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IMPLEMENTASI 21ST CENTURY LEARNING DESIGN PADA KEMAMPUAN ICT CALON GURU SD Iis Yeni Sugiarti; Dian Permana Putri; Ira Rahayu
Autentik : Jurnal Pengembangan Pendidikan Dasar Vol 8 No 1 (2024)
Publisher : Elementary School Teacher Education (PGSD), STKIP PGRI Sumenep

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36379/autentik.v8i1.499

Abstract

Given the importance of ICT skills possessed by prospective elementary teachers to support learning activities and create a pleasant learning atmosphere. This study aims to analyze the ICT skills of prospective elementary teachers and design 21st CLD learning tools for prospective elementary teachers. This type of research is qualitative descriptive. The sample used was a random sampling of prospective elementary teachers who took basic and advanced literacy courses. Data collection techniques are in the form of ICT skills instruments, interviews, and observations. This study only uses three aspects, namely aspects of information and communication technology including the introduction of input and output devices, aspects of pedagogy including understanding literacy and numeracy materials and utilizing innovative media, as well as organizational and administrative aspects including understanding and mastering Google Workspace. The technology and information skills of prospective elementary teachers are by the 21st century learning needs that require digital technology.
Development of the Flipbook e-module with a Scientific Approach Problem Based Learning in Improving Students' Abstract Skills Aan Anisah, Aan Anisah; Sri Asnawati; Dian Permana Putri
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): 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.v26i1.46350

Abstract

The urgency of this research is to help accelerate the implementation of new learning paradigms by meeting the need for learning innovation by using technology to improve students' abstract skills. The aim of this research is to design and analyze the validity, practicality and effectiveness of the Accounting flipbook e-module as well as improving students' abstract skills through a scientific approach combined with problem-based learning methods (Problem Based Learning). The research method used is the R&D method using the 4D development model, namely Define, Design, Development and Dissemination. This research was only carried out until the development stage, the dissemination stage was not carried out due to time constraints. Research data collection techniques are in the form of questionnaires such as validation sheets, questionnaires, concept understanding ability tests and documentation. The data analysis technique used is the percentage descriptive technique, namely changing quantitative data into percentage form, then interpreting it using qualitative sentences. The research results obtained include the results of validation of the design of teaching materials in the form of an Accounting flipbook e-module which is in the "Very Eligible" criteria. The results of the student response questionnaire showed the criterion "Very Strong" and the N-gain results between the experimental class and the control class showed differences in students' abstract skills. Where the experimental class got a result of 0.54 which was greater than the control class of 0.37. So it can be concluded that the flipbook e-module design in this research is valid, practical and effective.
Improving Economic Learning Outcomes Through Problem-Based Learning Using Augmented Reality Media Rahman, Dhea Aulia; Prasetyo, Prakoso Dwi; Herawan, Endang; Putri, Dian Permana
International Journal Of Education, Social Studies, And Management (IJESSM) Vol. 4 No. 2 (2024): The International Journal of Education, Social Studies, and Management (IJESSM)
Publisher : LPPPIPublishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52121/ijessm.v4i2.236

Abstract

This study discusses the improvement of economic learning outcomes through a problem-based learning approach using Augmented Reality (AR) media. With a focus on the application of innovative concepts in education, this study explores how the combination of an effective problem-based learning approach and engaging AR technology can improve students' understanding of economic concepts. The results show that the use of AR in economics learning can significantly improve student engagement, concept understanding, and learning outcomes. In addition, the problem-based learning approach also proved effective in improving students' critical thinking and problem-solving skills. Despite challenges related to technology availability and teacher training, the conclusions of this study emphasize the importance of integrating AR technology and innovative learning approaches in creating a more engaging and effective learning environment in the context of economics education. Further research is needed to optimize the use of this technology and evaluate its effectiveness in various educational contexts.
Increasing Environmental Awareness to Overcome Lack of Natural Resources Through Character Building Based on Microeconomic Theory Febianti, Yopi Nisa; Putri, Dian Permana
International Research-Based Education Journal Vol 1, No 6 (2019)
Publisher : Faculty of Education Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um043v1i2p162-168

