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Pengembangan Aplikasi Perangkat Pembelajaran Virtual Field Trip Berbasis ESD Di Sekolah Dasar Ejah Siti Ejah Siti Hodijah; Ghullam Hamdu Ghullam Hamdu; Asep Nuryadin Asep Nuryadin
JURNAL PENDIDIKAN DASAR Vol 11, No 1 (2023): Juni 2023
Publisher : STKIP Melawi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46368/jpd.v11i1.758

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi perangkat pembelajaran virtual field trip berbasis ESD. Jenis penelitian ini yaitu pengembangan produk dengan pengumpulan data diantaranya observasi, wawancara dan Focus Group Discussion (FGD). Data hasil observasi dan wawancara menjadi bahan studi pendahuluan untuk mengetahui ketersediaan perangkat pembelajaran di sekolah dasar. Proses FGD dilaksanakan oleh tim pengembang yang terdiri dari 4 orang dan 2 orang tim ahli. Melalui proses FGD yang dihasilkan kesepakatan tim untuk mengembangkan aplikasi pembelajaran field trip virtual berbasis ESD, yang berisi berbagai perangkat pembelajaran yaitu Video VFT, E-LKPD, E-Modul, E-Soal dan Materi Tambahan.Dari hasil pengembangan aplikasi perangkat pembelajaran ditujukan untuk mendukung pembelajaran mandiri peserta didik.
PENERAPAN PEMASARAN DIGITAL PADA USAHA MIKRO KECIL DI KOTA TASIKMALAYA Reyhan Qatrunada Usulu; Balebat Dwi Adisubagja; Dhea Febrianti; Azizah Azhar; Adi Prehanto; Asep Nuryadin
Jurnal Industri Kreatif dan Kewirausahaan Vol 6, No 1 (2023): JUNE
Publisher : Universitas Sahid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36441/kewirausahaan.v6i1.1241

Abstract

Literasi digital yang semakin berkembang melalui teknologi informasi dapat memudahkan dan memfasilitasi para UMK dalam melatih skill pada usahanya. Hal tersebut memberikan dampak positif pada perubahan UMK di Tasikmalaya. Kota Tasikmalaya merupakan kota industri kreatif yang telah berkembang melalui teknologi digital. Teknologi digital yang memiliki banyak jenis penerapan pada kota industri dapat memperkuat persaingan pada tiap usaha. Salah satu penerapan yang sering digunakan oleh kota industri kreatif adalah strategi pemasaran digital. Strategi ini mampu mengubah gaya hidup para usaha di Tasikmalaya. Penelitian ini dilakukan untuk mengetahui seberapa banyak UMK  yang telah menerapkan pemasaran digital dan  mengetahui seberapa pengaruh kemudahan teknologi dalam pengembangan usaha. Metode pada penelitian ini menggunakan metode pendekatan kualitatif. Data yang diperoleh, kemudian dianalisis dan ditafsirkan dalam bentuk penjelasan hasil dan pembahasan yang didapatkan. Populasi yang didapatkan berdomisili di Kota Tasikmalaya dengan jumlah sampel sebanyak 4 responden. Berdasarkan hasil wawancara yang dilakukan, para UMK merasakan dampak positif seperti pengurangan biaya dan meluasnya jangkauan konsumen dari penggunaan pemasaran digital pada usaha, namun masih banyak juga yang belum memanfaatkan media sosial tersebut secara maksimal dikarenakan kekurangan SDM yang mengurusi sosial media dan kurangnya ilmu yang dimiliki.
Using Augmented Reality for Geometry Learning: Indonesian Elementary School Teachers' Experiences Asep Nuryadin; Karlimah Karlimah; Dindin Abdul Muiz Lidinillah; Ika Fitri Apriani; Irni Rachmawati Putri; Lilis Susilawati; Ginna Islamiati; Dede Nurhidayah
Jurnal Pendidikan Sains Vol 11, No 1: March 2023
Publisher : Pascasarjana Universitas Negeri Malang (UM)

