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All Journal International Journal of Evaluation and Research in Education (IJERE) Ilmu Pendidikan Cakrawala Pendidikan Jurnal Pendidikan Humaniora Tadris: Jurnal keguruan dan Ilmu Tarbiyah Edulib INFORMAL: Informatics Journal Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Edcomtech Jurnal Kajian Teknologi Pendidikan AL ISHLAH Jurnal Pendidikan Journal of Information Technology and Computer Science Jurnal Penelitian Pendidikan IPA (JPPIPA) JKTP: Jurnal Kajian Teknologi Pendidikan Al-Hayat: Journal of Islamic Education Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan JTP - Jurnal Teknologi Pendidikan JUPE : Jurnal Pendidikan Mandala Psychology, Evaluation, and Technology in Educational Research Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini EDUTEC : Journal of Education And Technology Al-Misbah : Jurnal Islamic Studies Jurnal Inovasi dan Teknologi Pembelajaran (JINOTEP) Kajian dan Riset Dalam Teknologi Pembelajaran Indonesian Journal of Electrical Engineering and Computer Science Journal of K6 Education and Management Jurnal Pendidikan dan Kebudayaan Jurnal Pedagogi dan Pembelajaran Jurnal Filsafat Indonesia IJAL (Indonesian Journal of Academic Librarianship) JOURNAL OF ECONOMICS EDUCATION AND ENTREPRENEURSHIP EduLine: Journal of Education and Learning Innovation Journal of Integrated Elementary Education International journal of education and learning Journal of Innovation and Research in Primary Education Research and Development in Education (RaDEn) Jurnal Indonesia Sosial Teknologi IJOEM: Indonesian Journal of Elearning and Multimedia Jurnal Pendidikan Surya Edukasi (JPSE) KONSELOR Jurnal Penelitian Pendidikan Indonesia Proceedings Series of Educational Studies Edutechnium Journal of Educational Technology IJIS Edu : Indonesian Journal of Integrated Science Education
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Tujuan Pembelajaran Berlandaskan Konsep Pendidikan Jiwa Merdeka Ki Hajar Dewantara Hendratmoko, Taufik; Kuswandi, Dedi; Setyosari, Punaji
Jurnal Inovasi dan Teknologi Pembelajaran Vol 3, No 2 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (321.133 KB) | DOI: 10.17977/um031v3i22017p152

Abstract

Abstrak: Penetapan tujuan pembelajaran idealnya mampu menampung aspek pengetahuan, sikap, dan keterampilan yang sesuai dengan pandangan hidup suatu Negara. Ki Hajar Dewantara merupakan salah seorang tokoh pendidikan di Indonesia yang memiliki beberapa pemikiran tentang pendidikan yang Khas Indonesia. Diantara pemikiran beliau salah satunya membahas mengenai konsep pendidikan jiwa merdeka. Konsep pendidikan jiwa merdeka terkandung nilai-nilai penting dalam mambangun kualitas sumber daya manusia Indonesia kedepan.. Pada tulisan ini menyajikan bahasan konsep pendidikan jiwa merdeka Ki Hajar Dewantara dan penerapnnya kedalam tujuan pembelajaran.Abstract. Determination of learning objectives should ideally be able to accommodate aspects of knowledge, attitudes, and skills that are in accordance with the outlook on a country's life. Ki Hajar Dewantara is one of the educational figures in Indonesia who has several thoughts about typical Indonesian education. Among his thoughts, one of them discussed the concept of free soul education. The concept of independent soul education contains important values in building the quality of Indonesia's human resources in the future. In this paper presents a discussion of the concept of independent soul education Ki Hajar Dewantara and its application into the learning objectives.
Enhancing Early Childhood Problem-Solving Abilities through Game-Based Learning and Computational Thinking: The Impact of Cognitive Styles Ningtyas, Dhita Paranita; Setyosari, Punaji; Kuswandi, Dedi; Ulfa, Saida
Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Vol. 9 No. 3 (2024)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Fakultas Ilmu Tarbiyah dan Keguruan, UIN Sunan Kalijaga, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jga.2024.93-04

