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Online Learning in Digital Innovations Mariono, Andi; Bachri, Bachtiar Syaiful; Kristanto, Andi; Dewi, Utari; Sumarno, Alim; Kholidya, Citra Fitri; Pradana, Hirnanda Dimas
Journal of Education Technology Vol. 5 No. 4 (2021): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i4.40115

Abstract

Students and lecturers cannot do direct learning. It is an obstacle in the delivery of material by the lecturer. The purpose of this research is to develop learning in the Digital Learning Learning Media course. This research uses development research—the model development used by ADDIE (Analyze, Design, Development, Implementation, Evaluation). The research subjects are three experts, which include material experts, media experts, learning design experts. The subject of the product trial is students. The methods used to collect data are observation, questionnaires, and tests. The instruments used to collect data are questionnaires and test sheets. The technique used to analyze the data is descriptive qualitative, quantitative, and statistical analysis. The results of the material expert test are 90% with the "very good" category. 90% "very good" learning design expert test, 90% media expert test in the "very good" category, and 95% student trials in the "very good" category. Based on data analysis, learning media for learning media is proven to be effective in learning. This finding proves a difference between the control class tcount value which is smaller than the experimental class tcount (3,558 < 5,610). The development of online learning can be helpful for students in carrying out learning caused by the limitations of distance and time. This bold course has innovative values, including independent online practice tests using camera simulators equipped with audio and video to make learning more interactive.
Student Responsibilities Towards Online Learning in Interactive Multimedia Courses Dewi, Utari; Sumarno, Alim; Dimas, Hirnanda; Kristanto, Andi
Journal of Education Technology Vol. 6 No. 1 (2022): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i1.41522

Abstract

In online learning, an attitude of responsibility is needed in the learning process. Today, the attitude of responsibility in students is reduced. This study aims to look at the student's responsible attitude towards online learning in the interactive multimedia development course. This research is descriptive, namely research to describe the symptoms, phenomena, or facts studied by describing the independent variables, without intending to connect or compare. Data collection techniques using a Google Form questionnaire. The population in this study were students who were taking Interactive Multimedia courses totaling 167 respondents. The data obtained were analyzed using a descriptive percentage technique. The results of this study indicate that a very good attitude of responsibility in online interactive multimedia learning is related to aspects of punctuality in collecting assignments and knowing the lecture schedule, aspects of revising work and doing all assignments independently, aspects of using original ideas, and do not do plagiarism works. While the attitude of responsibility that is still lacking in online interactive multimedia learning is related to aspects of participation in online class forum discussions and providing suggestions or input on the work of colleagues, aspects of using illustrations/drawings themselves. So that we get the results that there are aspects of the attitude of responsibility related to social responsibility that is still lacking, while individual responsibility is quite good.
The Impact of Game-Based Learning Science for Kids on the Development of Logical Thinking in Children Aged 5-6 Years Nur Fadilah, Siti; Fitri, Ruqoyyah; Matheos Lasarus Malaikosa, Yes; Kristanto, Andi; Dewi, Utari; Jannah, Miftakhul
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14821

Abstract

This study aims to examine the effectiveness of game-based Learning Science for Kids in developing logical thinking skills in children aged 5-6 years. The study involved 17 children as subjects, with data collected through observation sheets. A quantitative approach was employed using an experimental method with a one-group pretest-posttest design, which analyzes the impact of an intervention under controlled conditions using the N-gain test. The results indicate that the average N-gain score obtained was 0.731, categorized as high (g > 0.7). These findings suggest that game-based Learning Science for Kids is highly effective in enhancing children's logical thinking skills. Therefore, this learning model can serve as an effective alternative for strengthening logical thinking abilities in children aged 5-6 years.
Effect of Augmented Reality Flash Card Media on Reading Interest and Storytelling Ability in Children Aged 5-6 Years Ruswanti, Titien; Jannah, Miftakhul; Fitri, Ruqoyyah; Kristanto , Andi; Dewi, Utari; Lasarus , Yes Matheos
International Journal of Emerging Research and Review Vol. 3 No. 2 (2025): June
Publisher : IKIP Widya Darma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56707/ijoerar.v3i2.96

Abstract

Objective: This study is to determine the influence of media Flash Card Augmented Reality on Reading Interest and Storytelling Ability of 5-6 Years Old Children. Method: This research is quantitative research experiment with design Nonrandomized Pretest-Posttest Control Group Design experiment, the research subjects were 50 children divided into 2 groups, namely the experimental group of 28 children, with 9 boys and 19 girls, the control group of 22 children, with 11 boys, 11 girls so that the total number of boys was 20 children or 40% and girls 30 or 60%, with an age range of 5-6 years, the instrument used was an observation sheet for reading interest and storytelling ability. The data analysis technique used test Mann-Whitney U test. Results: This study shows a significant level where the p score shows a result of less than 0.001, that there is a difference in gain score between the experimental group and the control group. This shows that because there is a difference between the control group and the experimental group, it means that there is an Influence of Flash Card Augmented Reality on Reading Interest and Storytelling Ability of Children Aged 5-6 Years. Novelty: Through the fun Augmented Reality Flashcard media mechanism, it triggers children's interest in reading and storytelling skills. Through this study, it is expected to find empirical evidence regarding the benefits of using augmented reality-based flashcards, as well as provide recommendations for educators in improving the quality of learning in the classroom.
The Impact of Game-Based Learning Science for Kids on the Development of Logical Thinking in Children Aged 5-6 Years Nur Fadilah, Siti; Fitri, Ruqoyyah; Matheos Lasarus Malaikosa, Yes; Kristanto, Andi; Dewi, Utari; Jannah, Miftakhul
Journal of Islamic Education Students (JIES) Vol 5, No 1 (2025): Inpress
Publisher : Universitas Islam negeri Mahmud Yunus Batusangkar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31958/jies.v5i1.14821