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to discover Indonesian elementary school teachers' experiences (n = 257) of using Augmented Reality (AR) for learning, especially related to one of the topics in mathematics learning, namely, geometry. AR is considered to be an alternative instructional media that can be utilized for teaching geometry, including the topic of three-dimensional shapes. A questionnaire consisting of both close-ended and open-ended questions was used to collect data in this study. This study has successfully revealed teachers' use of digital instructional media during the COVID-19 pandemic, their familiarity with AR, frequency of AR use for geometry learning, and challenges in using it. DOI: 10.17977/jps.v11i12023p001
Pemetaan Komputasi Bibliometrik Analisis Pembelajaran Google Classroom Menggunakan Vosviewer Opi Irmayani; Salwa Nur Albania; Asep Nuryadin
SAP (Susunan Artikel Pendidikan) Vol 8, No 1 (2023)
Publisher : Universitas Indraprasta PGRI Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/sap.v8i1.16396

Abstract

This research discusses the development of Google Classroom in education using bibliometric methods with VOSviewer. The data was retrieved from Google Scholar through the Publish or Perish reference manager, and 277 relevant articles were found. The analysis reveals fluctuations in Google Classroom and Learning research over the past 10 years (2013-2022). Only one study was conducted in 2013, none in 2014-2015. There were 2 studies in 2016, 3 in 2017, 10 in 2018, 19 in 2019, and 50 in 2020. In 2021, the number doubled to 112 journals, and 80 studies were conducted until October 2022. The popularity of research related to Google Classroom and Learning tends to increase, especially in 2021, experiencing a twofold growth. Research topics include models, e-learning, blended learning, teaching, English, Covid-19, online learning, research, Google Classroom media, issues, effects, influences, motivation, teachers, and pandemics. However, blended learning remains relatively underexplored, providing a foundation for further research in this field.
Aplikasi VFT Hidroponik Berbasis Education for Sustainable Development Sebagai Media Pembelajaran Mandiri Rabiatul Adwiah; Ghullam Hamdu; Asep Nuryadin; Deni Hadiana
Naturalistic: Jurnal Kajian dan Penelitian Pendidikan dan Pembelajaran Vol. 8 No. 1 (2023): Naturalistic: Jurnal Kajian Penelitian dan Pendidikan dan Pembelajaran
Publisher : Jurnal ini diterbitkan oleh: PGSD FKIP Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/naturalistic.v8i1.2349

Abstract

ESD-based self-learning tools are currently not widely available in elementary schools. The purpose of this study is to find out the existence of ESD-based virtual field trip learning media that can be used independently by students in elementary school. This study uses a descriptive qualitative approach. The data collection technique was through a preliminary study with interviews with several elementary school teachers, observations, questionnaires, and literature studies. Based on the data obtained most of the implementation of ESD learning in elementary schools has not been carried out optimally and not many teachers in elementary schools use applications that contain virtual field trip videos in the learning process, especially on natural resource conservation materials. Based on observations on the Google Play Store, there are not many Android applications as independent learning media for students in ESD-based elementary schools, especially on the topic of natural resource conservation (hydroponics). This research implies that it can be a source of data from the availability of independent learning media for elementary school students today.     Abstrak Perangkat pembelajaran mandiri berbasis ESD belum banyak tersedia di sekolah dasar. Tujuan penelitian ini, yaitu mengetahui keberadaan media pembelajaran virtual field trip berbasis ESD yang dapat digunakan secara mandiri bagi peserta didik di SD. Penelitian ini menggunakan pendekatan kualitatif deskriptif. Teknik pengumpulan data melalui studi pendahuluan dengan wawancara kepada beberapa guru sekolah dasar, observasi, angket, dan studi literatur. Berdasarkan data yang didapatkan bahwa sebagian besar pelaksanaan pembelajaran ESD di SD belum terlaksana secara optimal serta belum banyak guru di SD yang menggunakan aplikasi yang terdapat video virtual field trip dalam proses pembelajaran khususnya pada materi pelestarian sumber daya alam. Berdasarkan observasi pada google play store belum banyak tersedianya aplikasi android sebagai media pembelajaran mandiri bagi peserta didik di SD berbasis ESD khususnya pada topik pelestarian sumber daya alam (hidroponik). Implikasi dari penelitian ini, yaitu dapat menjadi sumber data untuk para guru atau calon guru terhadap ketersediaannya media pembelajaran mandiri bagi peserta didik sekolah dasar saat ini.
The Development of Teachers’ Competences in Utilizing Augmented Reality-Based Media in Geometry Learning Karlimah Karlimah; Asep Nuryadin; Lilis Susilawati; Benyamin Hartanto; Dindin Abdul Muiz Lidinillah; Muhammad Rijal Wahid Muharram; Sri Ariyani Desmawati; