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The Role of Technology in Inclusive Education: Challenges and Opportunities in Developing Countries Kushariyadi, Kushariyadi; Mustofa, Mustofa; Permatasari, Armita; A. Fitriani; Faridah, Luluk
International Journal of Educational Research Excellence (IJERE) Vol. 3 No. 2 (2024): July-December
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v3i2.1132

Abstract

The objective of inclusive education is to guarantee that every individual, irrespective of physical, intellectual, social or emotional limitations, is provided with equal access to educational opportunities. The advent of technology has led to the emergence of new possibilities for the implementation of inclusive education, particularly in resource-constrained developing countries. However, the implementation of technology in inclusive education in developing countries is confronted with a multitude of challenges, encompassing deficiencies in infrastructure and constraints in educator training. This article seeks to examine the role of technology in inclusive education in developing countries and identify the challenges and opportunities that arise. The research employs a literature review methodology to collate data from pertinent studies and proffer policy recommendations to enhance the role of technology in inclusive education.
Pemanfaatan Media Sosial untuk Meningkatkan Komunikasi Akademik di Perguruan Tinggi Puspa, Eka Septariana; Safarudin, Muhamad Sigid; Kurnia, Heri; Irawan, Irawan; Mustofa, Mustofa; Faridah, Luluk
Journal Of Human And Education (JAHE) Vol. 4 No. 6 (2024): Journal of Human And Education (JAHE)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jh.v4i6.1808

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk meningkatkan keterampilan komunikasi akademik serta kesadaran akan etika komunikasi digital di kalangan mahasiswa dan dosen. Pelaksanaan kegiatan ini dilakukan secara daring melalui Zoom Cloud Meeting, melibatkan dosen dan mahasiswa dari Universitas Negeri Jakarta, Universitas Batam, Universitas Cokroaminoto Yogyakarta, Universitas Islam Syekh-Yusuf Tangerang, dan Universitas Islam Darul 'Ulum Lamongan. Berdasarkan hasil pre-test dan post-test, terdapat peningkatan yang signifikan dalam pemahaman peserta mengenai penggunaan media sosial untuk kepentingan akademik dan penerapan etika komunikasi digital. Program ini berhasil meningkatkan keterlibatan akademik peserta dan memberikan wawasan mengenai pentingnya penggunaan media sosial yang produktif di lingkungan perguruan tinggi. Kegiatan PKM ini diharapkan dapat menjadi model dalam meningkatkan keterampilan komunikasi dan pemanfaatan teknologi di era digital.
Pelatihan Penerapan Ai (Articial Intelegence) Pada Aplikasi Smartphone Android Untuk Proses Pembelajaran Rahim, Abd; Yamin , Muhammad; Mustofa; Faridah, Luluk
SABAJAYA Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 02 (2025): SABAJAYA : Jurnal Pengabdian Kepada Masyarakat
Publisher : SABA JAYA PUBLISHER

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

Abstract

Pelatihan "Penerapan Artificial Intelligence (AI) pada Aplikasi Smartphone Android untuk Proses Pembelajaran" menyoroti pentingnya memanfaatkan teknologi AI dalam meningkatkan kualitas pembelajaran modern. Pelatihan ini dirancang untuk memberikan pemahaman strategis serta keterampilan praktis kepada para pendidik dalam menggunakan aplikasi berbasis AI yang dapat diakses melalui perangkat Android. Materi pelatihan mencakup pengenalan konsep dasar AI, aplikasi praktisnya dalam pembelajaran seperti analisis data siswa, personalisasi metode pengajaran, serta pengelolaan materi belajar menggunakan platform berbasis AI. Hasil pelatihan menunjukkan bahwa peserta mengalami peningkatan pemahaman signifikan terhadap teknologi AI, khususnya dalam penerapannya untuk mendukung pembelajaran yang lebih interaktif dan adaptif. Para peserta juga mendapatkan keterampilan untuk menggunakan aplikasi seperti chatbot pendidikan, sistem penilaian otomatis, dan alat pembelajaran berbasis suara yang dirancang untuk meningkatkan efisiensi pengajaran.
AI untuk Pendidikan: Workshop Modul Ajar Deep Learning bagi Guru Haryono, Heny Ekawati; Almubarokah, Nurul Hidayah; Faridah, Luluk; Mustofa, Mustofa; Hamidah, Emmy; Sasomo, Budi
Jurnal Pengabdian Masyarakat Bhinneka Vol. 3 No. 4 (2025): Bulan Juli
Publisher : Bhinneka Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58266/jpmb.v3i4.173