Abstract

Children's understanding of solving problems related to early cognitive abilities with several levels of complexity makes children feel difficult, and students are less able to solve problems correctly according to the sequential order of how to do them. The main factor that causes low problem-solving abilities is the use of inappropriate learning strategies. So that children in the process of solving problems in a lesson also become less than optimal. This study explores the effects of computational thinking strategies with game-based learning compared to conventional approaches on early childhood problem-solving abilities, considering the cognitive styles of field-independent (FI) and field-dependent (FD) children. A quasi-experimental pretest-posttest nonequivalent control group design involved 60 children from Blitar Kindergarten. The experimental group received computational thinking instruction through game-based learning, while the control group followed conventional methods. Posttests followed a pretest established baseline abilities and an eight-week intervention. Data were analyzed using a two-way ANOVA, revealing significant improvements in problem-solving skills for the experimental group (p < 0.05). FI children outperformed FD peers, indicating cognitive style's impact on learning outcomes. An interaction effect between learning strategies and cognitive styles was identified, emphasizing the importance of tailored educational approaches. The study's findings suggest that computational thinking through game-based learning enhances critical thinking, creativity, and engagement in young learners. However, limitations such as a small sample size and short intervention duration highlight the need for further research. Future studies should involve diverse populations and longer interventions to understand the long-term effects better and optimize educational strategies for individual cognitive styles. These results underscore the potential of innovative educational methods in developing foundational skills essential for academic and life success.
Measurement of User Satisfaction for Gamification-based Programming E-Learning Platform using End-user Computing Satisfaction Method Pradana, Fajar; Setyosari, Punaji; Ulfa, Saida; Hirashima, Tsukasa; Saputra, Mochamad Chandra
Journal of Information Technology and Computer Science Vol. 9 No. 2: August 2024
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.92572

Abstract

HSS Learning is a learning media innovation in the form of a gamification-based e-learning platform to support the learning process in programming. HSS Learning has been applied to web design and programming courses, primarily on HTML and CSS topics. This study uses a quantitative model using a descriptive approach to measure the satisfaction level of HSS Learning users—measurement of user satisfaction using End-user Computing Satisfaction (EUCS). The variables used in this research are content, format, ease of use, timeliness, and accuracy. Data collection used a questionnaire consisting of 12 questions, with the number of participant data being 264 participants. The results show that the overall level of user satisfaction reaches 4.30 at level 5 (very strong). The results of this study can be used as a material evaluation for the application of instructional media in the programming field.
Pengembangan Sistem Sumber Belajar Terbuka Melalui E-Gudep Pada Latihan Pramuka Di SMKN 4 Bojonegoro Sriyani, Titin; Setyosari, Punaji; Praherdhiono, Henry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 4 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i42022p359

Abstract

The era of the industrial revolution 4.0  is a digital revolution where the development of technology and information has integrated into people’s lives today, especially in the field of education. The biggest challenge today is technology optimization in a bold-based learning process that suits Z’s generation. Scout non-formal education at SMKN 4 Bojonegoro is one of the fields that implements a courage-based learning process. Although it is rich in activities and materials, it has not been implemented optimally. Based on the explanation above, this development aims to develop an open learning system through a website-based e-gudep that is suitable for use in scout training and the management of the scout organization at SMKN 4 Bojonegoro. The method used to develop this system is SDLC (System Development Life Cycle) method, which stage include planning, analysis, design, implementation, and maintenance. The result of the development is an open learning product system through website-based e-gudep which is implemented on the organization’s official website domain. Based on the results of the product feasibility test, it has been tested on sustem experts, material experts, and field trials are carried out on students, showing that the open learning system through e-gudep gets positive responses and is feasible to use. So it can be denied that the existence of an open-source learning system through e-gudep can facilitate and complement the needs of the scout organization at SMKN 4 Bojonegoro.AbstrakEra revolusi industri 4.0 merupakan revolusi digital dimana perkembangan teknologi dan informasi telah menyatu dengan kehidupan masyarakat saat ini, khususnya di bidang pendidikan. Tantangan terbesar saat ini adalah pengoptimalan teknologi dalam proses pembelajaran berbasis keberanian yang sesuai dengan karakteristik generasi Z. Pendidikan pramuka nonformal di SMKN 4 Bojonegoro merupakan salah satu bidang yang melaksanakan proses pembelajaran berbasis keberanian. Meskipun kaya akan kegiatan dan materi, namun belum dilaksanakan secara maksimal. Berdasarkan paparan diatas, pengembangan ini bertujuan untuk mengembangkan sistem sumber belajar terbuka melalui situs web berbasis e-gudep yang layak digunakan pada latihan pramuka dan pengelolaan organisasi pramuka SMKN 4 Bojonegoro. Metode yang digunakan untuk mengembangkan sistem ini adalah metode SDLC (System Development Life Cycle ) yang tahapannya meliputi perencanaan, analisis, desain, implementasi, dan pemeliharaan . Hasil pengembangan berupa sistem sumber belajar terbuka melalui e-gudep berbasis situs web yang diimplementasikan pada situs web domain resmi organisasi. Berdasarkan uji bahwa produk telah diujikan, ahli materi dan uji coba lapangan kepada siswa, menunjukkan sistem sumber belajar terbuka melalui e-gudep mendapatkan tanggapan positif dan layak digunakan. Sehingga dapat dikatakan bahwa dengan adanya sistem sumber belajar terbuka melalui e-gudep dapat mempermudah dan melengkapi kebutuhan organisasi pramuka SMKN 4 Bojonegoro. .
Pengaruh Flipped Classroom Beraktivitas Gamifikasi Tradisional Terhadap Self Regulated Learning Pada Pembelajaran Pemrograman Visual Hadihabibi, Moh; Setyosari, Punaji; Soepriyanto, Yerry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 6, No 1 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v6i12023p026

