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Literacy Analysis of Information and Communication Technology for Vocational High School Teachers in Using Augmented Reality Media Fatma Sukmawati; Nashniq Shah Bin Majiri
Teknodika Vol 20, No 1 (2022): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v20i1.59743

Abstract

Information and communication technology (ICT) literacy is a fundamental skill that every educator must possess in the 21st century. This study looks at the category of ICT literacy levels of accounting teachers in vocational high schools. This research is quantitative descriptive. The research sample consisted of 35 accounting teachers at a vocational high school in Surakarta. Five categories were used to categorize the level of ICT literacy, while the aspects measured in ICT literacy comprised six domains: access, manage, integrate, evaluate, create, and communicate. Data were collected using the methods of observation, interviews, and questionnaires. Data obtained through questionnaires were then analyzed using descriptive analysis techniques with percentages. The results showed that the six aspects measured in each category, on average, were in the relatively good category, the level was quite good (40%), the level was good (22%), and the level was very good (20%). It explains that ICT literacy in utilizing augmented reality media combines the ability to access, intellectually, interpret, communicate, and new skills to effectively use information and communication technology.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS GAME BAGI GURU-GURU MADRASAH IBTIDAIYAH Uswatun Khasanah; Fatma Sukmawati; Meti Fatimah; Mujibburohman
JURNAL PENGABDIAN MANDIRI Vol. 1 No. 4: April 2022
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (305.514 KB)

Abstract

Di era teknologi, pemanfaatan media pembelajaran telah banyak inovasi yang dilakukan. Salah satu inovasi media yang dapat mambantu pendidik dalam mengajar yaitu media pembelajaran berbasis games dengan bantuan aplikasi Kahoot. Namun, masih terdapat pendidik di sekolah mitr belum memanfaatkan teknologidalam media pebelajaran yang digunakannya. Tujuan dari kegiatan Pengabdian Kepada Masyarakat (PkM) adalah: (1) Memperkenalkan media pembelajaran berbasis games, (2) meningkatkan keterampilan pengajar guru dalam menggunakan media berbasis games seperti aplikasi Kahoot!. Metode yang digunakan pada kegiatan ini yaitu metode ceramah, demonstrasi dan penugasan. Data diperoleh dari angket kepuasan kegiatan pelatihan. Dari hasil analisis data diperoleh bahwa 92,30% kegiatan ini menambah wawasan pendidik mengenai pembuatan media berbasis games, 92,00% materi yang disampaikan sesuai dengan kebutuhan, 85,50% kegiatan menambah keterampilan pendidik dalam memanfaatkan media pembelajaran. Ada dua simpulan pada kegiatan ini, yaitu: (1) kegiatan PkM ini menjadikan pengajar atau pendidikan lebih mengenal aplikasi Kahoot sebagai media pembelajaran berbasis games dan memberikan manfaat untuk pendidik untuk melakukan inovasi dalam pembuatan media pembelajaran, (2) kegiatan pengabdian kepada masyarakat ini meningkatkan keterampilan pendidik dalam menggunakan media games seperti aplikasi Kahoot!
Augmented Reality for Student Learning Media: A Bibliometric Analysis and Visualization Singgih Subiyantoro; Baskoro Hadi; Eka Budhi Santosa; Oka Irmade; Fatma Sukmawati
Indonesian Journal of Instructional Media and Model Vol 3, No 2 (2021)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v3i2.2007

Abstract

Augmented Reality is a study that is now popular. Many researches theme have been published in various reputable journals. The purpose of this study is to provide an overview and visualization of Augmented Reality which is used as a medium of learning. This research is a qualitative research through descriptive analysis with literature review formed in bibliometric analysis which describes and visualizes ongoing phenomena as well as in the past regarding various topics related to Augmented Reality. Through the Scopus database source, there are 882 documents related to Augmented Reality were obtained from 2016 to 2020 and various data related to the number of documents by country, author, subject area, visualization of relationships between topics. Topics that are categorized as rare or have not been associated with AR will be an option for us to study more deeply so that it will give knowledge to the scientific of AR as a medium for student learning.
Penguatan Kompetensi Paedagogik Guru dalam Pemanfaatan Media Pembelajaran Berbasis Virtual Reality (VR) Eka Budhi Santosa; Fatma Sukmawati; Suharno Suharno
J-ABDIPAMAS (Jurnal Pengabdian Kepada Masyarakat) Vol 6, No 2 (2022): Oktober 2022
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1261.725 KB) | DOI: 10.30734/j-abdipamas.v6i2.2591

