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Comedy Sebagai Apersepsi Dalam Pembelajaran Abdul Rahman Prasetyo; Nila Rahmawati; Lisa Sidyawati
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (94.229 KB) | DOI: 10.17977/um038v3i22020p158

Abstract

Abstrak: Hasil belajar dipengaruhi berbagai faktor. Salah satu faktor paling esensial adalah kesiapan belajar. Kesiapan belajar dapat dikelola dengan memberikan stimulus sebelum memulai kegiatan belajar mengajar. Stimulus dapat dimasukkan melalui pemberian apersepsi. Apersepsi yang memberikan dampak signifikan terhadap kesiapan belajar peserta didik adalah apersepsi yang dapat menggugah semangat dan motivasi belajar. Apersepsi hendaknya menarik untuk diperhatikan. Memberikan efek kejut dan membawa keceriaan di dalam kelas.  Hak untuk mengajar berada di tangan peserta didik, bukan pendidik. Apabila peserta didik rela untuk memberikan haknya kepada pendidik untuk mengajar, maka pendidik akan diterima peserta didiknya ketika proses belajar mengajar. Comedy merupakah salah satu materi yang dapat menarik perhatian setiap orang, tak terkecuali peserta didik. Pendidik yang humoris, dan mampu menyuguhkan joke akan lebih mudah diterima. Menyuguhkan humor dalam kegiatan pembelajaran dapat dipelajari melalui beberapa tahapan yang akan diuraikan dalam penelitian ini. Model pengembangan menggunakan 5 langkah: (1). Analisis, (2). Perancangan, (3). Pengembangan, (4). Implementasi, (5). Evaluasi. Pengembangan ini diharapkan akan menghasilkan sintaks penyusunan naskah apersepsi berbasis comedy yang dapat dipraktikkan dalam kegiatan pembelajaran.Abstract: Learning outcomes are influenced by various factors. One of the most essential factors is learning readiness. Learning readiness can be managed by providing stimulus before starting teaching and learning activities. Stimulus can be included through apperception. Apperception that gives a significant impact on students' learning readiness is apperception that can arouse enthusiasm and motivation to learn. Apperception should be interesting to note. Give a shock effect and bring joy in the classroom. The right to teach is in the hands of students, not teachers. If students are willing to give their rights to the teacher to teach, then the teacher will be accepted by their students during the teaching and learning process. Comedy is one material that can attract everyone's attention, including students. Humorous teachers who are able to present jokes will be more easily accepted. Presenting humor in learning activities can be learned through several stages which will be described in this study. The development model uses 5 steps: (1). Analisys, (2). Design, (3). Development, (4). Implementation, (5). Evaluation. This development is expected to produce a comedy-based apperception script syntax that can be practiced in learning activities.
The Development of Interactive Learning Media for Occupational Safety and Health (OSH) Based on Project-Based Learning to Enhance Students Decision Making Skills Rubbayyi Shaffiyyah; Khoirun Nikmatul Laili; Adibah Bahrak; Ayu May Vitasari; Nila Rahmawati
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 7 No. 2 (2026): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Mei 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v7i2.6176

Abstract

This study aims to develop and design interactive learning media based on Project-Based Learning (PjBL) in the field of Occupational Safety and Health (OSH) to enhance students’ decision-making skills. The development of this media is specifically intended to train decision-making abilities, as in the context of OSH, students are required not only to possess adequate knowledge but also to make appropriate decisions in high-risk situations. This study employed a Research and Development (R&D) approach using the 4D development model, which consists of the define, design, development, and disseminate stages. The product developed is a web-based interactive learning media using the Genially platform, incorporating simulation scenarios of construction project conditions. The learning media is integrated with the Project-Based Learning model, which is expected to improve student engagement, critical thinking skills, and decision-making abilities. Keywords: Interactive media, Project-based learning, decision making, occupational safety and health
Harmonisasi Teknologi dan Pedagogi: Implementasi Augmented Reality Terhadap Pendidikan Agung Puji Santoso; Umi Nur Arifah; Mirotus Sakdiah; Diana Manzil; Nila Rahmawati; M. Wahyu Putra Utama
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 7 No. 2 (2026): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Mei 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v7i2.6243