Abstract

 Learning visual programming requires a strategy that is effective and motivates students. Flipped classroom with gamification activities can be a solution to this problem. Gamification is characterized by the use of game elements in a non-game context that aims to engage and motivate students. The implementation of gamification in this study was done traditionally. In order for learning in the classroom to focus on gamification activities in a traditional way, an activity before entering the classroom is needed in the form of an activity to review learning materials called a flipped classroom. In flipped classroom, students must have self-regulated learning skills in order to achieve academic success. Therefore, the purpose of this study is to explain the difference in self-regulated learning between flipped classroom with gamification activities and flipped classroom without gamification. This research is a quasi-experimental quantitative research. The results showed that there is a difference in self-regulated learning between flipped classroom learning with gamification activities and flipped classroom learning without gamification. Other findings showed that gamified flipped classroom learning received positive responses from students.  Therefore, learning using flipped classroom with gamification activities can be applied in visual programming learning, especially to generate student learning motivation.AbstrakDalam pembelajaran pemrograman visual diperlukan sebuah strategi yang efektif serta membangkitkan motivasi belajar siswa. Flipped classroom beraktivitas gamifikasi dapat dijadikan solusi dalam permasalahan tersebut. Gamifikasi ditandai dengan penggunaan unsur-unsur permainan dalam konteks yang bukan permainan yang bertujuan untuk melibatkan dan memotivasi siswa. Penerapan gamifikasi dalam penelitian ini dilakukan secara tradisional. Agar pembelajaran di dalam kelas berfokus pada kegiatan gemifikasi secara tradisional, diperlukan kegiatan sebelum memasuki kelas berupa aktivitas meninjau materi pembelajaran yang disebut flipped classroom. Dalam flipped classroom siswa harus memiliki keterampilan self regulated learning agar mencapai keberhasilan akademik. Oleh sebab itu tujuan dalam penelitian ini adalah menjelaskan perbedaan self regulated learning antara flipped classroom beraktivitas gamifikasi dengan flipped classroom tanpa gamifikasi. Penelitian ini termasuk penelitian kuantitatif kuasi eksperimen. Hasil penelitian menunjukkan bahwa terdapat perbedaan self regulated learning antara pembelajaran flipped classroom beraktivitas gamifikasi dengan pembelajaran flipped classroom tanpa gamifikasi. Temuan lain menunjukkan pembelajaran gamified flipped classroom mendapat respon yang positif dari mahasiswa.  Oleh sebab itu pembelajaran dengan menggunakan flipped classroom beraktivitas gamifikasi dapat diterapkan dalam pembelajaran pemrograman visual khususnya untuk membangkitkan motivasi belajar siswa.
Pengembangan Storytelling Untuk Pengenalan Pemrograman Sederhana Dengan Pendekatan Object Oriented Programming Di Sekolah Dasar Ningrum, Anggita Putri; Setyosari, Punaji; Soepriyanto, Yerry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i22022p172