Abstract

 ABSTRACTThe results of observations of a number of elementary school teachers who are members of the Ahmad Yani Group II Teacher Working Group, Surakarta, Central Java, it was found that they never used Virtual Reality (VR)-based learning media to create fun learning classes. Based on that problem, it is necessary to hold training in making VR-based learning media to create fun learning. Furthermore, virtual reality (VR)-based learning media training with 3Sixty Software was carried out on 22 to 24 June 2022. The training was divided into two forms, namely offline held on 22 June 2022 and online on 23 and 24 June 2022. Implementation of activities using project base learning method, through lecture-question-and-answer strategies, demonstrations, drill practice and mentoring. This training program is able to increase teachers' understanding of the importance of creating VR-based learning media to create fun learning. This program also found technical obstacles in the implementation of online assistance, namely internet network problems and training participant engagement. This was resolved with face-to-face assistance from fellow teachers who had been able to complete the training well. This PKM is able to improve the quality of elementary school teachers in making fun learning media.Keywords: Learning media, Virtual RealityABSTRAK Hasil observasi sejumlah guru SD yang tergabung dalam Kelompok Kerja Guru Kelompok II Ahmad Yani Surakarta, Jawa Tengah ditemukan bahwa mereka tidak pernah menggunakan media pembelajaran berbasis Virtual Reality (VR) untuk menciptakan kelas pembelajaran yang menyenangkan. . Berdasarkan permasalahan tersebut, perlu diadakan pelatihan pembuatan media pembelajaran berbasis VR untuk menciptakan pembelajaran yang menyenangkan. Selanjutnya pelatihan media pembelajaran berbasis virtual reality (VR) dengan Software 3Sixty dilaksanakan pada tanggal 22-24 Juni 2022. Pelatihan dibagi menjadi dua bentuk yaitu offline yang dilaksanakan pada tanggal 22 Juni 2022 dan online pada tanggal 23 dan 24 Juni 2022. kegiatan menggunakan metode pembelajaran berbasis proyek, melalui strategi ceramah-tanya-jawab, demonstrasi, drill practice dan pendampingan. Program pelatihan ini mampu meningkatkan pemahaman guru tentang pentingnya membuat media pembelajaran berbasis VR untuk menciptakan pembelajaran yang menyenangkan. Program ini juga menemukan kendala teknis dalam pelaksanaan pendampingan online, yaitu masalah jaringan internet dan engagement peserta diklat. Hal ini teratasi dengan adanya pendampingan tatap muka dari sesama guru yang telah mampu menyelesaikan pelatihan dengan baik. PKM ini mampu meningkatkan kualitas guru SD dalam membuat media pembelajaran yang menyenangkan..Kata Kunci: Media pembelajaran, Virtual Reality  
Needs Analysis Using LMS Digital Marketing to Improve Digital Literacy of Micro Small Medium Enterprises (MSME) Erycha Arsita Devi; Sarwanto Sarwanto; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80022

Abstract

Digital literacy is the capacity to use a variety of media for information access, analysis, and production, in this case for participants in the economy. In order to increase the digital literacy of UMKM actors, it is necessary to design learning media formulations that address the following issues: 1) a description of how LMS on Digital Marketing is used as a learning tool for UMKM actors, 2) viewpoints on and challenges faced by UMKM players in the field, and 3) learning media formulations that are needed. The observations' findings took the form of a tool for UMKM actors to assess their needs, which was then subjected to descriptive qualitative analysis. Researchers discovered that social media has been used as a learning tool in the field to help people comprehend digital literacy. but has not been implemented optimally, namely: 1) there are obstacles in delivering material, especially material that cannot be observed directly or abstractly, 2) material is too abstract becomes difficult in delivery, UMKM actors need media that can visualize detailed and correct digital literacy so that there are no misunderstandings about digital literacy, and 3) learning media that needs to be developed to increase digital literacy of UMKM actors is LMS Digital Marketing.
Development of Wordwall Educative Games Applications as Learning Media For Understanding PJOK Materials For Elementary Students Sukartini Nani Saputri; Nur Arifah Drajati; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80034

Abstract

This article discusses the design and product development of PJOK learning media in elementary schools in the form of wordwall educational game applications and to determine the effectiveness of using wordwalls in PJOK learning as measured by students' understanding of PJOK material using wordwalls. The research was conducted to support teacher competency in Technological Pedagogical Content Knowledge (TPACK) abilities. The research approach used is a mixed method with a 4-D development model design, namely define, design, develop, and disseminate. Data obtained by means of questionnaires, documentation, and interviews. The results of the study were 1) wordwall product designs were made based on an analysis of teacher needs for learning media in elementary schools and based on curriculum analysis in the form of Basic Competency analysis and its compatibility with the characteristics of grade 2 elementary school students, 2) the resulting product from the research was wordwall educational games in 4 types of games, namely maze chase, airplane, balloon pop, and open the box, and students' ability to understand PJOK material very well through the help of wordwall games. Based on the research results, the wordwall application can be recommended for further development in other Basic Competencies accompanied by learning videos.
Learning Media Chatbot: Technology Innovation for Stunting Prevention Umu Sholihah; Sarwanto Sarwanto; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80040