Abstract

This research aims to assess students awareness attitude on natural resources in the region of Unswagati Cirebon Indonesia. Qualitative research method is used in this study involving 87 students as sample at the second grade of Economic Education FKIP Unswagati in the year of 2016/2017. Data were gathered using interviews, observation, and documents. These were analyzed employing qualitative technique through developing the domains, taxonomies, compositions, and cultural themes. Results indicate that the students have positive attitudes towards their environment while using natural resources, having sufficient knowledge and skills in maintaining, managing, preserving, and restoring the environment to overcome the lack of natural resources.Keywords: Environmental awareness, natural resources, character building, microeconomic theory
DESIGNING CAMTASIA SOFTWARE ASSISTED LEARNING MEDIA TOWARD STUDENTS' MATHEMATICAL COMPREHENSION IN NUMERAL MATERIAL Setiyani Setiyani; Dian Permana Putri; Derin Prakarsa
Jurnal Infinity Vol 8 No 2 (2019): Volume 8 Number 2, Infinity
Publisher : IKIP Siliwangi and I-MES

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22460/infinity.v8i2.p143-156

Abstract

This study aims to determine the feasibility of learning media in the form of videos with the help of camtasia software on number material using the R & D (Research and Development) methodology with ADDIE models (Analysis, Design, Development, Implementation, Evaluation). This research was conducted at Cirebon State MTs 2 Cirebon in class VII. The research instrument used was an interview questionnaire for teachers and students, a practicality questionnaire for students and a validation sheet for three lecturers as well as a mathematics teacher. From the results of the instruments in the form of interview questionnaires students are clear that students prefer learning with the presence of learning media and the results of teacher interviews that result in a lack of facilities for the learning process using learning media. The instrument results in the form of a validation questionnaire produce an average score of 85% (very valid), so that it can be said that the learning media in the form of videos are valid and can be used. The instrument of practicality questionnaire filled by nine students with three high-ability students, three moderate-capable students, three low-ability students produced an average score of 86.77%, it can be said that the practice was very high. Based on the results of each instrument, it can be stated that the learning media in the form of CD-shaped videos is practical and can be used.
Freight Train Scheduling using Integer Linear Programming: A case study of cement distribution Rachmawati, Nur Layli; Putri, Dian Permana
Jurnal Logistik Indonesia Vol. 6 No. 2: Oktober 2022
Publisher : Institut Ilmu Sosial dan Manajemen Stiami

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31334/logistik.v6i2.2410

Abstract

Transportation process is responsible for providing efficiency of moving products considering time, cost, and vehicle utilities through inbound and outbound logistics. Transportation disruptions such as congestion, delays, or cancellations can have a detrimental impact on the company. PT X uses trains to transport unpackaged cement in bulk from factory to port. PT X has not met the daily train delivery target due to train delays, inconsistency delivery frequency and ineffective schedule. Therefore, the quantity of shipment does not meet the expected target. In this study, optimization of train rescheduling was carried out to minimize total train delays. This optimization is expected to be able to create a new train schedule that meets the daily delivery target. The proposed model is formulated as and solved as Integer Linear Programming (ILP) problem by considering single-track railway constraints. Results show the optimal train schedules give a total delay of 26 minutes. Compared to the existing condition, train delays are reduced by 69.7% and provide a more effective schedule with consistent delivery frequency.
Local wisdom in the traditional game pèrèpèt jèngkol as strengthening the character of elementary school students Rahmawati, Agustina; Sylviani, Amelia; Anisah, Anisah; Tarmidzi, Tarmidzi; Putri, Dian Permana
Jurnal Pendidikan PKN (Pancasila dan Kewarganegaraan) Vol 6, No 1 (2025): Mei 2025
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jppkn.v6i1.81429

