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MENCIPTAKAN PEMBELAJARAN JARAK JAUH YANG MENYENANGKAN DENGAN PLATFORM SEDERHANA Eveline Siregar; Murti Kusuma Wirasti; Elfita Rahmi Siregar; Riza Nur Dewi Lutfiana; Dita Hendrani; Aria Setia Ningrum
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol 2 (2021): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2021
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (477.403 KB)

Abstract

Abstract The use of technology in distance learning or learning from home (BDR) should provide added value in accordance with the understanding of technology itself. This is as stated by Mudjiman that technology in education provides added value to understanding and the learning process (Mudjiman, 2008). However, in reality various problems arise during the BDR process, including low teacher competence in using media and technology, lack of teacher competence in developing good online learning and using the right platform for online learning needs. The solution that is considered relevant to overcome these problems is to carry out training for teachers both online and offline to improve their competence. The purpose of this community service is so that teachers can create fun distance learning using a simple platform. The training strategy used is online training on distance learning concepts and direct training (offline) to use certain platforms. In the training, a project-based learning model will be applied (Project Based Learning), where participants are required to complete a project to design online learning using a certain platform. The training development method used is ADDIE. After attending the training, the teacher will produce a distance learning program using a certain platform and its application can create fun learning for students. Abstrak Penggunaan teknologi dalam pembelajaran jarak jauh ataupun belajar dari rumah (BDR) seharusnya memberikan nilai tambah sesuai dengan pengertian teknologi itu sendiri. Seperti yang diungkapkan Mudjiman bahwa teknologi dalam pendidikan memberikan nilai tambah terhadap pemahaman dan proses pembelajaran (Mudjiman, 2008). Namun kenyataannya berbagai masalah timbul selama proses BDR antara lain kompetensi guru yang rendah dalam menggunakan media dan teknologi, kurangnya kompetensi guru dalam pengembangan pembelajaran daring serta penggunaan platform yang tepat untuk kebutuhan pembelajaran daring. Solusi yang dianggap relevan untuk mengatasi permasalahan tersebut adalah dengan melaksanakan pelatihan bagi guru baik daring maupun luring untuk meningkatkan kompetensinya. Tujuan dari pengabdian kepada masyarakat ini adalah agar para guru dapat menciptakan pembelajaran jarak jauh yang menyenangkan dengan menggunakan platfom yang sederhana atau yang mudah digunakan. Strategi pelatihan yang digunakan adalah pelatihan secara daring dan luring. Pada pelatihan daring, para peserta diberikan konsep pembelajaran jarak jauh dan bagaimana mendesainnya agar efektif. Sedangkan pelatihan luar jaringan (luring) dilaksanakan untuk memfasilitasi guru praktek langsung menggunakan platform tertentu. Pada pelatihan juga diterapkan model pembelajaran berbasis proyek (Project Based Learning), dimana para peserta diharuskan menyelesaikan suatu proyek,yaitu mendesain pembelajaran daring menggunakan platform tertentu yang sesuai dengan kebutuhan pembelajaran. Metode yang digunakan dalam mengembangkan pelatihan adalah ADDIE, dengan tahapannya yang sistematis diharapkan dapat tercipta pelatihan yang efektif. Setelah menyelesaikan pelatihan, para guru sudah berhasil mendesain suatu program pembelajaran jarak jauh yang menyenangkan dengan memanfaatkan platform tertentu.
Scratch and Computational Thinking in Elementary School: A Meta-analysis Maulana Malik Ibrohim; Eveline Siregar; Uwes Anis Chaeruman
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 3 (2023): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i3.2326