Abstract

This study aims to examine the effectiveness of game-based Learning Science for Kids in developing logical thinking skills in children aged 5-6 years. The study involved 17 children as subjects, with data collected through observation sheets. A quantitative approach was employed using an experimental method with a one-group pretest-posttest design, which analyzes the impact of an intervention under controlled conditions using the N-gain test. The results indicate that the average N-gain score obtained was 0.731, categorized as high (g > 0.7). These findings suggest that game-based Learning Science for Kids is highly effective in enhancing children's logical thinking skills. Therefore, this learning model can serve as an effective alternative for strengthening logical thinking abilities in children aged 5-6 years.
The Effectiveness of the Doing Knowledge Model in International Educational Technology Classrooms Dewi, Utari; Kristanto, Andi
Journal of Education Technology Vol. 9 No. 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i1.87831

Abstract

This research is motivated by the lack of relevant and applicable approaches in developing graphic media that hinder the competitiveness of global higher education. This study aims to examine the effectiveness of the doing knowledge learning model in improving the quality of lectures in the international class pilot of the Education Technology Study Program which has been internationally accredited. This type of research is experimental research that uses a quantitative approach with a non-equivalent pretest and posttest control group design method. The research subjects were 70 students. Data collection techniques were carried out by observation, interviews and questionnaires. The analysis method used includes quantitative descriptive analysis using t-test with a focus on project achievement as the main indicator of the success of the learning model. The results showed a significant difference between the experimental group and the control group. The average post-test of the experimental group reached 84.50, while the control group only reached 69.88, with a difference of 17.625 points. Thus, the results indicate that the doing knowledge model is effective in supporting project-based learning. The implication of this research is that it can increase the understanding of the implementation of the doing knowledge learning model to increase students' participation, concept understanding and critical thinking skills in international classes. Thus this study recommends the application of the doing knowladge model in media production-based courses and further development to increase the relevance of learning in the era of globalization of education.
Doing Knowledge Learning Model to Strengthen Media Production Skills: Feasibility Analysis and Implementation Kristanto, Andi; Dewi, Utari
Journal of Education Technology Vol. 8 No. 4 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i4.88022

Abstract

Students face difficulties in graphic design practice. Currently, students rely on automatic templates on software such as Canva that facilitate the design process but do not support their understanding of the basics of graphics. This study aims to analyze the feasibility and effectiveness of developing a Doing Knowledge learning model to improve mastery of media production skills. The development research uses the ADDIE development model. The development stages include Analysis, Design, Development, Implementation, and Evaluation. This development produces a Doing Knowledge learning model for the Media Production course that meets the rules and provisions of learning media. Furthermore, validation is carried out by learning design experts and material experts to determine the feasibility of the learning model. Pretest and posttest data were analyzed using N-Gain to determine the increase in learning outcomes after implementing the learning model on the trial subjects. The trial subjects were the students in the Educational Technology study program who had taken the Media Production course. The findings showed that the results of the media expert test, material expert test, individual test, and small group test were very good criteria. In contrast, the effectiveness test using N-Gain showed a high category. This study concludes that Doing Knowledge is a feasible learning model to improve media production skills. This study recommends wider application of the model to other learning contexts based on practical and collaborative skills.
Literature Review - Pengaruh Kombinasi Model Flipped Classroom dan Model Problem Based Learning terhadap Kemampuan Pemecahan Masalah Mariani, Dewi; Mustaji, Mustaji; Dewi, Utari
Akademika Vol 14 No 01 (2025): Akademika : Jurnal Teknologi Pendidikan
Publisher : Akademika : Jurnal Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34005/ak.v14i01.4352

Abstract

Problem solving ability is one of the key competencies that students must have in the 21st century education era. However, traditional learning methods are often unable to equip students with the critical and analytical thinking skills needed to solve complex problems. This research aims to systematically evaluate the effect of the combination of Flipped Classroom and PBL on students' problem solving abilities through the Systematic Literature Review (SLR) method. Data was collected from various studies published in indexed journals over the last 10 years. Analysis was carried out to identify trends in research results, supporting factors and obstacles that influence the successful implementation of the combination of the two models. The research results show that the combination of Flipped Classroom and PBL has a significant positive impact on students' problem solving abilities. This model not only improves critical and analytical thinking skills but also supports the development of non-cognitive skills, such as collaboration and communication. In addition, the integration of technology in Flipped Classroom increases the flexibility and effectiveness of independent learning, which then strengthens the implementation of PBL in the classroom. However, challenges such as student and teacher readiness, access to technology, and appropriate learning design need to be considered to ensure successful implementation
The Impact of Toy Exploration Activities on Critical Thinking and Speaking Skills in 3-4 Years Old Children Sitorus, Maureen Audina; Fitri, Ruqoyyah; Jannah, Miftakhul; Kristanto, Andi; Dewi, Utari; Citra, Nina Fajriyah
Studies in Philosophy of Science and Education Vol. 6 No. 2 (2025): July
Publisher : National Dong Hwa University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46627/sipose.v6i2.580

Abstract

This study analyzes the impact of toy exploration on the critical thinking and speaking skills of children ages 3-4. Understanding how toy explorations influences these abilities is crucial for parents and educators to support children’s cognitive and communication development effectively. This study processes data using a quasi-experimental approach using JASP. There are 29 participants in this study, and the sample is made up of kids between the ages of 3 and 4. With the experimental group achieving higher ratings of 6.46 and 9 than the control group, the data show that the p-score was less than 0.001. It can be inferred that toy exploration activities have an impact on children's critical thinking and speaking skills between the ages of three and four.