Abstract

Abstract and complex material about an introduction to programming if it is based on writing computer programs will be very difficult to understand if it is directly given to elementary school students. The development of the storytelling method with an Object Oriented Programming (OOP) approach for an introduction to simple programming becomes relevant. The OOP approach for an introduction to simple programming in elementary school will lead students to understand programming logic. The stages in developing it include analysis, design and development. The results of the trial show that the media experts gave very appropriate responses to be used, as well as the Material Experts I and II. This can be interpreted that development is very feasible to be tested in the field to get student responses.AbstrakMateri abstrak dan kompleks tentang pengenalan pemrograman jika berbasis penulisan program komputer akan sangat sulit dipahami jika langsung diberikan kepada siswa sekolah dasar. Pengembangan metode storytelling dengan pendekatan Object Oriented Programming (OOP) untuk pengenalan pemrograman sederhana menjadi relevan diterapkan. Pendekatan OOP untuk pengenalan pemrograman sederhana di sekolah dasar akan mengantarkan peserta didik dalam memahami logika pemrograman.  Tahapan dalam mengembangkannya meliputi analisis, desain dan pengembangan. Hasil uji coba menunjukkan bahwa ahli media memberi tanggapan sangat layak untuk dimanfaatkan, begitupula dengan Ahli Materi I dan II. Hal ini bisa dimaknai bahwa pengembangan sangat layak untuk diujicobakan di lapangan untuk memperoleh tanggapan siswa.
Analisis Persepsi Mobile Learning Readiness Dengan Menggunakan Technology Acceptance Model Dalam Pembelajaran Bahasa Jawa Pangestu, Sulih Aji; Setyosari, Punaji; Kuswandi, Dedi
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 6, No 3 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v6i32023p152

Abstract

Technological developments in the current era are growing rapidly. Disruptive innovation from this technological development penetrates human needs in various fields, especially in the field of education. Regulations on technological developments in the field of education become learning innovations to remain effective and efficient in their utilization. The application of Mobile Learning requires a readiness analysis that must be considered from the Perceived Ease of Use and Perceived Usefulness variables. This research is an exploratory study with the technology acceptance model (TAM). The aim is to find out the extent of the level of acceptance of the use of media, especially at the junior high school education level. In the acquisition of overall results data reviewed from several aspects namely Student Readiness, Perceived Ease of Use and Usefulness get very good acceptance from the learners. It is proven that the use of media can be accepted by learners who are in accordance with the needs. Furthermore, it is important for educational institutions and teachers to pay attention to learners' perception of Ease of Use and Usefulness on the use of Mobile Learning. Proper support and provision of relevant and useful content can help learners' readiness level in adopting and utilizing Mobile Learning effectively in the learning process.AbstrakPerkembangan teknologi pada era sekarang yang semakin berkembang pesat. Inovasi secara disrupsi dari perkembangan teknologi ini merambah pada kebutuhan manusia dalam berbagai bidang khususnya dibidang pendidikan. Regulasi pada perkembangan teknologi dalam bidang pendidikan menjadi inovasi pembelajaran agar tetap efektif dan efisien dalam pemanfaatannya. Penerapan Mobile Learning ini membutuhkan analisis kesiapan yang harus diperhatikan dari variabel Perceived Ease of Use dan Perceived Usefulness. Penelitian ini merupakan penelitian eksploratif dengan model penerimaan teknologi (TAM). Tujuan untuk mengetahui sejauh mana tingkat penerimaan pada penggunaan media khususnya di tingkatan pendidikan Sekolah Menengah Pertama. Pada perolehan data hasil keseluruhan ditinjau dari beberapa aspek yakni Student Readiness, Perceived Ease of Use dan Usefulness mendapatkan penerimaan yang sangat baik dari para pebelajar. Hal ini terbukti bahwa penggunaan media dapat diterima oleh pebelajar yang sesuai dengan kebutuhan. Selanjutnya penting bagi institusi pendidikan dan pengajar untuk memperhatikan persepsi pebelajar tentang Ease of Use dan Usefulness pada penggunaan Mobile Learning. Dukungan yang tepat dan penyediaan konten yang relevan dan bermanfaat dapat membantu tingkat kesiapan pebelajar dalam mengadopsi dan memanfaatkan Mobile Learning secara efektif dalam proses pembelajaran.
Pengembangan Virtual Classroom Berbasis Web Learning Pada Mata Pelajaran Bahasa Inggris Untuk Siswa Kelas VII Amri, Maliki; Setyosari, Punaji; Ulfa, Saida
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i22022p142