Abstract

Computational thinking has become a fundamental skill that all students must possess. Learning to program with Scratch is considered the most effective way to improve students’ computational thinking skills. Many studies prove its effectiveness in learning in elementary schools. However, no study discusses the systematic aggregation of the results of these studies, especially in the context of learning programming in elementary schools. Therefore, this meta-analysis aims to calculate the cumulative effect of twenty-two data sets obtained from fourteen relevant quantitative research results. The data collection procedure was carried out using PRISMA and analyzed using the JASP statistical test software. The calculation of effect size shows that the use of Scratch has significant effects on the computational thinking skills of elementary school students, both as a whole and in each of its dimensions. The dimensions of computational thinking skills that are most affected are computational concepts and practices. Differences also influence these skills in student age, where students aged 9-12 years are most affected by the use of Scratch in learning. However, it was not found that there was a significant effect of differences in the duration of learning programming using Scratch on computational thinking skills in all dimensions.
Efektivitas Enriched virtual classroom dalam Peningkatan Kompetensi Tenaga Kesehatan: Systematic Literature Review Suriyanti Marasaoly; Eveline Siregar; Murni Winarsih
Didaktika: Jurnal Kependidikan Vol. 13 No. 4 Nopember (2024): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.1108

Abstract

Peningkatan teknologi informasi dan komunikasi telah memberikan dampak besar pada pendidikan, termasuk dalam sektor kesehatan. Salah satu bentuk inovasi pembelajaran yang telah muncul adalah Enriched virtual classroom (EVC), di mana pembelajaran secara online dilakukan dengan adanya interaksi langsung melalui virtual. Penelitian ini bertujuan untuk mengevaluasi efektivitas EVC dalam meningkatkan kompetensi tenaga kesehatan. Penelitian ini menggunakan Systematic Literature Review dengan proses seleksi menggunakan PRISMA Diagram Alir. Hasil penelitian menunjukkan bahwa EVC terbukti efektif dalam meningkatkan berbagai aspek kompetensi tenaga kesehatan, termasuk pengetahuan teoritis, keterampilan klinis, kemampuan pengambilan keputusan, serta kompetensi komunikasi dan budaya. EVC menunjukkan keunggulan dalam fleksibilitas, pengalaman immersif, dan pengembangan keterampilan global dibandingkan metode pembelajaran tradisional. Implikasi penelitian ini seluruh stakeholder harus menyadari penggunaan EVC bisa menjadi sebuah alternatif alat pembelajaran untuk meningkatkan kompetensi belajar.
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.
Transforming Teachers Through Project-Based Learning: A Systematic Literature and Network Analysis Indah Murtini; Eveline Siregar; Robinson Situmorang; Imam Fitri Rahmadi
Didaktika: Jurnal Kependidikan Vol. 14 No. 4 Nopember (2025): Didaktika Jurnal Kependidikan
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.3273

Abstract

This study employed an integrated Systematic Literature and Network Analysis (SLNA) approach to examine project-based learning teacher training models and their role in facilitating teacher transformation. Following PRISMA 2020 guidelines, we systematically reviewed 18 empirical studies (2020-2024) from Scopus database across diverse educational contexts in Asia and Europe, complemented by VOSviewer bibliometric analysis of 330 keyword co-occurrence networks. Results identified five essential training components: theoretical understanding, hands-on practice, structured reflection, collaborative learning, and sustained mentoring support. Teacher transformation progressed across three dimensions---pedagogical competence, teaching self-efficacy, and classroom implementation skills---with persistent challenges in classroom management, time allocation, and curriculum alignment. Bibliometric analysis positioned teacher transformation research at the convergence of pedagogical innovation, professional development theory, and technological integration, with COVID-19 as a catalytic network node and artificial intelligence representing the most recent high-impact frontier. Findings indicate effective PBL teacher training requires phase-based, scaffolded programs embedding authentic practice within collaborative professional learning communities and sustained institutional support.
ANALISIS KEBUTUHAN PENGEMBANGAN MEDIA PEMBELAJARAN UNTUK MENINGKATKAN KOMPETENSI GURU DI SMPN 28 KOTA TANGERANG Aria Setia Ningrum; Suyitno Muslim; Eveline Siregar
PROCEEDING UMSURABAYA 2020: Proceedings Conference of Elementary Studies 2020
Publisher : Universitas Muhammadiyah Surabaya