Abstract

The integration of Augmented Reality (AR) into the educational ecosystem has developed rapidly as an innovative solution to bridge the gap between abstract theoretical concepts and concrete visual experiences. This research aims to synthesize findings regarding the implementation of AR technology as a learning medium and its impact on the educational process. This study employs the Systematic Literature Review (SLR) method, following a systematic procedure that includes problem formulation, literature searching, study quality selection, data extraction, and data synthesis and analysis. Thirty selected literatures published between 2021 and 2026 were analyzed to evaluate technical feasibility, user response, and the pedagogical impact of AR technology. The results indicate that AR technology is consistently proven effective in visualizing abstract concepts, increasing motivation, and supporting active student engagement compared to conventional learning methods. However, a research focus disparity was identified, where literature within this period is still dominated by software development evaluation and expert validation, while empirical evidence regarding the long-term impact on knowledge retention and changes in students' cognitive behavior remains limited. Therefore, this research recommends a shift in research paradigm from mere technical validation toward more in-depth experimental studies to measure the effectiveness of AR in substantially improving the quality of the educational process.
Pengembangan Media Belajar Handout Flipbook untuk Meningkatkan Hasil Belajar Estimasi Biaya Konstruksi Mirotus Sakdiah; Diana Manzil; Lutfia Santika Dewi; Rubbayyi Shaffiyyah; Nila Rahmawati
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 7 No. 2 (2026): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Mei 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v7i2.6270

Abstract

Effective teaching of Construction Cost Estimation in vocational secondary education, aimed at producing competent estimators, is still hampered by a gap between ideal teaching practices and reality. In this study, this gap was addressed through the development of teaching materials to enhance student learning outcomes. The study utilised the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) to develop the ‘Handout Flipbook’ learning resource. The objective of this study was to produce an effective learning resource by analysing its suitability through the completion of a validation sheet, a student response questionnaire, and an analysis of learning outcomes between the control and experimental classes. The feasibility analysis of the media, assessed using a likert scale, indicated that the media is highly suitable. The analysis of student responses revealed 97% positive responses, which fall into the ‘highly effective’ category. Analysis of learning outcomes using the N-Gain test showed a percentage of 75. 21 in the experimental class, indicating that the use of media in the experimental class was quite effective, with an average increase in learning outcomes of  45.83, whilst the use of conventional media in the control class was classified as ineffective, with a percentage value of 38.86 and an increase of 21.45; the Mann-Whitney test showed a significant difference between the control and experimental classes, with an Asymp. Sig. (2-tailed) <0.05, with superior average learning outcomes in the experimental class. This triangulation of analyses indicates that the Flipbook Handout medium is effective in improving students’ learning outcomes.
Model Difusi Teknologi Dan Pelatihan Penerapan Pencetakan Tiga Dimensi Berbahan Pla Untuk Pendidikan Pangan Dan Lingkungan Anak Usia Dini Hendra Susanto; Umi Fitriyati; Nila Rahmawati; Jasmine Nurul Izza; Celiacika Gustisiwi
Journal Of Human And Education (JAHE) Vol. 6 No. 6 (2026): Journal of Human And Education (JAHE).
Publisher : Universitas Pahlawan Tuanku Tambusai

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

Abstract

ABSTRACT Three-dimensional (3D) printing with polylactic acid (PLA) can support the provision of concrete learning media in early childhood education, yet its implementation raises concerns regarding the accuracy of sustainability claims, safety, and the complexity of technology adoption. This study aimed to develop a technology diffusion and training model for implementing PLA-based 3D printing in early childhood food and environmental education. A research and development approach was employed by adapting the initial stages of design-based research, comprising needs analysis, model development, expert validation, and product refinement. Validation involved two early childhood education experts, two materials experts, and two safety experts using 36 assessment indicators, and the data were analysed through multidimensional means, feasibility percentages, and quality gap analysis. The study produced a six-phase model supported by four role levels, four activity zones, and competency-based training modules. Feasibility reached 90.00% according to early childhood education experts, 84.17% according to materials experts, and 80.83% according to safety experts, with a combined feasibility of 85.00%. The largest quality gaps were found in waste management and the physical safety of learning media. The model is conceptually feasible, with priority revisions on safety and waste management, while physical product safety and learning effectiveness require further testing.