Abstract

Web Learning-based Virtual Classroom is a complement and a new learning medium for 8th graders at SMP Negeri 1 Pakis in English Subjects, the subject matter is We got a lot of Histories. Web Learning-based Virtual Classroom is a learning medium that involves student and teacher interactions online that students can use to learn independently. Web Learning-based Virtual Classroom has a how-to guide and has many features that make it easier for students to use it. The purpose of this development is to produce a learning media, and to find out the feasibility of the learning media being developed. The development model used is the Lee & Owens model. Responses were obtained from Media and Material Experts, the development of a Web Learning-based Virtual Classroom for English Subjects received a positive response by material experts and media experts and was suitable for use by students.AbstrakVirtual Classroom berbasis Web Learning menjadi pelengkap dan sebuah media belajar baru bagi siswa kelas 8 di SMP Negeri 1 Pakis dalam mata pelajaran Bahasa Inggris materi We got a lot of Histories. Virtual Classroom berbasis Web Learning adalah media pembelajaran yang melibatkan interaksi siswa dan guru secara online digunakan siswa belajar secara mandiri. Virtual Classroom berbasis Web Learning memiliki panduan cara penggunaan dan punya banyak fitur yang memudahkan siswa saat menggunakannya. Tujuan Pengembangan ini adalah menghasilkan sebuah media pembelajaran, serta mengetahui kelayakan dari media pembelajaran yang dikembangkan. Model pengembangan yang digunakan adalah model Lee & Owens. Tanggapan diperoleh dari Ahli Media dan Ahli Materi, pengembangan Virtual Classroom berbasis Web Learning untuk Mata Pelajaran Bahasa Inggris mendapatkan respon positif oleh ahli materi dan ahli media serta layak digunakan oleh siswa.
Efektivitas Penggunaan Game Based Learning Untuk Meningkatkan Hasil Belajar Hukum Bacaan Tanwin Siswa Kelas VII SMP Wardia, Wardia; Setyosari, Punaji; Ulfa, Saida
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 4 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i42022p337

Abstract

Game based learning is a form of interactive multimedia that is used to motivate students in learning. This research seeks to improve student learning outcomes in material on the law of reading nun breadfruit/tanwin through interactive multimedia in the form of games. The purpose of this research is to produce a game product with sub-material reading law of Nun Sukun/Tanwin, one of the learning resources in junior high schools that is effective and has a high level of interest so that students are motivated in learning. This study uses the Lee and Owens development model, namely analysis, design, development, implementation, and evaluation. Based on the results of trials by media experts and valid material as games for learning and suitable for learning. The hypothesis test showed that there was an average difference between the pretest and posttest scores. The test of increasing student learning outcomes seen from the N-Gain Score of 0.5 is included in the medium category.AbstrakGame based learning  adalah salah satu bentuk multimedia interaktif yang digunakan untuk memotivasi siswa dalam belajar. Penelitian ini berusaha untuk meningkatkan hasil belajar siswa pada materi hukum bacaan nun  sukun/tanwin melalui multimedia interaktif berbentuk game. Tujuan penelitian ini menghasilkan sebuah produk game dengan sub materi hukum bacaan Nun Sukun/Tanwin salah satu sumber belajar di SMP yang  efektif serta memiliki tingkat kemenarikan yang tinggi agar siswa termotivasi dalam belajarnya. Penelitian ini menggunakan model pengembangan Lee dan Owens yaitu analisis, desain, pengembangan, implementasi, serta evaluasi. Berdasarkan hasil uji coba ahli media dan materi valid sebagai game untuk belajar dan layak digunakan untuk pembelajaran. Uji hipotesis menunjukkan ada perbedaan rata-rata antara skor pretest dan posttest. Uji peningkatan hasil belajar siswa dilihat dari N-Gain Score 0,5 termasuk dalam kategori sedang
Pemanfaatan Teknologi Asistif Dalam Pendidikan Inklusif Suwahyo, Bayu Widyaswara; Setyosari, Punaji; Praherdhiono, Henry
Edcomtech Vol 7, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v7i12022p055

