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The Effect of Various of Example-Based Learning on Learning Achievement and Satisfaction in Educational Statistics Courses Muhidin, Aeng; Wibawa, Basuki; Khaerudin, Khaerudin; Doriza, Shinta
Jurnal Pendidikan MIPA Vol 25, No 2 (2024): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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

Abstract

Example-based learning has been studied from different perspectives. Cognitive research has mainly focused on worked examples, which typically provide students with a written worked-out didactical solution to a problem to study. Social-cognitive research has mostly focused on modeling examples, which provide students the opportunity to observe an adult or a peer model performing the task. The present study aims to compare university students’ performance and satisfaction in various example-based learning. It involves paper-based examples (PBE), video-based examples (VBE) and mixed-based examples (MBE). An experimental study was administered with the participation of 36 undergraduate students who are enrolled in their third-year studies at a private university in Banten, Indonesia. The study findings reveal that MBE is superior in promoting students’ performance and satisfaction in example-based learning. It can be concluded that MBE stimulates higher learning performance and satisfaction. These findings complement previous studies with additional insight into learning satisfaction. Due to the focus of this study and the tendency of previous studies which were mainly experimental, it is recommended for conducting narrative studies in the future to disclose detailed performance and satisfaction per individual case.         Keywords: educational statistic, example based learning, satisfaction, learning performance.DOI: http://dx.doi.org/10.23960/jpmipa/v25i2.pp878-892
Urang Banjar Traditional Games for Health and Harmony: Learning Physical Sports and Health with Local Wisdom Arie Rakhman; Basuki Wibawa; Rusmono; Jarudin
Global Synthesis in Education Journal Vol. 1 No. 3 (2024): March 2024, Pages 01-49
Publisher : Mutiara Intelektual Indonesia Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61667/t0t18f04

Abstract

This study aims to design and implement Sports and Health Physical Education (PJOK) learning oriented to local wisdom through the use of traditional Urang Banjar games. The local wisdom contained in the traditional game of Urang Banjar includes social, cultural, and environmental wisdom values that have colored Banjar society for centuries. The research method used was classroom action research (PTK) involving high school PJOK class students in the Banjar area. This research focuses on developing a curriculum based on local wisdom by integrating traditional Urang Banjar games as one of its main components. Data were collected through observation, interviews, and assessments of student participation in these traditional games. The results showed that the use of traditional Urang Banjar games in PJOK learning had a positive impact on students' understanding of local wisdom, physical health, and social values. Students show higher levels of participation and greater enthusiasm in this learning. In addition, they also better understand the importance of maintaining the surrounding culture and environment. In conclusion, learning PJOK oriented to local wisdom using traditional Urang Banjar games can be an effective approach to increase students' understanding of physical health, cultural values, and environmental wisdom. This supports the integration of local cultural heritage in the educational curriculum, which can produce a generation that is more insightful and has good physical health, while preserving local traditions.
Virtual Reality-Based Learning Innovations in Early Childhood Education Benteng Martua Mahuraja Purba; Basuki Wibawa; Eveline Siregar; Ronald Sianipar; Dewi Lidya S
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 4 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i4.4718

Abstract

Early Childhood Education (PAUD) in Indonesia is designed for children under six to foster learning motivation and interest. However, young learners often focus more on play than education. Virtual reality (VR)-based learning offers innovative opportunities to enhance learning experiences and deepen material comprehension. This study utilizes a qualitative approach through a Systematic Literature Review (SLR) of articles published in Indonesian journals. Primary data are derived from literature on virtual reality-based educational innovations aimed at increasing early childhood interest in learning. The findings reveal that virtual reality significantly enhances learning interest among early childhood learners compared to traditional methods. VR-based learning also improves educational outcomes, memory retention, and student engagement. These outcomes demonstrate the effectiveness of VR as a tool for stimulating curiosity and motivation in early learners. The study highlights the potential of virtual reality in early childhood education and its role in transforming traditional learning methods. By integrating VR, educators can create immersive and engaging experiences that align with the developmental needs of young learners. The findings emphasize the need to develop VR infrastructure and encourage its adoption in PAUD schools across Indonesia. The study advocates for educators to embrace VR technology to enrich early childhood learning, ultimately fostering greater interest and engagement among young learners.
HUBUNGAN SELF REGULATED LEARNING DENGAN EMPLOYABILITY SKILLS PADA SISWA KOMPETENSI KEAHLIAN TEKNIK PERANCANGAN DAN GAMBAR MESIN SMK NEGERI 12 KOTA BEKASI Andry Irawan; Wibawa, Basuki; Anggrainy, Rani
Jurnal Pendidikan Teknik dan Vokasional Vol. 7 No. 2 (2024): Jurnal Pendidikan Teknik dan Vokasional
Publisher : LPPM, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPTV.7.2.85