Abstract

Stunting remains a global health issue at present. One important factor in preventing stunting is adequate nutrition from early stages. However, access to accurate and timely nutritional information continues to be a challenge, especially in remote and rural areas. In response, this qualitative study aimed to analyze the use of Chatbots as a facility for accessing nutritional information in an ef fort to prevent stunting. The data were collected through questionnaires and interviews. It involves 40 mothers with toddlers actively participating in the local integrated health posts (posyandu) as research subjects, selected specifically using purposive sampling. The data obtained from this research will be analyzed using the Miles and Huberman model. The research findings indicate that the current methods of delivering nutritional information, such as lectures and guidebook s, have limited impact in preventing stunting. Therefore, a chatbot emerges as a suitable medium for providing accessible nutritional information. This study contributes to addressing the global health issue of stunting and offers a potential technological solution to enhance access to nutritional information.
Analysis Of The Need For Using Mobile Games To Increase Environmental Awareness For Early Childhood Endriyati Endriyati; Abdul Haris Setiawan; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.79895

Abstract

Based on their basic needs, children can recognize the natural environment (animals, plants, weather, soil, water, rocks, etc.). In addition to increasing knowledge of the natural environment, children are expected to have responsible behavior, appreciation and concern for the surrounding environment so that later they become intelligent people, have positive values and always maintain safety and cleanliness, especially in the village environment. The aims of this study were to obtain: 1) an overview of the use of mobile game media as a means of learning about the environment for early childhood students, 2) views and constraints faced by students in increasing environmental awareness, 3) learning media formulations that need attention that can developed in increasing environmental awareness. The results of the observations were in the form of an instrument for assessing the needs of Early Childhood students which were analyzed descriptively qualitatively. The researcher found that the use of learning media as a learning resource in the process of understanding environmental awareness has been carried out in the field, but has not been implemented optimally.
The Role of Visual Audio Media as an Educational Innovation to Improve Understanding in Filling the PKK Log Book in Kasiman Village: A Needs Analysis Study Dini Dwi Fajar Wati; Tri Murwaningsih; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.79890

Abstract

It is undeniable that audio-visual media has now become one of the choices of media for conveying information or subject matter. Its flexible character-istics make it one of the top choices for pack aging information. Therefore, this study aims to identify the needs of the Kasiman Village PKK team to create a media for conveying information so that they have an understanding of how to fill out the PKK aid book. This research is included in the type of descriptive quantitative research, with a total of 49 research subjects. The in-strument used was a questionnaire, and was analyzed with percentages and descriptions. The results of the research revealed that so far most of the resi- dents who are part of the Village PKK team do not have an understanding of how to fill out the aid book, and do not understand their duties and responsi-bilities as members of the PKK, besides that they also do not have the main reference as information which is then used as the basis carrying out activi-ties or others. Besides that, the results of the analysis of this questionnaire al-so stated that they wanted an innovation in an audio-visual media that they could study so they would know how to fill out the village PKK aid book. The importance of providing clear guidelines and main references as guide-lines in carrying out duties and responsibilities as members of the Village PKK team.
Enhancing Jumantara Dance Learning: Exploring the Integration of Video into Dance Musfita Eka Prehantini; Herry Widyastono; Fatma Sukmawati
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 6, No 2 (2023): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v6i2.80030

Abstract

Learning dance should be accessible and easy for anyone. However, the reality is that many students still need help in learning detail technique dances, for instance the Jumantara dance. One of the contributing factors is the continued use of conventional teaching methods by dance instructors, which primarily rely on imitation and repetitive practice. This traditional approach often poses obstacles to effective dance learning. Data interviews showed three key factors that were identified as causing difficulties in learning the Jumantara dance establishing a feeling of rhythm, expressing the dance's soul, and honing movement methods. Therefore, his study explores how video technology can enhance dance learning methods. This study was treated as a qualitative approach. Our participants were from one of the villages in Indonesia that learned and practiced the Jumantara dance. The data were collected through incorporated observation, document study, interviews, and field notes. The findings of this study demonstrated that video technology can effectively support dance practice in studios. The benefits of developing learning media through this video can minimize the level of technical errors regarding the variety of movements so that it can improve students' ability to express themselves both in motion, rhythm and appreciation of the dance..