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Prototipe Aplikasi Pembelajaran Bagi Anak Berkebutuhan Khusus dengan Menerapkan Pendekatan Gamification Tri Sagirani; Nunuk Wahyuningtyas; Sri Hariani Eko Wulandari; Wawan W Efendi
Jurnal Teknik Vol 18 No 2 (2020): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v18i2.77

Abstract

Outbreaks of Corona Virus Disease (COVID-19) require the entire community to change, including education. The government issued a home study policy to reduce the spread of the virus. For students, studying at home relatively does not pose significant obstacles. Whereas for disabilities students, they need learning methods which able make them think that they are studying at school because there are scheduled lessons such as at school and material content that interests them in learning. So, they can concentrate on receiving the material. All learning processes must make it easier for parents to assist them in learning. This study provides a solution through learning media for disabilities in the form of an android-based application using a gamification approach that utilizes elements of character, challenges, interactive, stories, feedback and freedom to fail. This application presents convenience for parents in creating a child's daily schedule, selecting activities that are suitable for disabilities students and providing space for parent and child collaboration. For children, this application can help to stay enthusiastic in learning like at school in a more fun way. The limited trial application uses the System Usability Scale (SUS) as a benchmark for the perception of system usability, with a result of 85,3 which means it has a grade B grade with an Adjective Rating Excellent.
Hilirisasi Produk Inovasi paving Block Khusus Polisi Tidur: The Downstream Product Innovation Speed Bump Paving Block Tony Soebijono; Wawan Wahyudi Efendi
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 7 No 3 (2022): Desember
Publisher : Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/j-dinamika.v7i3.3404

Abstract

Tujuan program Pengabdian Kepada Masyarakat melalui kegiatan hibah inovasi ini adalah untuk menghasilkan prototype produk paten sebagai bagian dari aktifitas komersialisasi produk inovasi dan menerapkan hasil produk paten kepada masyarakat dalam rangka meningkatkan estetika lahan parkir mitra. Pelaksanaan program hibah inovasi paving block polisi tidur (speed bump) ini, dilaksanakan dalam empat tahapan yaitu: 1) Perencanaan Kegiatan, 2) Persiapan Kegiatan dan 3) Pelaksanaan Kegiatan 4) Evaluasi dan pemantauan. Hasil dari kegiatan ini adalah, prototype produk paten paving block polisi tidur (speed bump) dan menerapkan kepada masyarakat, khususnya Universitas Dinamika, dalam rangka meningkatkan estetika lahan parkir mitra.
PENGEMBANGAN PTERIDOPHYTA SMART CARD SEBAGAI MEDIA PEMBELAJARAN TUMBUHAN PAKU UNTUK MENGURANGI PLANT BLINDNESS DI KALANGAN MAHASISWA Wawan Wahyudi Efendi; Atiqoh Atiqoh; Hari Karyono
BIO-EDU: Jurnal Pendidikan Biologi Vol 8 No 1 (2023): BIO-EDU: Jurnal Pendidikan Biologi
Publisher : Jurusan Pendidikan Biologi, Fakultas Ilmu Pendidikan, Universitas Timor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32938/jbe.v8i1.4407

Abstract

This study aims to produce a development product in the form of Pteridophyta Smart Cards to overcome the high problem of plant blindness, especially ferns in college student. This type of research includes research and development using the modified ADDIE model (Analysis, Design, Development, Implementation and Evaluation). The product developed is then assessed for its feasibility by involving one material expert, one media expert and one design expert using a validation questionnaire. Based on the results of the Pteridophyta Smart Card product development research, it can be concluded that the product is very suitable for use in learning ferns. This is based on the results of the validation of material expert which reached a feasibility percentage of up to 96.67%, media expert 97.06% and design expert up to 94.44%.
Developing of Pteridophyte smart card as ferns learning media based on playing card Wawan Wahyudi Efendi; A. Atiqoh; Hari Karyono
JPBI (Jurnal Pendidikan Biologi Indonesia) Vol. 9 No. 3 (2023): NOVEMBER
Publisher : University of Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/jpbi.v9i3.27848

Abstract

Many ferns learning in higher education were organized conventionally and relied only on textbooks. Moreover, it is not in accordance with the characteristics or learning styles of Generation Z (Gen Z). This research aims to produce Pteridophyte Smart Cards (PSC) as a learning media by integrating cards containing real images of ferns with QR Code technology connected to Google Drive. This research and development uses the ADDIE model. This research involved three experts to validate the product's validity. As many as 26 Biology Education students at the University of Muhammadiyah Malang were involved as research subjects and were divided into six groups in the small group practicality test. Furthermore, there are 20 students taking charge to test the product's practicality and attractiveness. The instruments used were questionnaires, observation, and interview sheets. The results show that the product feasibility was 96.67%, media 97.06%, and design 94.44%, so it was declared very feasible. Based on the results of the practicality test, it is classified as a very practical category because the results of the small group test received a score of 85.71% and the class test was 90.89%. The attractiveness test results were 91.25% so it was declared that the products are very attractive. Therefore, it can be used as a learning media for ferns that are interesting, fun, and in accordance with the characteristics or learning styles of Gen Z students. 
Inovasi Teknologi dalam Pembelajaran Adab dan Akhlak melalui Media Komik Pixton sebagai Solusi Interaktif Sagirani, Tri; Billah, Zakiyah Dania; Musthofa, Indhra; Eko Wulandari, Sri Hariani; Efendi, Wawan Wahyudi; Rahardiyanto, Panca
UN PENMAS (Jurnal Pengabdian Masyarakat untuk Negeri) Vol 4 No 2 (2024): UN PENMAS Vol 4 No 2
Publisher : LPPM Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/un-penmas.v4i2.2960

Abstract

Peningkatan kualitas pendidikan di Indonesia menjadi salah satu fokus utama pemerintah, terutama dalam pengembangan metode pengajaran yang inovatif. Teknologi informasi telah terbukti meningkatkan keterlibatan dan pemahaman siswa dalam proses belajar. Madrasah Ibtidaiyah (MI) Muhammadiyah 27 Surabaya, sebuah institusi pendidikan berbasis pesantren, memiliki visi membentuk siswa yang berakhlak mulia dan cerdas. Untuk mendukung visi tersebut, dilakukan upaya peningkatan kualitas pengajaran adab dan akhlak melalui pelatihan guru dalam pembuatan media pembelajaran berbasis komik menggunakan aplikasi Pixton. Komik dipilih karena memiliki kelebihan dalam meningkatkan minat belajar siswa melalui pendekatan yang interaktif, fleksibel, dan kolaboratif. Pelatihan ini juga melibatkan penggunaan tools AI seperti ChatGPT yang digunakan dalam penyusunan skenario pembelajaran. Hasil dari program ini menunjukkan peningkatan keterampilan/ kompetensi digital guru dalam memanfaatkan teknologi untuk menghasilkan media pembelajaran berbasis komik yang pada akhirnya meningkatkan minat siswa untuk belajar adab dan akhlak. Rekomendasi dari program ini adalah pengembangan penggunaan Pixton dan ChatGPT untuk media pembelajaran pada mata pelajaran lain, serta pendampingan berkelanjutan bagi guru dalam meningkatkan kompetensi teknologi informasi.