Abstract

Workshop  ini bertujuan untuk meningkatkan kompetensi guru Fisika SMA dalam menyusun modul ajar Deep learning berbasis kecerdasan buatan (AI). Metode yang digunakan meliputi penyampaian materi konseptual mengenai pembelajaran mendalam dan pemanfaatan AI, diikuti dengan praktik langsung pembuatan modul ajar yang aplikatif dan relevan dengan kurikulum. Kegiatan ini melibatkan 37 guru Fisika SMA se-Kabupaten Lamongan dan didukung oleh MGMP Fisika serta Dinas Pendidikan dan Kebudayaan setempat. Hasil workshop menunjukkan peningkatan pemahaman guru terhadap konsep pembelajaran mendalam dan keterampilan teknis dalam menggunakan AI sebagai alat bantu. Selain itu, peserta mampu menghasilkan modul ajar yang interaktif dan kontekstual sesuai kebutuhan peserta didik. Kesimpulannya, workshop ini efektif dalam mendukung transformasi pembelajaran berbasis teknologi dan dapat dijadikan model pengembangan profesional guru yang berkelanjutan.
Pengaruh Model Game Based Learning berbantuan Quizwhizzer terhadap Pemecahan Masalah Matematis berdasarkan Self Efficacy Hafidh, Muhammad Abdullah; Faridah, Luluk; Aini, Khafidhoh Nurul
Postulat : Jurnal Inovasi Pendidikan Matematika Vol. 6 No. 1 (2025): Juli 2025
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/postulat.v6i1.10436

Abstract

Abstract This study aims to determine the effect of the game-based learning model assisted by the QuizWhizzer application on students’ mathematical problem-solving abilities in the topic of linear equations, viewed from different levels of self-efficacy. This research employed a quantitative method with a quasi-experimental design of the non-equivalent control group type. The population consisted of eighth-grade students at SMP Negeri 1 Baureno in the 2024/2025 academic year, with class VIII J as the experimental group and class VIII F as the control group. The research instruments included a self-efficacy questionnaire, tests (pretest and posttest), student worksheets (LKPD), teaching modules, and learning materials. Data analysis was conducted using SPSS 27 through prerequisite tests (normality, homogeneity, and linearity) and hypothesis testing (Independent Samples t-Test). The results showed a significant effect of the game-based learning model assisted by QuizWhizzer compared to conventional learning on students’ mathematical problem-solving abilities, viewed from high (sig. 0.023), moderate (0.048), and low (0.049) self-efficacy levels, all of which were < 0.05. The average posttest scores of students in the experimental class, based on self-efficacy levels, were higher than those in the control class. Therefore, this model is effective as an alternative interactive learning approach to improve students’ mathematical problem-solving skills. Keywords: Game based learning model, Quizwhizzer, Mathematical problem solving, Self efficacy Abstrak Penelitian ini bertujuan guna mengetahui pengaruh model game based learning berbantuan aplikasi quizwhizzer terhadap pemecahan masalah matematis siswa materi persamaan garis lurus ditinjau dari tingkat self efficacy. Penelitian menggunakan metode kuantitatif desain quasi experiment bertipe the non-equivalent control group design. Populasi penelitian meliputi siswa kelas VIII SMP Negeri 1 Baureno tahun pelajaran 2024/2025, dengan sampel terdiri dari kelas VIII J (eksperimen) dan kelas VIII F (kontrol). Penelitian menggunakan instrumen yang meliputi angket self efficacy, tes (pretest dan posttest), LKPD, modul ajar, dan bahan ajar. Analisis data dilakukan menggunakan SPSS 27 melalui uji prasyarat (normalitas, homogenitas, linearitas) dan uji hipotesis (Independent Samples t-Test). Hasil dari penelitian ini membuktikan terdapat pengaruh signifikan model game based learning berbantuan quizwhizzer dibandingkan pembelajaran konvensional terhadap pemecahan masalah matematis siswa ditinjau dari self efficacy tinggi (sig. 0,023), sedang (0,048), dan rendah (0,049), yang semuanya < 0,05. Rata-rata posttest siswa berdasarkan self efficacy kelas eksperimen lebih unggul daripada kelas kontrol. Dengan demikian, model ini efektif digunakan sebagai alternatif pembelajaran interaktif dalam meningkatkan pemecahan masalah matematis siswa. Kata kunci: Model game based learning, Quizwhizzer, Pemecahan masalah matematis, Self efficacy
Analisis Kemampuan Pemecahan Masalah Berbasis Etnomatematika pada Tari Boran dan Caping Ngancak di SMP Ditinjau dari Gaya Belajar Siswa Abidin, Zainal; Faridah, Luluk; Rohim, Abdur
Polinomial : Jurnal Pendidikan Matematika Vol. 4 No. 3 (2025)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v4i3.2218

