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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  
Mengukur Kemampuan Pembelajaran Melalui Penggunaan Media Video Animasi Budi Tri Cahyono; Suparmi Suparmi; Relly Prihatin; Fatma Sukmawati; Eka Budhi Santosa
Edukasi Islami : Jurnal Pendidikan Islam Vol 12, No 04 (2023): Edukasi Islami: Jurnal Pendidikan Islam
Publisher : Sekolah Tinggi Agama Islam Al Hidayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30868/ei.v12i04.5008

Abstract

Pembelajaran yang dilakukan secara manual akan membentuk pemahaman secara abstrak, dimana persepsi penjelasan menurut pemahaman secara pribadi. Pemanfaatan media pembelajaran yang berbasis teknologi digital mutlak diperlukan untuk meningkatkan pemahaman pembelajaran secara visual dan akan menghasilkan pemahaman yang sama dan dapat dilakukan penjelasan berulang. Metode yang digunakan dalam penelitian dengan melakukan uji coba produk, pengembangan produk dan implementasi produk. Penelitian ini diawali dari model pembelajaran dilakukan secara manual, kemudian ditambahkan penggunaan teknologi digital dengan memanfaatkan media audio visual dalam menyampaikan pembelajaran. Tantangan utama adalah mengupgrade kemampuan digital untuk menguasai infrastruktur teknologi digital dan menyampaikan secara benar. Siklus yang dilakukan sebanyak 2 tahap dengan mengoptimalkan pendidik yang berada di Kelompok Kerja Guru Gugus Laweyan sebagai responden. Tahap I pendidik masih kurang percaya diri dalam melakukan: 1. analisis media pembelajaran yang digunakan, 2. membuat desain media pembelajaran yang digunakan, 3. membuat media pembelajaran berbentuk audio visual animasi. 4. melaksanakan menyampaikan materi media pembelajaran, 5. melaksanakan evaluasi dari hasil pembelajaran. Hasil yang diperoleh yaitu 98% pendidik merespon model pembelajaran media audio visual animasi dengan baik, sehingga pada tahap ke II responden melakukan hal yang sama, respon yang diperoleh, responden memberikan apresiasi dengan baik. 
Beyond Proficiency: Assessing Coaching Competence in School Principal Candidates and Uncovering Pathways for Growth Ratna Juwita; Eka Budhi Santosa; Fatma Sukmawati
Jurnal Pendidikan Edutama Vol 11, No 1 (2024): January 2024
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v11i1.4102

Abstract

As educational leadership increasingly recognizes the pivotal role of coaching competence, this study delves into the nuanced landscape of coaching competencies exhibited by a cohort of 2022 school principal candidates. Amidst the expectations for exemplary instructional leadership, this study reveals a disconcerting reality – school principal candidates exhibit coaching competence only at a fair level, falling short of the desired excellence. Utilizing a descriptive qualitative research design, the authors scrutinized the coaching competence of a diverse cohort of principal candidates through questionnaires and in-depth interviews. Results illuminate specific challenges in coaching, ranging from limited practical application of coaching skills to gaps in mentorship opportunities. Despite the fair level of competence, the study identifies untapped opportunities for improvement, suggesting tailored training and professional development initiatives. The findings not only contribute to the current discourse on coaching competence but also underscore the critical need for targeted interventions to elevate the proficiency of school principal candidates in navigating the complexities of educational leadership. 
Level of Computational Thinking and Technological Literacy Skills to Improve pre-Service Teacher Learning Innovation Eka Budhi Santosa; Fatma Sukmawati
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 1 (2024): March
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i1.10872

Abstract

This study aims to assess the extent to which teachers' technology literacy skills contribute to their ability to implement innovative teaching methods through computational thinking. This study used a quasi-experimental method with a 2x2 factorial design. This research used 84 samples of prospective teacher students from the Educational Technology Study Program. The instrument used questionnaires to assess the level of instructional innovation demonstrated by aspiring teachers, utilizing three indicators: the utilization of interactive learning media, the incorporation of information technology, and the diversity of learning resources. The statistical method employed to examine the hypothesis is a two-way analysis of variance (two-way ANOVA). The results of this study showed significant correlation between the level of students' Instructional Learning Innovation skills and Computational Thinking; the statistical analysis reveals a p-value greater than 0.05. Additionally, the research findings indicate that the level of Technological Literacy Skills has an impact on Instructional Innovation Learning skills. This research made significant contributions, such as the introduction of the Computational Thinking Level, which enables teachers to enhance their capacity to create effective learning strategies that align with the most recent advancements in technology. Technological Literacy Skills assist educators in incorporating digital tools and resources into the educational process, fostering a cutting-edge and dynamic classroom setting.
Virtual Reality as a Media for Learn Animal Diversity for Students Fatma Sukmawati; Eka Budhi Santosa; Triana Rejekiningsih; Suharno; Taufiq Subhanul Qodr
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i2.50557

Abstract

In the educational process, students face various problems, one of which is the difficulty in understanding the material due to its complexity of the material. New technology-based media are being introduced that help students in the learning process, such as virtual reality (VR). This research aims to produce a product in the form of virtual reality development media as a learning medium for animal diversity. This type of research is developed using a 4D model design. The data collection method uses non-test with research instruments, namely expert validation questionnaires and user validation questionnaires. As well as data analysis techniques using descriptive analysis to describe the results of questionnaires distributed to experts, practitioners, and students as research subjects consisting of media experts, material experts, practitioners, and students. The results of the product feasibility tests carried out on media experts, material experts, and students get many positive responses. So it can be concluded that the virtual reality media of animal diversity is suitable for learning. This media makes it easy for students to understand the variety of animals and provides an attraction for students so that an increased desire to learn arises.
Unpacking the Layers: A Comparative Insight into Differentiated Instruction Strategies for Deeper Learning Across Educational Contexts Ratna Juwita; Fatma Sukmawati; Eka Budhi Santosa; Budi Tri Cahyono; Relly Prihatin; Suparmi Suparmi; Jovita Ridhani; Sari Trisnaningsih
Action Research Journal Indonesia (ARJI) Vol. 7 No. 3 (2025): Action Research Journal Indonesia (ARJI)
Publisher : PT. Pusmedia Group Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61227/arji.v7i3.510

Abstract

Indonesian teachers, especially in Central Java, encountered challenges in crafting differentiated activities to create deeper learning form students. They include being able to determine students’ prior knowledge and readiness, along with what works best for how learners like to learn (themselves using delivery and assessment methods) in related to individual learners. The research was conducted to explore kindergarten, elementary and secondary school teachers (n = 112) practices about implementation of differentiated instruction for deeper learning in public and private schools n= 35 using descriptive qualitative method. The data collection technique was carried out with Self-Reported Essays, Video-Taped DI Practices and Interviews at the Teacher Appreciation event in Indonesia. The findings revealed that the most frequently used in all levels are giving explanation, providing additional support, and set goals. Furthermore, important variations in the selection of materials, goal introduction, prior knowledge activation, adapted instruction, grouping, adapted materials and varied assessment were also found across levels. This article suggests that teacher professional development be focused on strengthening differentiated teaching practices through classroom supervision programs and practical workshops. Areas of development that need to be carried out include understanding the concept of DI, the application of techniques such as flexible grouping and formative assessment, the design of differentiated lesson plans, and the use of adaptive learning media and supporting technologies.