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Peningkatan Keterampilan ICT untuk Guru melalui Pelatihan Konten Digital Pembelajaran Berbasis Sumber Terbuka (Open Sources) Taufik Ikhsan Slamet; Agung Alfiansyah; Wikky F Al Maki; Fathoni A Musyafa; Alfa Satyaputra; Patmah Fathoni; Shinta S Andayani; Sherly Melinda; Dominggus Oktavianus; Nuiza P Yusuf
Aksiologiya: Jurnal Pengabdian Kepada Masyarakat Vol 4, No 1 (2020): Februari
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1155.41 KB) | DOI: 10.30651/aks.v4i1.2316

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ABSTRAK Pemanfaatan dan pengembangan konten digital adalah persyaratan yang harus terpenuhi untuk menjadi guru profesional Abad 21. Hal ini yang kemudian membuat adanya kebutuhan mendesak dikalangan guru yang sudah lama berkecimpung dalam profesi pendidikan. Berdasarkan survey yang dilakukan melalui kuesioner online (Google Form), responden (n=83) dari beberapa sekolah dan beberapa mata pelajaran mengayatakan bahwa kebutuhan keterampilan pembuatan konten digital pembelajaran merupakan prioritas utama (n=42) dan diikuti kebutuhan pembuatan online classroom and mobile learning (n=38). Artikel ini bertujuan untuk menyampaikan identifikasi masalah, analisa kurikulum, implementasi solusi, dan evaluasi hasi dari kegiatan pengabdian pada masyarakat dalam bentuk pelatihan pengembangan konten digital pembelajaran untuk guru di Kota Tangerang. Kata Kunci: konten digital; pembelajaran informatika; sumber terbuka.ABSTRACT Digital content development and utilization are considered as high requirements that must be mastered by qualified teachers in this 21st century learning. The needs eventually create gaps between prior teachers’ competencies and the requirements for further qualifications. An online survey delivered through Google form was conducted to validate this hypothesis. The survey found that respondents (n=83) who were school teachers from different learning subjects expressed that they demanded new skills on digital content development and utilization. It was considered as the highest priority (n=42) among any others skills related technology enhanced learning, such as online classroom or mobile learning (n=38). This article is aimed to describe the process of problem identification, curriculum analysis, the implementation of solution, and program evaluation of a community service activities entitled ‘Training of Digital Content Development for School Teachers’. Keywords: computer science education; digital content; open sources. 
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN AUTOPLAY MEDIA STUDIO 8 Windra Irdianto; Taufik Ikhsan Slamet; Andika Bagus Nur Rahma Putra; Yoto Yoto
Jurnal KARINOV Vol 2, No 2 (2019): Mei
Publisher : Institute for Research and Community Service (LP2M), Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (767.982 KB) | DOI: 10.17977/um045v2i2p139-145

Abstract

Guru profesional adalah guru yang mampu menguasai kompetensi pedagogik, profesional, sosial dan kepribadian. Kompetensi pedagogik merupkan kompetensi utama yang harus dikuasai guru dalam proses pembelajaran. Guru harus mampu merancang pembelajaran yang mampu mentransfer ilmu dan informasi dengan baik kepada peserta didik. Agar peserta didik dapat menerima materi yang disampaikan oleh guru dengan baik, maka diperlukan inovasi-inovasi dalam kegiatan pembelajaran, yang dapat diterapkan dalam metode belajar maupun media pembelajaran yang digunakan. Media pembelajaran yang menarik tak lepas dari dukungan IT. Banyak aplikasi-aplikasi yang mendukung pembuatan media pembelajaran yang menarik, salah satunya adalah Autoplay Media Studio 8. Autoplay Media Studio 8 adalah suatu perangkat lunak untuk membuat multimedia interaktif dengan mengintegrasikan berbagai tipe media seperti gambar, suara, video, teks dan flash ke dalam suatu tampilan, dengan harapan tampilan materi yang di sampaikan lebih menarik dan mudah dipahami bagi peserta didik. Metode yang dipakai dalam pelatihan ini berupa ceramah, tanya jawab, demonstrasi, pendampingan, dan latihan praktek. Dan harapannya di akhir kegiatan guru-guru dapat menggunakan aplikasi Autoplay Media Studio untuk mengembangkan media pembelajaran yang digunakan. Evaluasi pelatihan dilakukan dengan menggunakan instrumen evaluasi media dari media yang telah tersedia, dan hasil evaluasi pelatihan menunjukan adanya peningkatan keterampilan yang signifikan antara sebelum dan sesudah pelatihan.
The Pengembangan Unit Produksi Berbasis IPTEK untuk Mahasiswa Program Studi Teknologi Pendidikan Slamet, Taufik Ikhsan; Kuswandi, Dedi; Ulfa, Saida; Husna, Arafah
Jurnal Pemberdayaan Masyarakat Madani (JPMM) Vol. 3 No. 2: Jurnal Pemberdayaan Masyarakat Madani (JPMM) (DOAJ & SINTA 3 Indexed)
Publisher : Fakultas Ekonomi dan Bisnis Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1186.044 KB) | DOI: 10.21009/JPMM.003.2.1