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Abstract

Abstrak: Penelitian ini bertujuan untuk menganalisis kebutuhan pengembangan media pembelajaran untuk meningkatkan kompetensi guru di SMPN 28 Kota Tangerang, Provinsi Banten. Penelitian ini menggunakan pendekatan kualitatif. Subjek penelitian ini adalah guru SMPN 28 Kota Tangerang yang berjumlah 19 orang. Pengumpulan data dilakukan dengan cara observasi, wawancara dan memberikan kuesioner kepada para subjek penelitian. Analisis data yang digunakan adalah analisis deskriptif. Hasil penelitian menunjukkan bahwa seluruh guru memiliki perangkat laptop dan sebanyak 78,9% guru selalu menggunakan perangkat laptop saat pembelajaran di sekolah dan memiliki kompetensi menggunakan aplikasi Microsoft Powerpoint untuk membuat materi pembelajaran. Berdasarkan hasil wawancara dengan wakil kepala sekolah, fasilitas yang terdapat di sekolah berupa 105 unit komputer namun hanya 47,4% guru yang menggunakan laboratorium komputer untuk menyampaikan materi pelajaran. Hal tersebut dikarenakan laboratorium komputer hanya dipersiapkan untuk pelaksanaan Ujian Nasional Berbasis Komputer dan digunakan untuk pelatihan para siswa dengan mengundang lembaga kursus komputer yang pelaksanaannya di luar jam pelajaran sekolah. Sebanyak 36,8% guru melakukan kegiatan pembelajaran hanya di ruang kelas, selebihnya sudah mulai melakukan pembelajaran di luar kelas dengan menggunakan media pembelajaran yang ada di sekitar sekolah. Berdasarkan hasil penelitian tersebut, maka para guru SMPN 28 Kota Tangerang memerlukan sebuah aktifitas belajar berbasis elektronik berupa portofolio elektronik. Kata Kunci: Media Pembelajaran, Kompetensi Guru, Portofolio Elektronik
Blended Learning in Health Professions Education: A Systematic Review of Pedagogical Approaches, Digital Innovations, Learning Outcomes, and Implementation Challenges Mira Istiana; Eveline Siregar; Tuti Iriani; Imam Fitri Rahmadi
Jurnal Paedagogy Vol. 13 No. 3 (2026): July
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v13i3.20181

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This study aims to examine the implementation patterns, technology integration, learning outcomes, student engagement, and sustainability factors of blended learning (BL) in health professions education (HPE) between 2020 and 2024 across diverse pedagogical and educational contexts. Despite the increasing adoption of BL in HPE, the existing literature lacks a comprehensive, theory-informed synthesis of implementation patterns, technology integration, the relationship between student engagement and learning outcomes, and sustainability factors across disciplines and educational settings. This study employed a Systematic Literature Review (SLR) following the PRISMA 2020 guidelines. The review was conducted using the Scopus database and included studies published between January 2020 and December 2024. A total of 41 peer-reviewed empirical studies were selected from an initial pool of 65 records through rigorous title and abstract screening, followed by full-text eligibility assessment. Data were synthesised narratively, and the findings were organised thematically according to five research questions using an integrated theoretical framework encompassing constructivism, cognitive load theory, multimedia learning theory, and self-regulated learning theory. The findings revealed that 58.5% of the included studies implemented general BL approaches, whereas 41.5% adopted established pedagogical frameworks. Technology integration primarily involved multimedia resources (53.7%), digital assessment platforms (43.9%), and video conferencing tools (43.9%). Overall, BL demonstrated high effectiveness, with 86% of the reported learning outcome measures indicating positive results. Structured active engagement exhibited the strongest positive association with learning outcomes (r ≈ 0.55–0.75). The main challenges included substantial resource requirements and difficulties in student self-regulation, whereas instructional design support emerged as the most important facilitating factor. These findings suggest that although BL is highly effective in HPE, its long-term sustainability depends on transitioning from ad hoc implementation to institutionally supported, theory-driven instructional design. Accordingly, educators and higher education institutions should prioritise intentional pedagogical design and sustained institutional support to ensure the effective and sustainable implementation of blended learning in health professions education.
Identification of Educational Staff Performance Problems Related to Digital Competence with Front-End Analysis Rahmat Dwi Gunawan; Eveline Siregar; Uwes Anis Chaeruman
Teknodika Vol 23, No 1 (2025): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v23i1.93329