Abstract

Students' mathematical problem-solving abilities tend to be low because learning has not accommodated differences in learning styles and the lack of integration of local cultural elements in the context of the material being studied. This study was conducted with the aim of describing ethnomathematics-based problem-solving abilities in the Boran and Caping Ngancak dances as viewed from the perspective of students' learning styles. The research method used was descriptive qualitative. The research subjects were 6 ninth-grade students selected using a purposeful sampling technique based on the results of a learning style questionnaire. The data analysis technique used the Miles and Huberman model, which includes data reduction, data presentation, and conclusion drawing. Data were obtained through a learning style questionnaire, ethnomathematics-based problem-solving tests in the Boran and Caping Ngancak dances, and interview guidelines based on Polya indicators. The results showed that students with visual learning styles were able to fulfill all indicators of problem-solving abilities. Students with auditory learning styles only fulfilled two indicators, namely planning and implementing a solution plan. Meanwhile, students with a kinesthetic learning style were only able to fulfill one indicator, namely implementing a plan/solving a problem. This study shows the influence of learning styles on the achievement of problem-solving ability indicators in the context of ethnomathematics, so it is important for teachers to accommodate differences in learning styles in contextual learning.
Analisis Pemahaman Konsep Matematis Siswa SMA Berkepribadian Introvert dan Ekstrovert pada Soal Berbasis Etnomatematika Bangunan Masjid Besar Kanjeng Sepuh Sidayu Lukmanul Khakim; Luluk Faridah; Khafidhoh Nurul Aini
JURNAL RISET RUMPUN MATEMATIKA DAN ILMU PENGETAHUAN ALAM Vol. 4 No. 2 (2025): Agustus: Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam
Publisher : Pusat riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrimipa.v4i2.6512

Abstract

This research started from the difference in understanding of mathematical concepts found in students in grades XI-1 of SMA Kanjeng Sepuh Sidayu. The main purpose of this study is to analyze students' understanding of mathematical concepts based on extroverted and introverted personalities, with an ethnomathematical approach on the building of the Kanjeng Sepuh Sidayu Mosque. The research subjects consisted of four students who were selected with two personality categories, namely two students with introverted personalities and two students with extroverted personalities, which were determined through a personality questionnaire. Data collection techniques were carried out using questionnaires to find out personality types, mathematical concept understanding tests, and in-depth interviews to further explore students' understanding. The results showed that there were significant differences in the understanding of mathematical concepts between students with introverted and extroverted personalities. Students with introverted personalities show good ability to meet indicators 1, 3, and 5. This indicator includes the ability to restate a concept, provide examples and non-examples of a concept, and apply concepts or logarithms in problem solving. Students with extroverted personalities, on the other hand, excel in indicators 1, 2, and 4. This indicator includes the ability to restate a concept, classify objects according to the concept, and use and choose certain procedures or operations in solving problems. This study provides insight that the understanding of mathematical concepts is not only influenced by cognitive abilities alone, but also by students' personality factors. Introverted and extroverted personalities affect the way they absorb and apply mathematical concepts. Therefore, it is important for educators to pay attention to these differences in designing teaching approaches that suit the characteristics of the students.
ENHANCING STUDENTS' CRITICAL THINKING IN NUMERACY PROBLEM-SOLVING THROUGH A FIELD-INDEPENDENT LEARNING STYLE AND HIGH SELF EFFICACY Via Yustitia; Varissa Sarahma Murti; Dian Kusmaharti; Luluk Faridah
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 1 (2025): Volume 9, Nomor 1, March 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i1.36525