Abstract

Abstrak: Berbagai jenis teknologi menawarkan dukungan yang diperlukan bagi siswa penyandang disabilitas untuk dapat belajar bersama dengan anak normal dalam kelas inklusif. Penggunaan teknologi asistif (TA) dapat dimanfaatkan siswa dengan disabilitas menciptakan kemandirian dan kepercayaan diri ketika belajar bersama dengan anak normal. Penelitian ini menggunakan Analisis artikel dengan metode descriptive content analysis untuk menjelaskan peran TA dalam kelas inklusif. Kata kunci yang digunakan untuk mencari artikel “technology assistive”, “inclusive”, dan “education. Berdasarkan hasil pencarian artikel yang diperoleh dari berbagai situs jurnal antara lain; Google Scholar, Directory Of Open Access Jurnals, Scopus, Emerald, Dan Taylor Francis terpilihlah empat puluh tiga artikel penelitian terkait penggunaan TA dalam kelas Inklusif yang akan dianalisis. Penelitian ini menemukan TA terdiri dari serangkaian perangkat dan layanan yang berfungsi untuk mendukung siswa untuk meningkatkan kemampuan yang ada, mengimbangi atau mengurangi hambatan yang mungkin terjadi. Beberapa TA dikembangkan untuk penggunaan fungsional, sementara fungsi lainnya dapat menciptakan interaksi sosial, hingga akses kurikulum. Penggunaan TA dalam kelas inklusif secara universal meningkatkan inklusivitas dalam kelas.Abstract: Various types of technology offer the necessary support for students with disabilities to study together with normal children in inclusive classes. Students can utilize assistive technology (AT) with disabilities to create independence and confidence when studying with normal children. This study uses article analysis with descriptive content analysis method to explain the role of AT in inclusive classes. The keywords used to search for the articles are “technology assistive,” “inclusion,” and “education. The search results of articles obtained from various journal sites, among others, Google Scholar, Directory Of Open Access Journals, Scopus, Emerald, and Taylor Francis selected forty-three research articles related to the use of AT in Inclusive classrooms to be analyzed. This study found that AT consists of tools and services that support students to improve existing abilities and offset or reduce barriers that may occur. Some TAs are developed for practical use, while other functions can create social interaction to curriculum access. The use of TA in inclusive classrooms universally increases inclusivity in the classroom.
Co-Authors A. Abbassyakhrin A. Rudianto Abd. Hakim Muslim Abdul Hakim Abdul Haris Indrakusuma Abdullah, Muhammad Saffuan Abidin, Nurul Ach. Amirudin Ade Eka Anggraini Adi Atmoko Agus Salim Agus Syakroni Agus Wedi Agusta, Akhmad Riandy Agustiya Handayani Ahmad Suriansyah Aji Prasetya Wibawa Akhmad Riandy Agusta Albertus Hartana, Albertus Alhakim, Faiqul Faris Amaliyah, Yuli Amri, Maliki Anang Santoso Andrew Nafalski Anggoro, Rita Anggrain, Ade Eka Arafah Husna Arvi Sekar Farenta Asmawati, Pipit Astutik, Pipit Pudji As’at, Muhammad Atti Yudiernawati Auliah Sumitro H Aynin Mashfufah Aziz, Imam Nur