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Journal : Journal of Education Technology

Opportunities for Using Smartphones in the Digital Era to Facilitate Students in Learning Sociology in High Schools Qodr, Taufiq Subhanul; Efendi, Agus; Musadad, Akhmad Arif
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34806

Abstract

The development of information technology that encourages smartphones in various lives thus opens up opportunities for the use of smartphones in teaching and learning activities. However, teachers have not been able to maximize the use of smartphones to support students' ability to understand learning materials. This certainly does not provide a good learning experience for students, so it is necessary to improve the learning system. This study was conducted to identify opportunities for using smartphones to make it easier for students to learn, especially in understanding sociology learning materials in high school. This type of research is descriptive qualitative research. The research subjects were social studies students of class X SMA with a total of 149 students. Data collection methods in this study were surveys and interviews using questionnaires and interview guidelines as research instruments. Data analysis was carried out in four stages: data collection, data reduction, data presentation, and conclusion. This study indicates that there is an excellent opportunity for the use of smartphones in the digital era in the learning process, especially in sociology in high school. The opportunity is the implementation of game-based mobile learning or Mobile Game-Based Learning (MGBL). It can be seen that the use of smartphones by students is most dominantly used to play games, with a percentage of 32.90%. Thus, Mobile Game-Based Learning (MGBL) as a learning medium is an opportunity to use smartphones to make it easier for students to learn sociology because it encourages students to be more active, creative, and innovative in the learning process. This study concludes that Mobile Game-Based Learning (MGBL) is an excellent opportunity for the use of smartphones in the digital era to make it easier for students to learn sociology in high school.
Improve Critical Thinking Skills with Informatics Educational Games Samin; Gunarhadi; Efendi, Agus
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.48637

Abstract

Facing the challenges of the 21st century Critical thinking is one of the main abilities that students must have. The problem of low critical thinking skills is caused by factors in students and learning that does not focus on developing critical thinking skills. This study aims to develop an Informatics educational game with higher order thinking skill (HOTS) questions based on the Berbras competition to improve students' critical thinking skills. The research design used by the ADDIE model consists of the stages of analysis, design, develop, implementation, evaluation. Test the effectiveness of educational games using experimental research with Noneequivalent Control Group Design. The research subjects were 32 students in class VIIA and 33 students in class VIIB. Collecting data using a questionnaire instrument and an essay test. The research data were analyzed using paired samples test, with the data requirements being normally distributed and homogeneous. The results of the normality and homogeneity test of the data, obtained a significance level greater than 0.05 so that the critical thinking ability data is normally distributed and homogeneous. The increase in critical thinking skills from the N-Gain analysis of the experimental class was 0.63 in the medium category and the control class was 0.43 in the medium category. Based on the results of the paired samples test, the value of Sig. (2-tailed) of 0.000 <0.05, it can be concluded that the use of informatics educational games has a significant effect on increasing students' critical thinking skills.
Co-Authors Abidin*, Zainul Ahoen, Bahori Akhmad Arif Musadad Al Anshori, Ahmad Zakariya Alfi Sahri Andrik Purwasito Anggoro Pudyastowo, Purbo Ariyanto, Yuyun Asfihani, Muhammad Lutfi Astuti, Puwani Indri badriyah, Nurul lailatul Bambang Ikhwanto Bani Sudardi Basori Basori Budihardjo, Billy Cahyono, Budi Tri Caroline, Reza Cucuk Wawan Budiyanto Deswijaya, Adi Deswijaya, R Adi Deswijaya, R.Adi Dwi Maryono Endrayani, Iin Erika Laras Astutiningtyas Fatma Sukmawati, Fatma Febri Liantoni, Febri Fitriani, Migut Gunarhadi Gunarhadi Gunarhadi, Gunarhadi Handayani, Agustia Hapsari, Pradnya Paramita Harsono Harsono Harsono Januar Budi Asmari Julianto, Nur Kusumawardani, Seftia Masruri, Muhammad Agil Maulana, Iwan Mohamad Zain Musa, Mohamad Zain Muhammad Akhyar Muhammad Farid Wadjdi Muhammad Hafidz, Muhammad Munawir Yusuf Nur Atikasari Nur Auliyani, Zalfa Zahiroh Nurul Humaidah Nuryani Tri Rahayu Nuryani Tri Rahayu Palupi, Dian Exsi Pambudi, Nugroho Agung Pardyatmoko , Pardyatmoko Pardyatmoko, Pardyatmoko Pradnya Paramita Hapsari Pratama, Alvonda Rizqi Pratiwi, Intan Ajeng Priyatiningsih, Nurpeni Purwaningsih, Lisa Purwanto, Andrias Puspanda Hatta Qodr, Taufiq Subhanul R. Adi Deswijaya Rahmatullah, Putera Islamiyadi Rizkiana, Ajeng Roemintoyo Roemintoyo Samin Santosa, Eka Budhi Sari, Damar Fatika Setyarto Setyarto Singgih Subiyantoro Siswandari Siswandari, Siswandari Sri Sumaryati Sri Yamtinah Sudianto, Sudianto Sulistiyo, Budi Taufik Hidayat Tigowati Tigowati, Tigowati Tiyarno, Raka Pratama Tri Widiatmi Tri Widiatmi Vitariyanti, Diyan Wakit Abdullah Rais Widyaloka, Dhagan - Wulansari, Puput Yudianto Sujana Yudianto Yudianto