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Teachers’ Acceptance of Google Sites for Ecosystem Learning: Keberterimaan Guru terhadap Google Sites untuk Pembelajaran Ekosistem Arina, Ida; Abidin, Yunus; Kurniawan, Dede Trie
Indonesian Journal of Innovation Studies Vol. 26 No. 4 (2025): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v26i4.1435

Abstract

Background (General): Digital platforms are increasingly adopted in elementary education to address challenges in student engagement. Background (Specific): In ecosystem learning within science education, conventional methods often fail to sustain motivation and active participation. Google Sites offers an alternative as an interactive and accessible tool for teaching. Knowledge Gap: Few studies in Indonesia have examined teachers’ acceptance of Google Sites for elementary-level ecosystem learning using a structured theoretical framework. Aim: This study analyzes teachers’ acceptance of Google Sites by applying the Unified Theory of Acceptance and Use of Technology (UTAUT) model. Results: Findings show that all measurement indicators met validity and reliability criteria, with factor loadings above 0.7, composite reliability exceeding 0.7, and AVE values above 0.5. Teachers reported Google Sites as useful, easy to use, supported socially, and adequately facilitated by resources. Novelty: This study provides the first structured UTAUT-based evaluation of Google Sites in Indonesian elementary science education. Implications: Results suggest that Google Sites can support teachers in designing more meaningful and interactive ecosystem learning, offering practical insights for integrating digital media in schools. Highlight Teachers accepted Google Sites positively in ecosystem learning. All validity and reliability indicators met recommended standards. Google Sites supports engaging and meaningful classroom experiences. Keyword UTAUT, Google Sites, Ecosystem Learning, Elementary Education, Teacher Acceptance
Usability Analysis of Digital Learning Media Based on Google Sites Using the SUS Scale Rostika, Neneng; Abidin, Yunus; Kurniawan, Dede Trie
Journal of Basic Education Research Vol 6 No 3 (2025): September
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jber.v6i3.1860

Abstract

Purpose of the study: This study aims to evaluate the usability of digital learning media developed using Google Sites through a systematic and standardized measurement approach. The main focus is to identify whether the media is easy to use, engaging, and acceptable from the users’ perspective. Methodology: This study employed the System Usability Scale (SUS) method, combined with a literature review of related studies. The SUS questionnaire was used as the main tool for data collection, while scoring and analysis were performed with standardized calculation procedures to evaluate usability outcomes. Main Findings: The results showed that the digital learning media developed with Google Sites achieved an average SUS score of 79. This score falls into the “Good” category, equivalent to a grade scale of C, and is classified as “acceptable.” Users demonstrated positive perceptions regarding its usability, indicating effectiveness while also highlighting the need for further development. Novelty/Originality of this study: This study provides new insights into usability evaluation of Google Sites as a digital learning medium using the SUS method. It contributes by highlighting practical user perceptions and offering evidence-based recommendations for further improvement, thereby expanding knowledge about effective integration of accessible online platforms in education.
3D AR Learning Media on Human Respiratory Organs to Train Elementary Science Process Skills Hayyuna, Ristafani; Kurniawan, Dede Trie; Lestari, Triana
IJIS Edu : Indonesian Journal of Integrated Science Education Vol 5, No 2 (2023): July 2023
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijisedu.v5i2.3039

Abstract

The background of this research was carried out because there was no application of digital media in schools and only used media in the form of books. At this time there is a great need for learning media that is interactive, interesting, and motivates students so that learning in the classroom becomes fun. However, the learning media used is only conventional media, especially in learning the material of the respiratory organs in humans. Through this statement, researchers plan to design and develop 3D Augmented Reality learning media based on the characteristics of grade V students of SDN 068 Sindanglaya. This study was made to determine the science process skills of students with the subject matter of human respiratory organs using 3D Augmented Reality learning media. The research method used is the Weak Experiment method with One-Group pretest-posttest Design. The results of the media feasibility test based on teachers, student responses and observation questionnaires of science process skills obtained an average percentage of 92.6% which indicates the category "Very Feasible". So it can be concluded that the 3D Augmented Reality learning media of respiratory organ material in humans is very feasible to use in the learning process in the classroom to train students' science process skills.
Utilization Of Board Game Flofahunt Media To Train Students' Critical Thinking Skills In Grade V Science Material At SDN 216 Sondariah, Bandung City Azizah, Winda Nur; Kurniawan, Dede Trie; Sukardi, Rendi Restiana
Jurnal Ilmiah Mandala Education (JIME) Vol 11, No 4 (2025): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v11i4.9497

Abstract

FloFaHunt is an educational game-based learning media designed to integrate biodiversity content—specifically Indonesian flora and fauna—with an active and enjoyable learning approach. This study employed a mixed methods approach using a concurrent embedded design, combining quantitative and qualitative data through critical thinking tests and student response questionnaires. By implementing the STAD-type cooperative learning model with the  FloFaHunt board game, the learning outcomes showed a significant improvement in students’ critical thinking skills, with the average n-gain score falling into the high category. Meanwhile, the qualitative data revealed that students responded positively to the learning process, particularly in terms of engagement, enthusiasm, and conceptual understanding. These findings indicate that the use of the FloFaHunt board game is effective in fostering critical thinking skills and active