Claim Missing Document
Check
Articles

EFIKASI DIRI, PENGALAMAN MENGAJAR, DUKUNGAN FASILITAS, PEDAGOGIK, DAN PENGEMBANGAN PROFESIONAL GURU DALAM PENGGUNAAN TEKNOLOGI KOMPUTER Alfian Erwinsyah; Wiwik Pratiwi; Amalia Rizki Pautina
Irfani (e-Journal) Vol. 16 No. 2 (2020): Irfani (e-Journal)
Publisher : LP2M IAIN Sultan Amai Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30603/ir.v16i2.1968

Abstract

Ada banyak faktor yang menyebabkan guru menggunakan teknologi komputer di dalam kelas. Tujuan dari penelitian ini adalah untuk mengidentifikasi beberapa faktor penting yang berkontribusi terhadap penggunaan teknologi komputer oleh guru. Tujuan pertama dari tulisan ini adalah untuk membahas efikasi diri komputer. Tujuan kedua adalah menjelaskan pengalaman mengajar. Tujuan ketiga adalah untuk mengelaborasi dukungan teknologi komputer yang tidak memadai. Tujuan keempat adalah untuk menyelidiki praktik pedagogik guru. Tujuan terakhir adalah untuk mengkaji perkembangan profesional dalam integrasi teknologi computer dalam pembelajaran. Metode Penelitian menggunakan metode deskriptif kepustakaan. Dengan Hasil Penelitian Lima faktor yang berkontribusi dalam penggunaan teknologi komputer oleh guru di kelas dibahas dalam tulisan ini. Mereka adalah efikasi diri komputer, pengalaman mengajar, dukungan teknologi komputer yang tidak memadai, praktik pedagogik guru, dan pengembangan profesional dalam integrasi teknologi komputer. Peneliti memeriksa apakah faktor-faktor di atas dapat meningkatkan penggunaan teknologi komputer oleh guru. Hasil dari tulisan ini menyarankan agar perubahan positif dapat dilakukan dalam proses pendidikan bagi guru untuk menggunakan teknologi komputer. Guru harus menggunakan teknologi komputer dengan tetap menyadari tujuannya, keefektifannya, dan faktor-faktor yang mengarah pada pengajaran dan pembelajaran yang lebih baik di kelas mereka. Studi tersebut menyarankan bahwa penelitian lanjutan perlu dilakukan untuk melihat apa yang berhasil dan apa yang tidak berhasil tentang bagaimana mendorong guru untuk menggunakan teknologi komputer ke dalam pembelajaran kelas mereka.
ANALISIS DAN DESAIN PERANGKAT PEMBELAJARAN MODEL PROBLEM BASED LEARNING BERBASIS HOTS DAN LITERASI PADA PEMBELAJARAN IPA Alfian Erwinsyah; Ramli Utina; Frida Maryati Yusuf; Erni Mohamad; Muhamad Iksan
Irfani (e-Journal) Vol. 18 No. 1 (2022): Irfani (e-Journal)
Publisher : LP2M IAIN Sultan Amai Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30603/ir.v18i1.2423

Abstract

The purpose of this study is to develop a problem-based learning model based on higher order of thinking skills. The research method used is the ADDIE Research and Development model which is limited to the Analysis and Design Steps. The tools developed are RPP, LKPD, Assessment Instruments. The results of the research are that the HOTS-based and Literacy-based PBL learning device products have real characteristics in learning, arranged systematically with PBL syntax, will develop HOTS and student literacy. and the final product of the learning device meets the valid criteria seen from the validator score. Keywords: Learning Tools, ADDIE, PBL, HOTS
INOVASI PEMBELAJARAN ILMU PENGETAHUAN ALAM (NARRATIVE LITERATUR REVIEW) Alfian Erwinsyah; Frida Maryati Yusuf; Selastri Gintulangi
Irfani (e-Journal) Vol. 19 No. 2 (2023): Irfani (e-Journal)
Publisher : LP2M IAIN Sultan Amai Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30603/ir.v19i2.4246

