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Pengembangan Bahan Ajar Online (Learning Object) pada Matakuliah Landasan Teknologi Pendidikan Achmad Nur Fauzan; Eveline Siregar; Kunto Imbar
Jurnal Pembelajaran Inovatif Vol 2 No 1 (2019): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.021.07

Abstract

Penelitian pengembangan ini bertujuan menghasilkan bahan ajar yang bersifat non-cetak yang dimasukkan kedalam http://fip.unj.ac.id/hylearn/. Sasaran pengguna bahan ajar online ini ialah mahasiswa semester baru di TP UNJ. Penelitian pengembangan ini dilakukan berdasarkan model Rapid Prototyping yang memiliki lima tahapan yaitu tahap assess needs and analyze content (penilaian kebutuhan dan analisis konten), set objectives (menetapkan tujuan pembelajaran), constructing a prototype (mengembangkan prototype), utilizing the prototype (memanfaatkan prototipe (research/penelitian), dan installing the final system (memasang sistem). Dalam Evaluas itersebut melibatkan 1 orang ahli materi, 1 orang ahli media, dan 22 orang pengguna. Nilai rata-rata yang diperoleh dari tahap expert review oleh ahli materi ialah 3,36 dan menunjukkan kategori baik. Nilai rata-rata yang diperoleh dari tahap expert review oleh ahli desain pembelajaran ialah 3,4. Nilai rata-rata yang diperoleh dari tahap expert review oleh ahli media ialah 3,4 dan menunjukkan kategori baik. Pada tahap penggunaan face-to-face diperoleh nilai rata-rata 3,05 yang menandakan secara keseluruhan panduan ini cukup baik. Sedangkan secara small group diperoleh nilai rata rata 3,10 yang menandaakan penggunaan bahan ajar online tersebut dinilai baik.
Pengembangan Video Tutorial Membuat Halaman Website Rikko Fajar Ramadhan; Cecep Kustandi; Kunto Imbar Nursetyo
Jurnal Pembelajaran Inovatif Vol 2 No 1 (2019): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.021.08

Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan video tutorial membuat halaman website menggunakan framework bootstrap. Video tutorial disusun berdasakan setiap tahapan dasar membuat halaman website. Sasaran video tutorial tersebut ialah pengguna dengan usia 18 tahun hingga 30 tahun. Penelitian ini dilakukan berdasarkan model Rapid Prototyping. Dalam Model tersebut memiliki beberapa tahapan diantaranya Asses Needs dan Analyze Content, Set Objective, Construct Prototype, Utilize Prototype, serta Install and Maintain System. Ujicoba pada penelitian pengembangan ini melalui beberapa tahapan diantaranya Expert review, one to one, serta small group. Pada evaluasi expert review yang dilakukan oleh ahli materi serta media mendapatkan nilai rata rata 3.64. Pada tahap one to one didapatkan hasil rata rata 3.52, tahap small group mendapatkan nilai rata rata 3.38. Secara keseluruhan video tutorial yang peneliti kembangkan untuk membuat halaman website dapat dikatakan layak untuk digunakaan. Khususnya pada pembuatan halaman website dengan framework bootstrap.
Pengembangan Flashcard Dengan Augmented Reality Android Sebagai Sarana Informasi UMKM Kota Cirebon Ahmad Rizqi Kurniawan; Cecep Kustandi; Kunto Imbar
Jurnal Pembelajaran Inovatif Vol 2 No 1 (2019): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.021.10

Abstract

This research aims to development Flashcard and Augmented Reality based on Android can be integrated with each other. This development aims to provide information on the diversity of Micro Small and Medium Enterprises in the Cirebon City, to Indonesian people. Researcher develop this product using Integrated Learning Design Framework learning methods. Outlines of the theories using; Development theories, Augmented Reality theories, and Micro Small and Medium Enterprises theories. First stage is analysis, second stage is development, third stage is evaluation and implementation. Result from review experts get an average score 3.6 which means very good category. From users get an average score 3.73 for one to one trials which means in very good category, and score 3.62 for small group trials which means in very good category.
Pengembangan Video Knowledge Capture Mata Kuliah Difusi Inovasi Pendidikan di Prodi Teknologi Pendidikan Universitas Negeri Jakarta Ardiansyah Ardiansyah; Kunto Imbar Nursetyo; Cecep Kustandi
Jurnal Pembelajaran Inovatif Vol 3 No 1 (2020): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.031.02