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This service was carried out with the development scheme of the science and technology-based production unit of the study program. The purpose of this service was to create a productive division that was appropriate and correlated with the core competencies of the educational technology study program. In this service, the productive division was developed based on educational technology core competencies (i.e. facilitating learning and improving performance), and called Delta Studio. Delta Studio itself was an acronym for Digital Environment of Learning, Teaching, and Assessment Studio. Similar with the competencies of the Educational Technology Study Program, Delta Studio offered digital-based learning media production services for all groups and needs. Business activities that deployed here were carried out by students with proper guidance from the lecturers. This activity was intended to connect and empower learning outcomes that the students achieved from classroom and laboratory learning. Students who were interested in engaging in the field of entrepreneurship and digital content were involved in the client-based production process. Financial benefits were then shared with the students team who engineer the media and the productive unit. The result of this service was a productive unit that facilitated students knowledge and skills in media development.
Developing Connectivism Learning in Social Learning Platform Using Addie Instructional Design Model Taufik Ikhsan Slamet; Dedi Kuswandi
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 2 No. 2 (2017)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

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

Abstract

The aim of this study is to develop connectivism learning model that fits to social learning approach by using ADDIE instructional design. This model answers the need of learning model which can be implemented in social learning platform or in networked environment for general. To develop the model, ADDIE instructional design is used as phases of development process. This process involves analyze, design, development, implementation, and evaluation. This approach is considered as the most general model to design instruction, which can be implemented in varried of purposes. The participants of this study were 77 students of Educational Technology department of State University of Malang studying photography course. The quantitave analysis data of quesionnaire indicated that the Connectivism model was found to be adaptive and acceptable by the participants. The model received moderately positive acceptance from participants, and able to encourage collaborative activites through instructional process. The participants tend to be more confident to open the discussion or to share information and explore argumentation or suggestion. The process engaged the students to perform problem solving skills and collaborative work, which these performaces were not found on direct instruction in the classrom. Keywords: Connectivism model, ADDIE, Contribution Index (CI), Content Richness (CRs)
Game-Based Learning and Multimodal Media in English Vocabulary Learning: A Systematic Literature Review Tristania Handikaningtyas; Saida Ulfa; Taufik Ikhsan Slamet; Made Duananda Kartika Degeng
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 10 No. 2 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v10i22025p147-159

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This systematic literature review synthesizes empirical evidence from 2021–2025 on the integration of Game-Based Learning (GBL) and multimodal media to enhance English vocabulary acquisition in EFL contexts. The study aims to evaluate instructional effectiveness, identify synergistic benefits, and examine implementation challenges. Following the PRISMA 2020 protocol, we systematically searched Scopus, Web of Science, ERIC, ScienceDirect, and Google Scholar. Twelve peer-reviewed studies meeting stringent eligibility criteria underwent qualitative synthesis. Findings consistently demonstrate that GBL significantly improves vocabulary acquisition, learner motivation, and engagement compared to traditional methods. Multimodal instruction (integrating text, audio, and visuals) enhances vocabulary retention and depth of processing by supporting dual coding and reducing cognitive load. Crucially, integrated approaches that embed multimodal elements within game mechanics yield synergistic gains in cognitive, affective, and social engagement. However, successful implementation faces barriers, including over-reliance on translation-based methods and varying teacher readiness in digital-pedagogical competencies. The review concludes that combining GBL with multimodal design principles offers a powerful, engaging framework for vocabulary instruction. Future research should prioritize longitudinal studies on retention, design-based development of adaptable resources, and implementation science models to support teacher professional development in diverse educational settings.
Knowledge Enhancement in a Web Learning Environment Henry Praherdhiono; Ayami Nakaya; Taufik Ikhsan Slamet; Nunung Nindigraha
Journal of Educational Technology Studies and Applied Research Vol 1 No 3 (2025): [3] - 2025 April
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i3y2025a24