Abstract

This study aims to analyze research trends on Natural Science (IPA) learning innovations. This research method uses literature studies. Research data was obtained, from 17 articles selected through the Harzings Publish or Perish application or through the web springeropen.com and sciencedirect.com on the topic of science learning innovation with keywords that have been determined from initial studies, namely the Blended Learning learning model, Augmented Reality, Virtual Laboratory / Virtual Reality and the STEAM approach from 2018 to 2021. The results of data analysis show that the use of Augmented Reality in learning, the use of Blended Learning learning models, the use of virtual laboratories in learning, and the use of STEM-STEAM approaches in learning through 17 journal articles, all of which are solely to overcome/solve student learning problems such as interests, motivation, learning outcomes, thinking skills. Based on research, these four innovations are significant in improving students' abilities in learning science. Keywords: Literature Review, Learning Innovation, Science, Augmented Reality, Blended Learning, Virtual Laboratory, STEAM
Integration of Arduino Media in Science Learning to Improve the Technology Literacy of Madrasah Ibtidaiyah Students Erwinsyah, Alfian; Bakari, Aljunaid; Ahmad, Hasdin
EDUKASIA Jurnal Pendidikan dan Pembelajaran Vol. 6 No. 1 (2025): Edukasia: Jurnal Pendidikan dan Pembelajaran
Publisher : LP. Ma'arif Janggan Magetan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62775/edukasia.v6i1.1440

Abstract

This study aims to analyze the effectiveness of Arduino integration in science learning to improve the technological literacy of Madrasah Ibtidaiyah (MI) students and formulate practical recommendations for teachers and policy makers. The study used a pre-test-post-test one group design with a sample of 23 students. Descriptive statistical analysis, paired sample t-test, and Shapiro-Wilk normality test were applied to measure the improvement of technological literacy. Learning is designed in six phases. Instruments include technology literacy tests (pretest-posttest), project assessment rubrics, and observation sheets. The results of the study were that there was a significant increase in technology literacy skills with an average difference of 24.95 points. The paired t-test confirmed a significant difference (t = -73,113, p < 0.001), supported by a narrow confidence interval (-25,664 to -24,249) and a strong correlation between scores (r = 0.905, p < 0.001). The six-phase model has been shown to be effective in improving programming, problem-solving, and collaboration skills. The integration of Arduino in science learning significantly increases technology literacy in students at Madrasah Ibtidaiyah. Recommendations include preparation of teacher training and curriculum policies that encourage the integration of ICT in madrasah science learning.
PENERAPAN METODE DEMONSTRASI BERBANTUAN MEDIA AUDIOVISUAL BERUPA VIDEO DALAM MENINGKATKAN HASIL BELAJAR IPAS PADA SISWA Patmawati, Patmawati; Hasan, Jhems Richard; Erwinsyah, Alfian
DIRASATUL IBTIDAIYAH Vol 4, No 1 (2024): DIRASATUL IBTIDAIYAH
Publisher : Pendidikan Guru Madrasah Ibtidaiyah Institut Agama Islam Negeri Padangsidimpuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24952/ibtidaiyah.v4i1.11709

Abstract

AbstractThe expected aim of conducting this research is to determine the application of the demonstration method assisted by audiovisual media in the form of video in improving student learning outcomes in Class IV Science and Technology subjects at SDN 9 Limboto. The type of research used in this research is the classroom action research approach. Classroom action research is research where the root of the problem arises in the classroom and is known to the teacher. This research was conducted to improve or overcome problems encountered during the learning process. Students in following the learning process using demonstration methods assisted by audiovisual media in the form of videos show positive results. The results of this research show that student learning outcomes in science and science subjects have increased after going through the demonstration method assisted by audiovisual media in the form of videos which can be seen from the pre-test average score of 57.68 with a learning completion percentage of 37%, test questions in cycle I average score- an average of 64.56 with a learning completeness percentage of 56%, up to the second cycle test questions the average score was 76.68 with a learning completeness percentage of 87%. The application of the Demonstration Method Assisted by Audiovisual Media in the form of Video can improve the learning outcomes of class IV students in the science and sciences subject at SDN 9 Limboto. The recommendation that can be taken from this research is to support the implementation of demonstration methods assisted by audiovisual media in the learning context. Keywords: Demonstration Method Assisted; Audiovisual Media in the Form of Video; Improving Learning Outcomes.
IMPLEMENTASI PEMBELAJARAN BERDIFERENSIASI PADA PEMBELAJARAN IPAS DI SD ISLAM AL-AZHAR 43 GORONTALO Mailangkay, Siti Nurhaliza; Mujahid Damopolii; Alfian Erwinsyah
Al-mujahidah Vol 6 No 1 (2025): April
Publisher : Institut Agma Islam Hamzanwadi NW Lombok TImur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51806/al-mujahidah.v6i1.261