Bambang Budi Wiyono Batita, Maurish Sofie Rahmi Cholis Sa’dijah Citra Kurniawan Dedi Kuswandi Degeng, Made Dunanda Kartika Deka Dyah Utami Dhaifi, Ilzam DHITA PARANITA NINGTYAS, DHITA PARANITA Dina Yuli Agustin Donna Boedi Maritasari Dwijogo, Wasis D Eka Pramono Adi Erika Puspitasari Erning Wijayati Ery Tri Djatmika RWW Faizah, Siti Fajar Pradana Fajriyatuz, Nurul Farida, Mustika Khurotul Fikri Aulia Fitriah, Ulfa Laelatul Gazali Lembah Godlief Erwin Semuel Mige Hadi Ismanto Hadihabibi, Moh Hariadi, Agus Fajar Hendratmoko, Taufik Henry Praherdhiono Henry Praherdiono Henry Praherdiono Herawati Susilo Heri Pratikto Hermin Tri Wahyuni Hesti Fitriyana Hile, Abdulhafiz Hirashima, Tsukasa Husni Abdillah I Nyoman S Degeng I Nyoman S. Degeng I Nyoman Sudana Degeng Ika Ratih Sulistiani Ilham Mulya Putra Pradana IM. Hambali Imam Nur Aziz Jayanti Yusmah Sari Julian Tri Hustanto Kholis, Kholis Kiswati Kiswati Kiswati Kurniawan, Fatra Hadi Kurniawati, Tenia Lalu Warige Hadinata Lasi Purwito Lelasari, Maharani Luluk Mufidah M Bagus Ainun Najib Made Duananda Kartika Degeng Made Duananda Kartika Degeng Made Juniantari Made Juniantari, Made Madil, Wahyudin Mardhatillah, Mardhatillah MAULIDAH, SITI Menur, Dewi Mery Napitupulu Miftachus Sururoh Miranti, Yang Nadia Mochamad Chandra Saputra, Mochamad Chandra Mochamad Desta Pradana Mochamad Desta Pradana MUHAMMAD ALI Muhammad Alridho Lubis Muhammad Bukhori Dalimunthe Muhammad Ridha Mukhammad Syahrul Kurniawan Munzil Muslihati Muslim, Abd. Hakim Mustaqim, Ilmawan Muzainuddin, Moh Nala Nafilata Fadilah Nikolawatin, Zaubaidah Ningrum, Anggita Putri Nunung Suryati Nur Najama Nurul Hidayati Nurul Murtadho Otto Fajarianto Pangestu, Sulih Aji Paris, Zul Pradana, Ian Bimasta Pradana, Mochamad Desta Praherdhiono, Hendy Prastiwi, Dyas Nurika Prigianata, Muhammad Malik Purnawirawan, Okta Puspitasari, Defita Aning Rabiatun Adwiah, Rabiatun Radeni Sukma Indra Dewi Rani Susanti Raudah Zaimah Dalimunthe Reza Aditia Ridhoni, Wahyu Roni Herdianto Rosmala Dewi S Sumarlin Saida Ulfa Sandi Haryadi Septinda Rima Dewanti Setiono, Panut Shinta Kusuma Wardani Shirly Rizki Kusumaningrum Sigit Dwi Laksana, Sigit Dwi Sihkabuden Sihkabuden, Sihkabuden Silviarista, Miranda Sin, Ishak Sisca Rahmadonna Siti Mas’ula Siti Maulidah Siti Zubaidah Sokhibul Ansor Sriati Usman Sriyani, Titin Subanji Subanji Sugeng Utaya Suharsono Bantun Suharti Sulthoni Sulton Sulton Sulton Sumarmi Susilaningsih Susilaningsih Suwahyo, Bayu Widyaswara Suyanto Suyanto Syakroni, Agus Syamsul Hadi Sya’dullah, Achmad Taufiqqurrahman, Taufiqqurrahman Tesdiq Prigel Kaloka Thohir, Mohamad Titik Harsiati Tri Kukuh Prasetiyo, Tri Kukuh Tri Wahyu Ningtiyas Triretnoningrum, Alfin Niken Tsuwaybah Al Aslamiyah Umar Umar Utami Widiati Utami, Deka Dyah Utami, Listia Vina Muthmainna Rianto Wahyu Ridhoni Waras Waras Kamdi Waras Waras Wardia, Wardia Westri Setyo Lestari Wikan Budi Utami Wikan Budi Utami Wildansyah lubis Wulan Patria Saroinsong Yenni, Safrina Yerry Soepriyanto Yetursance Y. Manafe Yolan Priatna Yusuf Arifin Zainul Abidin ‘Alam, Ghasa Faraasyatul