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This research is motivated by the limitations of time, cost, and energy in facilitating post-training learning. This research aims to develop a web-based knowledge management system design as a supplement to post-training independent learning. Application development adopts the SECI (Socialization, Externalization, Combination, and Internalization) model. The system will record data used as an indicator of decision-making, material presentation, and automatic recommendations for each participant. The method used in this study uses the Davidson-Shiver, Rasmussen, and Lowenthal development model which consists of 1) Analysis, 2) Evaluation Plan, 3) Simultaneous Design which includes design, system development, testing, limited implementation and formative evaluation. 4) Full Implementation, and 5) Summative Evaluation and Research. There are 2 data analysis techniques, qualitative data analysis to measure the accuracy of utilization procedures; and quantitative data analysis to measure technical quality in the form of media validity and learning outcomes.
Penerapan Online Collaborative Learning untuk Meningkatkan Technological dan Pedagogical Knowledge Bagi Guru PAUD Herlina Ike Oktaviani; Susilaningsih Susilaningsih; Saida Ulfa; Taufik Ikhsan Slamet
Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 6 No. 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um050v6i12023p68-73

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Tantangan Guru PAUD di era revolusi 4.0 adalah berhadapan langsung dengan generasi Alfa. Generasi Alfa adalah generasi yang lahir mulai tahun 2010 yang kelahirannya terpapar teknologi. Perlu adanya peningkatan kemampuan pedagogik dan teknologi untuk guru PAUD sehingga dapat menyesuaikan karakteristik peserta didiknya. Tujuan kegiatan pelatihan ini adalah guru dapat menerapkan pembelajaran online secara kolaborasi untuk menambah pengetahuan teknologi dan pedagogik. Metode pelatihannya adalah ceramah, role playing, dan praktek. Hasil dari kegiatan ini dilihat dari hasil pre-test dan postest yang menunjukkan dari 30 peserta pelatihan ada 3 orang guru yang nilainya menurun sedangkan 27 guru meningkat. Hal tersebut menunjukkan keberhasilan pelatihan ini dalam meningkatkan pengetahuan pedagogik dan teknologi untuk guru PAUD.
Pelatihan Kewargaan Digital Bagi Guru SMA dengan Pendekatan Game-Based Learning Taufik Ikhsan Slamet; Raden Bambang Sumarsono; Herlina Ike Oktaviani; Yerry Soepriyanto
Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 9 No. 2 (2026)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um050v9i22026p75-80

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Pelatihan kewargaan digital adalah merupakan kegiatan pengabdian masyarakat. Tujuannya untuk mengatasi tantangan minimnya literasi kewargaan digital di kalangan pendidik serta kebutuhan akan inovasi metode pembelajaran yang efektif. Metode yang digunakan adalah pelatihan intensif berbasis workshop yang berfokus pada dua luaran utama: pengembangan kurikulum kewargaan digital yang terintegrasi dengan konteks madrasah, dan pelatihan penggunaan metode breakout box sebagai aktivitas Game. Hasil program ini menunjukkan keberhasilan sempurna dalam peningkatan kapasitas 25 guru peserta. Capaian utama meliputi adopsi kurikulum kewargaan digital sebagai kerangka ajar baru, penguasaan metode game- based LearningBreakout Box yang terbukti meningkatkan keterlibatan dan Peningkatan signifikan rata-rata pemahaman guru tentang konsep kewargaan digital. Meskipun terdapat kendala terkait ketersediaan perangkat fisik dan skala implementasi awal, produk dan inovasi yang dihasilkan kini siap untuk diujicobakan secara penuh kepada siswa, menjadikannya model penguatan budaya digital sekolah yang aplikatif dan berkelanjutan.