Abstract

This research aims to determine the process and obstacles in implementing differentiated learning in science and science learning at Al-Azhar 43 Gorontalo Islamic Elementary School. This type of research is qualitative phenomenology, which is the type of approach chosen in this research. This research uses interview, observation and documentation guidelines. The data analysis technique used in this research consists of three stages, namely data reduction, data presentation, and drawing conclusions. The results of the research found things, namely that differentiated learning in science and science learning has been carried out in essence, both from planning, implementation and evaluation. Researchers can draw conclusions from this research that differentiated learning in science and science learning starts from the planning stage by mapping student learning needs through diagnostic assessments which are used as a basis for teachers to design learning which is outlined in the form of teaching modules. Furthermore, teachers' implementation strategies include differentiation of content, processes, products and learning environments. Differentiation here does not mean that teachers differentiate the overall learning per each student, but differentiation here means that teachers are able to create learning plans that accommodate students' learning needs and students feel comfortable in learning.
INOVASI PEMBELAJARAN ILMU PENGETAHUAN ALAM (NARRATIVE LITERATUR REVIEW) Erwinsyah, Alfian; Yusuf, Frida Maryati; Gintulangi, Selastri
Irfani Vol. 19 No. 2 (2023): Irfani (e-Journal)
Publisher : LP2M IAIN Sultan Amai Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30603/ir.v19i2.4246

Abstract

This study aims to analyze research trends on Natural Science (IPA) learning innovations. This research method uses literature studies. Research data was obtained, from 17 articles selected through the Harzings Publish or Perish application or through the web springeropen.com and sciencedirect.com on the topic of science learning innovation with keywords that have been determined from initial studies, namely the Blended Learning learning model, Augmented Reality, Virtual Laboratory / Virtual Reality and the STEAM approach from 2018 to 2021. The results of data analysis show that the use of Augmented Reality in learning, the use of Blended Learning learning models, the use of virtual laboratories in learning, and the use of STEM-STEAM approaches in learning through 17 journal articles, all of which are solely to overcome/solve student learning problems such as interests, motivation, learning outcomes, thinking skills. Based on research, these four innovations are significant in improving students' abilities in learning science. Keywords: Literature Review, Learning Innovation, Science, Augmented Reality, Blended Learning, Virtual Laboratory, STEAM
Research Trends Of Computational Thinking For Advancing Sustainable Development Goals (SDGs) In Science Learning: Bibliometric Analysis Alfian Erwinsyah; Yusuf, Frida Maryati; Laliyo, Lukman A.R; Mursalin; Inga Riumkina
Jurnal Pendidikan IPA Indonesia Vol. 14 No. 2 (2025): June 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpii.v14i2.23645