Abstract

The urgency of addressing the lack of critical thinking skills among class V-B students at elementary school Ketintang 1 Surabaya is paramount. This study aims to elucidate the critical thinking abilities of students who exhibit a field-dependent cognitive style and high self-efficacy. The study employed a qualitative approach and phenomenological method. Data collection involved the use of the Group Embedded Figures Test (GEFT), self-efficacy questionnaires, and critical thinking assessments in mathematics, specifically on topics related to cubes and rectangular prisms. Data analysis comprised data condensation, data presentation, and conclusion drawing. Based on GEFT and self-efficacy questionnaire results, one class V-B student with a field-dependent cognitive style and high self-efficacy was selected for further critical thinking skills assessment. Based on the results of the critical thinking skills test, the student with a field-dependent cognitive style and high self-efficacy demonstrated notable strengths. In the process of basic clarification, the student met the indicators for analyzing arguments and formulating statements, effectively presenting their arguments. When providing reasons for decisions, the student showed the ability to consider the credibility of sources by selecting appropriate problem-solving strategies. However, she occasionally made calculation errors due to inaccuracy. In the process of concluding, the student met the indicators for making and evaluating decisions, successfully composing conclusion sentences that aligned with the problems and final answers.
Analysis Junior High School Students' Conceptual Understanding of Flat-Sided Space Structures Based on Bloom's Taxonomy Ahmad ubaidillah; Luluk Faridah; Khafidhoh Nurul Aini
Riemann: Research of Mathematics and Mathematics Education Vol. 7 No. 2 (2025): EDISI AGUSTUS
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/reimann.v7i2.108

Abstract

This study aims to analyze junior high school students' conceptual understanding in solving problems on three-dimensional with flat surfaces based on the revised Bloom's Taxonomy. This research employed a descriptive qualitative method with 6 seventh-grade students of SMP Negeri 1 Glagah , selected through purposive sampling. The research instruments consisted of essay tests and semi-structured interview guidelines referring to the six cognitive levels of Bloom's Taxonomy (C1–C6) and validated by experts. The data were analyzed through data reduction, data display, and conclusion drawing, with methodological triangulation to ensure the validity of the findings. The results showed that 13% of students were in the high category, 73% in the medium category, and 13% in the low category. High-category students mastered all conceptual understanding indicators, while medium- and low-category students experienced difficulties at the analyzing (C4), evaluating (C5), and creating (C6) levels. These findings indicate the need for learning strategies that enhance higher-order thinking skills through contextual problem-solving, the use of visual media, and problem-based learning.
Penerapan Gamifikasi Adaptif Terhadap Pengembangan Berpikir Kreatif Matematis Ditinjau dari Gaya Kognitif Bilqisthi, Nadaina; Faridah, Luluk; Haryono, Heny Ekawati
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4111

Abstract

Mastery of concepts and creative thinking in problem-solving can be facilitated through gamification. This study aims to describe the mathematical creative thinking abilities of students at SMK Darul Ma’wa Plandirejo on the topic of probability using a gamification-based approach, viewed from the cognitive styles of Field Independent (FI) and Field Dependent (FD). A descriptive qualitative method was employed. Research instruments included a creative thinking test, gamified learning via Kahoot and Google Form, and semi-structured interviews based on Munandar’s indicators of creative thinking: fluency, flexibility, originality, and elaboration. The findings show that students with an FI cognitive style outperformed FD students across all indicators—fluency, flexibility, elaboration, and originality. In contrast, FD students demonstrated more varied results but did not exceed the performance of FI students. This study presents a novel finding that gamification through Kahoot can enhance student motivation and engagement in the learning environment. Furthermore, it highlights significant implications for teachers in designing appropriate, adaptive, and innovative technology-based learning to meet the diverse cognitive styles of students.