Abstract

This research aims to produce video of knowledge capture for Educational Innovation Diffusion courses in Educational Technology, Universitas Negeri Jakarta. The development of this video is expected can be learning resources for student of Educational Technology. Development of Knowledge Capture Video uses the Model Video Nonlinear by Pustekkom, this model has 3 major stages and sub stages at each stages. This research involves three trials protester, consist of expert review, one to one, and small group. The development of knowledge capture video involves two expert review (review expert matter and media expert). Formative evaluation conducted by researchers refer to a survey web bali state university of Jakarta and uses a likert scale (1-4). Average result from expert review 3,85, One on one 3,28, and small group 3,42. Based on the result of these data, reseacrcher conclude that video knowledge capture worth to use as a source of learning.
Pengembangan Flipped Classroom Untuk Mata Kuliah Belajar Berbasis Komputer di Universitas Negeri Jakarta ZARA LARASATI; Kunto Imbar Nursetyo; Cecep Kustandi
Jurnal Pembelajaran Inovatif Vol 2 No 2 (2019): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.022.06

Abstract

This development research aims to produce flipped classroom learning in universities generally, especially to computer-based learning courses. Products development included lecture syllabus, guide and course site. The objectives of this study were computer-based study lecturers and first year of educational technology students. This research development is used as a rapid prototype development model that has five stages, namely, assess needs & analyze content, set objectives, construct prototype, utilize prototype, install and maintain system. The evaluation in this study was carried out through expert reviews, namely learning design experts, material experts, and media experts. The average value obtained form learning design expert is 3.7. The average value obtained from material experts is 3.8. The average value obtained form of media experts is 3.3. Through the three evaluations that have been carried out, it can be summarized that the development of flipped classroom learning for computer-based learning courses has been very good and can be utilized by lecturers.
Rancangan Pembelajaran Flipped Classroom Untuk Mata Kuliah Persepsi Desain dan Pesan Hana Alodianada; Retno Widyaningrum; Kunto Imbar Nursetyo
Jurnal Pembelajaran Inovatif Vol 2 No 2 (2019): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.022.08

Abstract

This development research aims to produce a flipped classroom learning in the form of a RPKPS as a guideline for implementing flipped classroom learning in PDP courses at the State University of Jakarta in Educational Technology Program. This development research was carried out by following the Rapid Prototyping development model procedure, namely Assess Needs & Analyze Content 2) Set Objectives, 3) Construct Prototype, 4) Utilize Product, 5) Installation & Maintenance. Evaluation of this product development research is done through Expert Review. The step of expert review involved 1 subject expert and 2 learning design experts. The average value obtained from subject expert is 3,48 which means it’s very good, from learning design expert is 3,21 which means it’s good. The average value obtained from another learning design expert is 3,24 which means it’s good. From these results it can be concluded that the flipped classroom learning design for Learning and Design Perception Course is good rated.
Pengembangan Buku Panduan Praktik Produksi Besar Pada Mata Kuliah Pengembangan Media Video Di Prodi Teknologi Pendidikan Universitas Negeri Jakarta Muhammad Ergi Revian; RA Murti Kusuma; Kunto Imbar Nursetyo
Jurnal Pembelajaran Inovatif Vol 3 No 1 (2020): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.031.04

Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan produk media berupa bukupanduan produksi besar pada mata kuliah Penggembangan Media Video di ProgramStudi Teknologi Pendidikan Universitas Negeri Jakarta berbentuk buku elektronikdengan format EPUB. Penelitian pengembangan ini menggunakan modelpengembangan Rowntree yang mempunyai tiga tahapan besar yaitu tahap perencanaan,tahap persiapan penulisan serta tahap penulisan dan penyuntingan. Tahapan evaluasiyang digunakan pada penelitian pengembangan ini yaitu tahap expert review, face-toface tryouts, dan field trials. Evaluasi melibatkan 1 orang ahli materi, 1 orang ahli media,dan 20 mahasiswa pengguna. Nilai rata-rata yang diperoleh dari tahap expert review olehahli materi adalah 3,4 dan menunjukan kategori sangat baik. Nilai rata-rata yangdiperoleh dari tahap expert review oleh ahli media adalah 3,2 dan menunjukan kategoribaik. Pada tahap face-to-face diperoleh nilai 3,4 dan menunjukan kategori sangat baik.Kemudian pada tahap field trials memperoleh nilai 3,3 yang menunjukan kategori sangatbaik. Secara keseluruhan panduan ini sangat baik dan dapat digunakan untuk memandumahasiswa dalam melakukan praktik produksi besar pada mata kuliah PengembanganMedia Video dengan baik dan benar.
Kajian Pengembangan Web HyLearn oleh Dosen Fakultas Ilmu Pendidikan Universitas Negeri Jakarta Adjmal QD; Cecep Kustandi; Kunto Imbar
Jurnal Pembelajaran Inovatif Vol 3 No 2 (2020): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.032.07

