk meningkatkan keterampilan siswa-siswi SMP Negeri 4 Malang melalui pameran virtual berbasis media sosial, mempromosikan potensi kreativitas siswa-siswi, dan menggunakan media sosial sebagai wadah untuk berbagi karya. Metode dalam pengabdian ini meliputi sosialisasi dan pendampingan dalam merancang dan membangun karya loose parts. Peserta pengabdian yaitu siswa SMP Negeri 4 Malang sebanyak 20 siswa. Tahapan kegiatan meliputi tahap persiapan, tahap pelaksanaan dan tahapan evaluasi. Tahap persiapan (define dan design) dimulai dari pembentukan ide dan rancangan media sosial. Tahap pelaksanaan (develop) dilakukan dengan mengembangkan media sosial untuk digunakan sebagai pameran karya oleh siswa. Tahap evaluasi (deploy) merupakan tahap akhir kegiatan untuk mengevaluasi ketercapaian pelaksanaan dan luaran dari PKM. Hasil dari kegiatan pengabdian ini yaitu siswa dapat mengembangkan keterampilan kreatif, kerja tim, menciptakan rasa kolaborasi sesama rekan, dan pemanfaatan teknologi digital. Kegiatan ini memberikan kontribusi positif dalam menginspirasi siswa untuk terlibat lebih aktif, serta mempromosikan potensi siswa di SMP Negeri 4 Malang melalui pameran virtual berbasis media sosial. 
Factors that Influence Student Achievement (Mawapres) in Learning Motivation Zahid Zufar At Thaariq; Dedi Kuswandi; Risma Chulashotud Diana; Ukhfi Shelinawati
JPP (Jurnal Pendidikan dan Pembelajaran) Vol. 26 No. 2 (2019)
Publisher : Lembaga Pengembangan Pendidikan dan Pembelajaran, Universitas Negeri Malang in Collaboration with Asosiasi Pendidik dan Pengembang Pendidikan Indonesia (APPI)

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

Abstract

This study examines the effect of learning motivation of high achieving students at Universitas Negeri Malang. Learning motivation has an important role in the lecture process. Learning motivation is an impetus in a conscious effort to make changes in cognitive, affective and psychomotor aspects. So it takes students who are able to increase their motivation for achievement in order to be an example for other students. Therefore researchers are interested in studying research related to learning motivation and ways of learning from outstanding students. The object of research studied was outstanding students at Universitas Negeri Malang. The research method used is quantitative data obtained through the distribution of questionnaires in the Google form. The results of this study reveal the motivation to learn and how to learn from each respondent who is an outstanding student at Universitas Negeri Malang. The results of the research are expected to be a reference in increasing learning motivation for other students. The results of the research are expected to be a reference in increasing learning motivation for other students. It seen by explained about the desires of respondents in learning. From the picture, it is explained that 75 percent of respondents want to learn because they are trying to find experience, 13 percent of respondents say they want to learn because they are trying to find a new channel (friends) with the same vision, 4 percent say the first and third choice, 4 percent say they have a character who is hungry for learning and wants learn whenever and wherever and 4 percent say they want to learn
Developing Ethic Game (Ethnomathematics Game): The Instructional Media of Culture Mathematics with Tringo by Ki Hadjar Dewantara Sayyidati Fatimah Az-Zahroh; Zahid Zufar At Thaariq; Ence Surahman; Chania M. Widyasari; Muhammad Syifa’ul Qolbi; Risma Chulashotud Diana
JPP (Jurnal Pendidikan dan Pembelajaran) Vol. 26 No. 2 (2019)
Publisher : Lembaga Pengembangan Pendidikan dan Pembelajaran, Universitas Negeri Malang in Collaboration with Asosiasi Pendidik dan Pengembang Pendidikan Indonesia (APPI)

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

Abstract

One of the most important steps in having educational process with the media. The media itself represents the component of Language Leaning. In researchers’ context, which is Math, the subject matter represents the content itself. Most of the times, our students face difficulty in learning the content—Math subject. Therefore, the objective of this study is to produce an instructional media that might ease the students in learning Mathematics easier and meaningful. Our interest is developing an instructional media that help students to also learn culture as its additional material. We develop ETHIC GAME (Ethnomathematics Game) as an integrated and augmented reality-based (AR) instructional media that combine mathematics and culture. Based on Edgar Dale’s theory on learning, the students can undergo the meaningful learning experience when they learn, observe, and listen to the media by themselves. We decide then to make an instructional media that also use such kind of principle that is TRINGO (Ngerti, Ngrasa, Nglakoni – or Understanding, Experiencing, Doing) by Ki Hadjar Dewantara. The development method used in this study refers to Lee Owen model of development. In the end, by having ETHIC GAME as instructional media, students learn more insightful and meaningful Mathmatics and culture—not only to make the learning process more authentic, but also to make the learners preserve the national culture. Indicates how easy the users in using the application which shows 100% of the users stated that there is no difficulty in using it. So, this instructional media can be used easily and fun
Design and Development of Game Based Learning Applications for Mathematics Learning Based on Multiple Language to Develop Verbal Capabilities Muhammad Syifa’ul Qolbi; Zahid Zufar At Thaariq; Sayyidati Fatimah Az-Zahroh; M. Mahfudz Anwar; Nurul Faiza
JPP (Jurnal Pendidikan dan Pembelajaran) Vol. 26 No. 2 (2019)
Publisher : Lembaga Pengembangan Pendidikan dan Pembelajaran, Universitas Negeri Malang in Collaboration with Asosiasi Pendidik dan Pengembang Pendidikan Indonesia (APPI)

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Abstract

The purpose of this research is to design an application that can help students in learning. So, the authors are interested in designing game-based mobile learning applications that have mathematical content on integer material integrated with hijaiyah numbers, so that the game media has its own uniqueness. This design is based on the obligation to develop numeracy skills for all citizens according to Law number 20 of 2003 concerning the national education system. In addition, there is also an obligation to understand the number of hijaiyah for Muslim citizens. The research method used uses research development. The development model used is Lee Owens. The concept in this game is like a game in general that uses this type of adventure. In the game there is a mission to solve the problem. The challenge is through hijaiyah figures provided. So this game combines mathematics with hijaiyah numbers in a portable way.