Abstract

Presidential Regulation of the Republic of Indonesia Number 82 of 2023 concerning the acceleration of digital transformation and integration of national digital services implicitly instructs bureaucratic officials within an organization to immediately change the way they work and develop individuals within the organization to adapt to the new digital era. The research aims to identify performance problems related to digital competence and their causes, determine whether there are performance gaps that occur, and identify alternative solutions that can be used to overcome performance gaps at the Office Deputy of the National Level Leader-Education of Lemhannas RI (The National Resilience Institute of the Republic of Indonesia). The research employed the Joe Harless performance analysis model with data collection technique in the form of a survey involving 23 education staff and continued with observations and interviews to complete and confirm the data from the survey answers. The research results show that designing and providing digital competence training is an alternative solution that relevant organizations may choose to improve the digital competence of education staff by considering the digital competence areas that have been suggested in the research complete with alternative digital technologies that have been delivered so that the training designed can be in accordance with the identification of existing needs. The results of the research may be implemented in determining the appropriate development activities for human resources at the Office Deputy of the National Level Leader-Education of Lemhannas RI, especially to improve digital competence as an effort to address organizational transformation in the era of digitalization.
PRINTED HYPERMEDIA-BASED PBL INSTRUCTIONAL MATERIALS FOR THE MOTORCYCLE IGNITION SYSTEM: A SYSTEMATIC REVIEW Deomesta Oscar Daeli; Eveline Siregar; Cecep Kustandi
El Midad Vol. 18 No. 2 (2026): El-Midad: Jurnal Jurusan PGMI
Publisher : Universitas Islam Negeri Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20414/elmidad.v18i2.14916

Abstract

Learning the motorcycle ignition system in Vocational High Schools requires instructional materials that can visualize electrical processes, intercomponent relationships, and contextual fault-diagnosis procedures. This study formulates a conceptual framework for developing printed hypermedia-based Problem-Based Learning (PBL) instructional materials for the motorcycle ignition system, guided by three research questions: the characteristics of relevant hypermedia materials (RQ1), the contribution of PBL to problem solving and critical thinking (RQ2), and the conceptual basis for integrating printed materials, QR-code-based hypermedia, and PBL (RQ3). A Systematic Literature Review was conducted following the PRISMA flow; literature was retrieved from the Sinta and Scopus databases for 2021–2025. Of 487 records identified, 30 met the inclusion criteria and were analyzed through thematic synthesis. The findings show that hypermedia, multimedia, augmented reality, and virtual laboratories support the visualization of abstract electrical processes (RQ1); PBL builds diagnostic reasoning and problem solving, raising competency mastery in automotive contexts (RQ2); and the print–hypermedia–PBL integration is conceptually feasible but not yet tested, as only two studies address the ignition system and only four support printed hypermedia materials (RQ3). The synthesis is formulated into a conceptual framework as a basis for further development research through expert validation, practicality testing, and effectiveness testing.
MOOC development with case studies method in strategic management course for students to improve learning quality Lylys Endarwati; Eveline Siregar; Cecep Kustandi
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 12 No. 1 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v12i12025p044

Abstract

How to develop MOOCs on Strategic Management courses with case studies method for master’s program students? To produce MOOCs on Strategic Management courses using the case studies method for master’s students, innovation is required in design and planning. This development research uses the research method and development by applying the ASSURE model. Quantitative data was obtained through material expert tests, learning design expert tests, and one-to-one tests. The results of this study showed that the development of MOOCs with the case study method is very feasible to apply to S-2 program students, scoring 4 out of 4. The results of the learning design expert test obtained 3.7 out of 4, declaring that it is feasible to apply to graduate students. This study attempts to help support the Sustainable Development Goals education sector so that the wider public can continue to learn throughout life through MOOCs and so that they can be a guide in developing learning MOOCs with case method studies.