Abstract

Adjmal. The studies of Hylearn web-based development by the lecturers of Faculty of Education Science Universitas Negeri Jakarta This research aims to observe the development studies that has been implemented by the lecturers of faculty of education science Universitas Negeri Jakarta. This research uses the instrument in the form of questionare as a tools to gather the data which used TPACK approach. This research uses TPACK’s framework with the IDL version that consist of 4 aspects (1) Technological aspect (2) Pedagogy technological aspect (3) Content technological aspect (4) Content of pedagogy technological aspect The results are explained based on the used framwork as following (1) Tecnological aspect, a half of (50%) lecturers are able to use Hylear web based for teaching needs (2) Pedagogy technological aspect, more than a half of (54%) lecturers are able to improve the knowledge of teaching’s methods as well as the students (3) Content Technological aspect, more than a half of (60%) lecturers are able to implement instructional’s principle design for the content that’s made, choosen, or used (4) Content of pedagogy technological aspect, more than (60%) lecturers are able to create online learning course that’s effective and efficient with combining the content, technology, and appropriate instructional method.
Pengembangan Media Pembelajaran Content Wheel di Program Studi Teknologi Pendidikan Universitas Negeri Jakarta Ratu FAqihSeruni ALam; Imbar Kunto
Jurnal Pembelajaran Inovatif Vol 4 No 1 (2021): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.041.02

Abstract

Tujuan penelitian ini ialah mengembangkan Media Pembelajaran “Content Wheel” dengan model Borg and Gall yang telah dimodifikasi dengan menjalakankan enam langkah tahapan yaitu Pengumpulan informasi, Perencanaan, Mengembangkan Produk Awal, Uji Coba Lapangan Awal,Revisi ke-1, Uji Coba Lapangan. Penelitian pengembangan ini dilaksanakan di Program Studi Teknologi Pendidikan, Universitas Negeri Jakarta, dikaji oleh para ahli yang terdiri dari ahli materi, ahli media dan responden yang merupakan mahasiswa aktif teknologi pendidikan. Dalam pengembangannya hal yang dilakukan pertama kali ialah mengumpulkan informasi untuk menganalisis kebutuhan. Selanjutnya merumuskan tujuan pengembangan dan membuat perencanaa, lalu membuat suatu prototype yang disesuaikan dengan hasil analisis yang telah dikumpulkan, melakukan review produk dengan para ahli, revisi produk sesuai dengan hasil masukan dari ahli. Tahapan akhir dari pengembangan ini ialah melakukan penilaian oleh mahasiswa sebagai pengguna. Hasil pengkajian oleh ahli materi didapatkan hasil sebesar 2,85, dan hasil pengkajian dari ahli media sebesar 4,25. Dan apabila dihitung rata-rata dari hasil pengkajian tersebut didapatkan nilai sebesar 3,6 dimana kualitas dari produk yang dikembangkan ini termasuk kategori baik. Selain pengkajian dari para ahli, produk pembelajaran ini juga diujicobakan kepada mahasiswa, pada ujicoba ini didapatkan nilai rata-rata sebesar 4,14 dimana nilai dari hasil ujicoba ini merupakan kategori baik
A Learning Development Based on Social Learning Networks Microsoft Teams in Animation Courses Yulan Mardiati; Imbar Kunto; Cecep Kustandi
Jurnal Pembelajaran Inovatif Vol 4 No 1 (2021): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.041.05

Abstract

This study aims to produce a product in the form of a Social Learning Networks (SLN) based learning design using the Microsoft Teams platform that can be used by students who are taking Animation courses at the Jakarta State University Technology Study Program. This research was conducted by following the ADDIE development model procedure, which consisted of 5 stages, namely (1) Analysis: conducting a needs analysis, students and materials, (2) Design: designing a learning design, (3) Development: developing a learning design, (4) ) Implementation: conducting trials on experts and users, (5) Evaluation: evaluating the results of product development based on the trials that have been done. Based on the trial results of the experts, the overall average value was 3.36 which means very good. While the results of the one to one and small group trials obtained an overall average of 3.55 which means very good. The results of this development research indicate that the learning design developed can be used to facilitate students in the learning process, especially online learning.