Abstract

Computational Thinking (CT) emerged as a crucial competency that bridges digital literacy and scientific problem solving in the context of achieving Sustainable Development Goal (SDG) 4 on quality education. However, the model of integrating CT in science learning is still poorly explored, hindering progress towards SDG Targets 4.4 (technical skills) and 4.7 (scientific literacy). This study is the first bibliometric analysis to map the trends of CT research in science learning (2021–2023) through Scopus. The novelty lies in the identification of global collaboration patterns, knowledge gaps, and research priorities that are aligned with the 2030 Agenda. Three research questions were guided: (1) Publication distribution, (2) Dominant journals and subject areas, (3) Keyword dynamics/co-occurrence networks. Data retrieved from Scopus using the strings TITLE-ABS-KEY("Computational Thinking" AND "Science Education/Learning") (47 articles, open access, 2021–2023). Analysis techniques include: Performance analysis (publication/citation metrics), Science mapping (author affiliation), Network analysis (keyword grouping via VOSviewer). Key findings show: (1) Peak publication in 2022 (19 articles), (2) Education Sciences (Q1) as the top journal (7 articles), (3) Dominance of Social Sciences (43 articles) and Computer Science (21), (4) Most cited articles: Lodi & Martini (2021; 43 citations), (5) Main keywords: Computational Thinking (27 appearances), Computer Science Education (15), (6) US-led geographic contributions (>20 publications),  (7) Co-occurrence analysis reveals that Scratch (a block-based application) is a less researched CT tool (3 occurrences) than technical languages such as Python. CT integration improves science literacy but is constrained by teacher training gaps (SDG 4.c) and access to resources. The scarcity of research on gamified tools like Scratch signals a critical innovation gap. This study provides an evidence-based roadmap to prioritize teacher professional development, scale accessible CT tools (e.g., Scratch) for science education, and direct future research toward SDG-aligned classroom-based practices.
PROGRESIVITAS ILMU PENGETAHUAN DAN TEKNOLOGI DALAM PENGEMBANGAN KARAKTER PADA PESERTA DIDIK Erwinsyah, Alfian; Posangi, Said Subhan; Maliki, Putriani L.; Ferdiansyah, Muhammad Arif
Tadbir: Jurnal Manajemen Pendidikan Islam Vol 12 No 1 (2024): Tadbir: Jurnal Manajemen Pendidikan Islam
Publisher : LP2M IAIN Sultan Amai Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30603/tjmpi.v12i1.4772

Abstract

This research aims to analyze research articles on the progressivity of the application of science and technology to the development of students' character This research is a literature study using the Narrative Literature Review method. Data sources come from reputable international journals contained in the Scopus database, accessed through scopus.com, using keywords that have been determined from the initial study, namely Science and Technology and character. The research period covered the last 4 years (2019-2023) and the scope in the country of Indonesia, where 4 articles were obtained that fit the research objectives. From the analysis of the journal articles, some important information was found, including the author's contribution, diagnostic methods used, and content relevant to the research topic on the relationship between Science and Technology and character. The results found are (1) Using ICT-based Learning Media in introducing and teaching about the character of environmental care to students (2) Using LCD media and learning resources from the internet for problem solving of moral and social situations represented visually in the form of animated sketches. (3) Using a digital technology-based evaluation system Automated Short Essay Scoring directly affects students' confidence and character (4) Implementing a 15-minute reading system using ICT by browsing learning websites before learning can increase confidence to learn.
PENGARUH MEDIA AUDIO VISUAL TERHADAP HASIL BELAJAR SISWA PADA MATERI SISTEM PERNAPASAN MANUSIA DI KELAS V SDN 3 LIMBOTO Rita Saila; Fatimah Djafar; Alfian Erwinsyah
An Najah (Jurnal Pendidikan Islam dan Sosial Keagamaan) Vol. 4 No. 6: November 2025
Publisher : Najah Bestari

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

Abstract

Penelitian ini bertujuan untuk menguji pengaruh penggunaan media audio visual terhadap hasil belajar siswa pada materi sistem pernapasan manusia di kelas V SDN 3 Limboto. Masalah yang dihadapi adalah rendahnya hasil belajar siswa dalam mata pelajaran IPA, khususnya pada konsep sistem pernapasan manusia. Penelitian ini menggunakan metode eksperimen kuasi dengan desain one-group Pre-test-Post-test. Sampel penelitian terdiri dari 28 siswa, dan teknik pengumpulan data meliputi tes hasil belajar, observasi, dan dokumentasi. Data dianalisis menggunakan paired sample t-test dengan SPSS 27.0. Hasil penelitian menunjukkan adanya peningkatan signifikan dalam hasil belajar siswa setelah penerapan media audio visual. Nilai rata-rata Pre-test siswa sebelum penerapan media audio visual adalah 56,07, yang menunjukkan pemahaman siswa yang rendah terhadap materi. Setelah diberi perlakuan menggunakan media audio visual, nilai rata-rata Post-test meningkat menjadi 88,92. Uji hipotesis menunjukkan nilai Sig. (2-tailed) sebesar 0,001, yang lebih kecil dari 0,05, sehingga H0 ditolak dan H1 diterima. Dengan demikian, dapat disimpulkan bahwa penggunaan media audio visual berpengaruh signifikan terhadap peningkatan hasil belajar siswa pada materi sistem pernapasan manusia