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Journal : Journal of Education Technology

Opportunities for Using Smartphones in the Digital Era to Facilitate Students in Learning Sociology in High Schools Qodr, Taufiq Subhanul; Efendi, Agus; Musadad, Akhmad Arif
Journal of Education Technology Vol 5, No 2 (2021)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34806

Abstract

The development of information and communication technology in the digital era encourages the use of smartphones in various fields of life, such as the field of education. This condition opens up opportunities for the use of smartphones in teaching and learning activities. This study was conducted to identify opportunities for using smartphones to make it easier for students to learn, especially in understanding sociology learning materials in high school. This type of research is descriptive qualitative research. The research subjects were social studies students of class X SMA with a total of 149 students. Data collection methods in this study were surveys and interviews using questionnaires and interview guidelines as research instruments. Data analysis was carried out in four stages, namely (1) data collection, (2) data reduction, (3) data presentation, and (4) drawing conclusions. The results of this study indicate that there is a great opportunity for the use of smartphones in the digital era in the learning process, especially sociology in high school. The opportunity is the implementation of game-based mobile learning or Mobile Game-Based Learning (MGBL). It is known that the use of smartphones by students is most dominantly used to play games with a percentage of 32.90%. Thus, Mobile Game-Based Learning (MGBL) as a learning medium is an opportunity to use smartphones to make it easier for students to learn sociology because it encourages students to be more active, creative, and innovative in the learning process. The conclusion of this study is that Mobile Game-Based Learning (MGBL) is a great opportunity for using smartphones in the digital era to make it easier for students to learn sociology in high school.
The Development of Website-based Learning Management System (LMS) as A Tool for Learning in the Covid-19 Pandemic Period for Junior High Schools Sumardi, Dody; Suryani, Nunuk; Musadad, Akhmad Arif
Journal of Education Technology Vol 5, No 3 (2021): Augustus
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i3.38371

Abstract

The impact of the COVID-19 pandemic requires the world of education to continue learning so that the learning process can run well through the use of web-based information and communication technology (ICT) in the learning management system (LMS) format. Therefore, this research and development aims to develop a Website-based Learning Management System to facilitate learning during the covid-19 pandemic. This research is included in the type of research and development (R&D) by adopting the Alessi & Trollip development model. The subject of this research is two media experts, two material experts, and two subject teachers of Junior Highs School. The data collection technique used a test based on the product developed by each research subject using the appropriate instrument. The results of the questionnaire will be analyzed descriptively using percentages to decide the feasibility of the LMS product[R1] . From this research, it showed that the assessment of media experts was 88.88%, the total averagesr was 91.22% and prospective users consisting of students and teachers were 91.88%, which means that the acquisition of the media and subject matter to be used is above 81%, which is included in the very decent or very good category so there is no need for revision or improvement. Thus the learning application, namely the learning management system (LMS) can be used as a tool to support the online learning process [R1]The data analysis technique
Role-Playing Game (RPG) to Increase Student's Learning Motivation Sholichah, Ana Fatwatush; Gunarhadi, Gunarhadi; Musadad, Akhmad Arif
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.45471

Abstract

Online learning during the Covid-19 pandemic made teachers and students study separately and resulting in low student learning enthusiasm. This study aims to create a learning media Role-Playing Game (RPG) to increase student motivation. This research is Research and Development with the Alessi & Trollip model. The population in this study amounted to 512. The sampling technique was a simple random sampling of 120 students. At the alpha test stage, the media was validated by 3 media experts and 3 material experts. After the revision was carried out in the alpha test, the media was beta tested to determine its effectiveness in increasing student learning motivation. The data collection method is quantitative, using a questionnaire instrument and quantitative data analysis using the SPSS 25 program. The results showed that the RPG media created was in the "Very Appropriate" category with an average percentage of 95%. It was concluded that learning using RPG media proved to be more effective than classes that did not use RPG or conventional media, with a score obtained from the statistical test results at a significance level of 0.000 which is less than 0.05 (0.000<0.05). This study implies that teachers need to choose media suitable for learning needs to attract students' enthusiasm for learning.
Opportunities for Using Smartphones in the Digital Era to Facilitate Students in Learning Sociology in High Schools Qodr, Taufiq Subhanul; Efendi, Agus; Musadad, Akhmad Arif
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.34806

Abstract

The development of information technology that encourages smartphones in various lives thus opens up opportunities for the use of smartphones in teaching and learning activities. However, teachers have not been able to maximize the use of smartphones to support students' ability to understand learning materials. This certainly does not provide a good learning experience for students, so it is necessary to improve the learning system. This study was conducted to identify opportunities for using smartphones to make it easier for students to learn, especially in understanding sociology learning materials in high school. This type of research is descriptive qualitative research. The research subjects were social studies students of class X SMA with a total of 149 students. Data collection methods in this study were surveys and interviews using questionnaires and interview guidelines as research instruments. Data analysis was carried out in four stages: data collection, data reduction, data presentation, and conclusion. This study indicates that there is an excellent opportunity for the use of smartphones in the digital era in the learning process, especially in sociology in high school. The opportunity is the implementation of game-based mobile learning or Mobile Game-Based Learning (MGBL). It can be seen that the use of smartphones by students is most dominantly used to play games, with a percentage of 32.90%. Thus, Mobile Game-Based Learning (MGBL) as a learning medium is an opportunity to use smartphones to make it easier for students to learn sociology because it encourages students to be more active, creative, and innovative in the learning process. This study concludes that Mobile Game-Based Learning (MGBL) is an excellent opportunity for the use of smartphones in the digital era to make it easier for students to learn sociology in high school.
Website-Based Learning Management System (LMS) as a Tool for Learning in the Covid-19 Pandemic Period for Junior High Schools Sumardi, Dody; Suryani, Nunuk; Musadad, Akhmad Arif
Journal of Education Technology Vol. 5 No. 3 (2021): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i3.38371

Abstract

The availability of facilities has not been able to optimize the implementation of learning. This has resulted in some students not being able to take online lessons properly; about 29.4% of students have never taken online lessons so that students miss lessons that are carried out according to schedule. This study aims to develop a website-based Learning Management System to facilitate learning during the covid-19 pandemic. This research is included in research and development (R&D) by adopting the Alessi & Trollip development model. The subjects of this study were, among others, two media experts, two material experts, and two subject teachers in junior high schools. The data collection technique used a test based on the product developed for each research subject using the appropriate instrument. The results of the questionnaire will be analyzed descriptively using the proportion to choose the LMS product. The results of the research data that the assessment above is 88.88% of media experts, the amount of material obtained is 91.22%, and prospective users consisting of students and teachers are 91.88%, which means that the acquisition of media and subject matter to be used is 81%, which are included in the very decent or excellent category so that there is no need for revision or improvement. Thus the learning application, namely the learning management system (LMS), can be used as a tool to support the learning process during online learning activities.