Abstract

The aim of carrying out this research is to determine the character of students by using the traditional game media pèrèpèt jèngkol. This research is descriptive research that uses case studies. This game was played for 6 days (6 meetings) and researchers used observation sheets and videos to "see" how students' characters developed during play from the first day to the following days. After carrying out observation activities, the data taken from the observation sheet and video will be rearranged by the researcher and then grouped into existing tables. A person's character must be formed when they are still small, so that they are more accustomed to doing positive things. In the modern era like now, children experience a decline in character values, because there are so many negative things they can see and imitate. Other negative things include a lack of social skills and direct communication, because too much time is spent playing with gadgets, a lack of patience in children in facing challenges so they have difficulty concentrating on certain tasks or activities, children will also become dependent on gadgets so they Loss of interest in playing outdoors. To overcome this problem, researchers want to examine how the character changes experienced by students in elementary schools by playing the traditional game pèrèpèt jèngkol. The conclusion is that to see the character of elementary school children can be done through several efforts, such as playing the traditional game pèrèpèt jèngkol. Apart from that, this way can also preserve culture
Designing a digital teaching module based on mathematical communication in relation and function Setiyani; Putri, Dian Permana; Ferdianto, Ferry; Fauji, Sandi Hermana
Journal on Mathematics Education Vol. 11 No. 2 (2020): Journal on Mathematics Education
Publisher : Universitas Sriwijaya in collaboration with Indonesian Mathematical Society (IndoMS)

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

Abstract

The purpose of this study is to design a digital module based on mathematical communication skills. This a development research which is carried out to determine the use of poor learning media and students’ low comprehensive skills in understanding mathematical topics associated with relations and functions. One of the solutions used to overcome this problem is by designing a digital teaching module using media. The research and development method consisting of Analysis, Design, Development, implementation, and Evaluation (ADDIE), were used to carry out this study. The results showed that the digital module is highly valid with a total expert validation of 95.1% and in the very good category. Also, the students' response to the digital module is in the very good category, with a total response criterion of 89.8%. Therefore, the designed digital module has the ability to improve students' independence in learning because its use is not limited to classrooms.
Utilization of Technology Media in Era 4.0 on Students’ Creativity in Elementary Schools Sari, Ratna; Rizky, Wulan; Tresnawati, Nailah; Putri, Dian Permana
Lectura : Jurnal Pendidikan Vol. 16 No. 2 (2025): Lectura: Jurnal Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/3tfvzb59

Abstract

In the era of the Industrial Revolution 4.0, fostering creativity at the elementary level is essential for equipping students with the critical thinking and problem-solving skills needed to adapt to rapid technological change. This study explores how the use of technology-based media influences student creativity in elementary schools. Employing a qualitative descriptive approach, data were collected through classroom observations, semi-structured interviews with teachers and students, and documentation across five selected public elementary schools in Cirebon City, Indonesia. The research focuses on how digital tools, such as learning videos, Canva, PowerPoint, and Wordwall, are integrated into classroom instruction and how they affect students’ learning interest, active engagement, and satisfaction. The findings showed that technology-supported learning environments contribute positively to the development of four core indicators of creativity: fluency, flexibility, originality, and elaboration. Students demonstrated greater confidence in generating and expressing ideas, adapted learning strategies independently, and produced more detailed and original work using digital platforms. Teachers also observed higher motivation and participation levels during technology-enhanced lessons. These results underscore the importance of incorporating digital media into pedagogical design to foster creativity among young learners. In conclusion, integrating technology-based media into elementary education effectively fosters students’ creativity by enhancing their idea generation, adaptability, and originality, while simultaneously increasing their motivation and active participation in the learning process.
Efektivitas Pembelajaran Ekonomi Berbantuan Media Digital Dalam Meningkatkan Pemahaman Kreativitas Siswa XI.9 SMA Negeri 1 Cilimus Syafitri, Syifa Nurul; Jubaidah, Indah; Yana, Enceng; Putri, Dian Permana
Jurnal Ilmiah Global Education Vol. 6 No. 3 (2025): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v6i3.4086

Abstract

The purpose of this study is to examine the effectiveness of digital media-assisted economic learning using Wordwall-based gamification in enhancing students’ creative understanding in class XI.9 of SMA Negeri 1 Cilimus. This research employed a quasi-experimental method with a one-group pre-test–post-test design, involving a total of 18 student participants. Data were collected through direct observation, semi-structured interviews with the teacher and four students, and visual documentation. The data were analyzed using the N-Gain test and the Wilcoxon Signed Ranks Test, as the data did not meet the assumptions of normal distribution. The findings revealed a significant difference between the pre-test and post-test results (Asymp. Significance 2-tailed = 0.01 < 0.05), indicating that the use of digital media effectively improved student learning outcomes. Qualitative data further showed increased student engagement, creativity, and motivation during the learning process. These findings support the conclusion that gamified digital media can serve as an innovative solution to foster enjoyable, interactive, and meaningful learning experiences in economic education.