Abstract

Abstrak: Perkembangan dunia kerja saat ini menuntut lulusan SMK tidak hanya memiliki kompetensi teknis, tetapi juga employability skills yang mencakup kemampuan beradaptasi, komunikasi, dan pemecahan masalah. Salah satu faktor yang diduga berperan dalam pengembangan keterampilan tersebut adalah Self-Regulated Learning, yaitu kemampuan siswa untuk mengatur proses belajarnya secara mandiri. Berdasarkan hal tersebut, tujuan penelitian ini adalah memperoleh pengetahuan yang akurat dan dapat dipercaya mengenai hubungan antara Self-Regulated Learning dengan Employability Skills pada siswa Kompetensi Keahlian Teknik Perancangan dan Gambar Mesin (TPGM) di SMK Negeri 12 Kota Bekasi. Penelitian ini menggunakan metode kuantitatif dengan teknik analisis korelasi Product Moment. Populasi penelitian mencakup seluruh siswa Jurusan TPGM yang berjumlah 164 orang, dengan sampel sebanyak 34 siswa yang dipilih melalui teknik purposive sampling. Data dikumpulkan menggunakan angket dan observasi. Hasil analisis menunjukkan koefisien korelasi sebesar 0,532, yang berarti Self-Regulated Learning memiliki hubungan dengan Employability Skills sebesar 28,3%. Dengan kata lain, Self-Regulated Learning memberikan kontribusi sebesar 28,3% terhadap Employability Skills siswa Sekolah Menengah Kejuruan dengan Kompetensi Keahlian Teknik Perancangan dan Gambar Mesin, sedangkan sisanya dipengaruhi oleh faktor-faktor lain. Abstract: The current development of the labor market requires vocational high school graduates not only to possess technical competencies but also employability skills, which include adaptability, communication, and problem-solving abilities. One factor that is believed to play a role in developing these skills is Self-Regulated Learning, which refers to students’ ability to manage their own learning processes independently. Based on this premise, the purpose of this study is to obtain accurate and reliable knowledge regarding the relationship between Self-Regulated Learning and Employability Skills among students of the Mechanical Design and Drawing Engineering (TPGM) competency at SMK Negeri 12 Bekasi. This research employs a quantitative method with Pearson Product Moment correlation analysis. The population consists of all students in the TPGM department at SMK Negeri 12 Bekasi, totaling 164 students, with a sample of 34 students selected using purposive sampling. Data were collected through questionnaires and observation. The analysis results show a correlation coefficient of 0.532, indicating that Self-Regulated Learning is related to Employability Skills by 28.3%. In other words, Self-Regulated Learning contributes 28.3% to the Employability Skills of Vocational High School Students in the Mechanical Design and Drawing Engineering Competency, while the remaining percentage is influenced by other factors.
DESIGN THINKING APPROACH IN VIRTUAL LEARNING ENVIRONMENTS: TRENDS, IMPACTS, AND CHALLENGES Nurzaelani, Mohammad Muhyidin; Wibawa, Basuki; Supriadi, Dedi; Yanti, Fitri; Andanari, Runi
EDUCATE Vol 11 No 1
Publisher : Program Studi Teknologi Pendidikan FKIP Universitas Ibn Khaldun, Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/educate.v11i1.22529

Abstract

The digital transformation in education has opened up new opportunities to create more interactive, personalized, and flexible learning experiences. One pedagogical model that is currently receiving attention is the Design Thinking (DT) approach. However, the virtual format itself has the potential to undermine one of the main principles of the DT model, namely the experience-based principle. As interest in the application of DT in virtual learning contexts increases, several studies have attempted to examine its effectiveness, learning outcomes, and barriers encountered. The results of a systematic literature review indicate that the application of the DT approach in a Virtual Learning Environment (VLE) is not only possible but also has the potential to accelerate the transformation of education towards a more collaborative, human-centered, and solution-oriented model. However, its success depends on technological readiness, facilitator capabilities, and pedagogical innovation. The results of a systematic literature review show that the DT approach is effective in increasing engagement and motivation to learn even in VLEs. This approach is able to create a more active, collaborative, and meaningful learning experience, even in online and asynchronous situations. Virtual collaboration can be creatively facilitated through the DT structure. Even without physical meetings, the DT process can still be carried out effectively with the support of digital technology and appropriate learning methods.