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Analisis Kebiasaan Belajar Mahasiswa yang Aktif Organisasi Maupun Bekerja dengan IPK Cumlaude di Perguruan Tinggi Jakarta dan Depok Fery Citra Febriyanto; Nisak Ruwah Ibnatur Husnul
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 6, No 3 (2020): November
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (99.027 KB) | DOI: 10.33394/jk.v6i3.2964

Abstract

This study aims to determine the study habits of students who are active in organizations and works with a GPA of 3.75 (cumlaude) in universities in Jakarta and Depok. The research method used a descriptive qualitative. The subjects of this research were 12 students, i.e. four students were each from the UI, UNJ, AL-Azhar and UNPAM campuses. The selection of sources was categorized as students having a GPA of 3.75 while working or being active in organizations. The instrument used was an interview guide validated by a reviewer and the data collection technique was through interviews. The data analysis technique used source triangulation technique. The results of the study founded that students who studied while working or participating in an organization with a GPA of 3.75 had learning habits such as the followings: 1) Students must have good time management in utilizing soft skills and hard skills by setting a priority scale in the learning process, active organization and work. 2) Students must create habits with certain patterns for the goals to be achieved, by adjusting each individual's ability to study, organize and work. 3) Students must know the strengths and weaknesses of each to find out what supports and hinders the learning process, organization or work.
Eduwall Android App Development Superapps-Based for Simplicity Learning for Deaf Students Mawardi Nurullah; Nisak Ruwah Ibnatur Husnul
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 4 (2023): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i4.9057

Abstract

This research aims to develop an Android application called Eduwall based on the SuperApps framework for facilitating the learning process for deaf students. This study used a research and development (R&D) method, employing data collection techniques such as surveys, observations, interviews, and questionnaires to inform the development of the Eduwall application. The subjects in this research were deaf students at Pamulang University. The data analysis process encompassed six stages: concept development, design, material collection, assembly, product test and distribution. The research findings showed that the Eduwall application, based on the superapps model, was deemed suitable for use. This had been tested by IT experts, media experts, disability experts, lecturers, and students. The feasibility of this application means that the Eduwall application was practical, effective, efficient, and fun for students, especially deaf students. This Eduwall application was also equipped with a sign language dictionary to facilitate users in understanding the conditions of deaf students.
The Development of The English Language Learning Videos Through Role Playing Based on Personalization Through A Data Driven Approach for Deaf Students Listiya Ike Purnomo; Fitriyah Fitriyah; Yuliana Friska; Nisak Ruwah Ibnatur Husnul
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 4 (2023): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i4.9058

Abstract

This study aims to produce English language learning videos through role-playing based on personalization through a data-driven approach for deaf students. This research method used research and development with the ADDIE model, namely analysis, design, development, implementation, and evaluation. The subjects in this study were 2 material experts, 2 learning video media experts, 2 practitioners, and 20 student responses. The results showed that the English language learning video through role-playing based on personalization through a data-driven approach had been tested for validity and reliability, so it is feasible to use in the learning process. The implementation results of this innovation on 3 deaf students obtained scores above 80. This research implies that deaf students find it easier to understand English language material, especially prepositions, comparisons, and subject-verb agreement.
Developing Inclusive Learning Environments : Collaborative Learning Innovations for Students with Disabilities in Higher Education Nisak Ruwah Ibnatur Husnul; Nani Rusnaeni
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 4 (2024): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i4.13294

Abstract

This research aims to develop of an inclusive learning environment for students with physical disabilities through learning innovations using collaborative learning methods. The method of research used is research and development (R&D), with the ADDIE model research design, which consists of five stages: analysis, design, development, implementation and evaluation. The population in this study were all students with physical disabilities at Pamulang University, with samples taken using a purposive sampling technique, so that representative students with physical disabilities were obtained for this research. Data was collected through interviews, questionnaires and observation methods to get a comprehensive picture of students' learning needs and experiences. The data analysis technique is carried out descriptively qualitatively, which includes needs analysis, learning design, collaborative learning video development, and evaluation of the effectiveness of the learning implemented. The results of this research show that the application of the ADDIE model in video development through collaborative learning methods succeeded in creating a more supportive learning environment for students with physical disabilities, as well as providing a more meaningful and interactive learning experience, so that student learning outcomes increased from a score of 6 to 8.
Developing TalkBuddy : An Inclusive Android Application for Deaf Students' English Learning and Statistical Support Yuliana Friska; Nisak Ruwah Ibnatur Husnul; Gigih Amrillah Ibnurhus
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 11, No 2 (2025): June
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i2.15589

Abstract

This study aims to develop the Android-based application Talkbuddy as an inclusive communication medium for teaching English and Statistics to deaf students at Universitas Pamulang. The application is designed to address communication challenges in learning by incorporating features such as speech-to-text transcription, group discussion forums, access to learning modules, educational videos, the latest news in education, and a space for sharing experiences. This research adopts the Research and Development (R&D) method using the Luther-Sutopo model, which includes the stages of concept, design, material collecting, assembly, testing, and distribution. The trial was conducted with two deaf students who participated in a series of application usage tests to evaluate the effectiveness and practicality of the developed features. Data collection techniques included interviews, observations, and questionnaires throughout the trial process. Data analysis was conducted through expert validation (content and media), alpha testing, and beta testing. The results indicate that the Talkbuddy application enhances communication accessibility and supports inclusive learning processes in English and Statistics courses, with average scores in alpha and beta testing exceeding 80, indicating a high level of feasibility. This application offers an innovative solution to the academic communication barriers faced by deaf students and is expected to contribute to the advancement of inclusive learning technology in higher education.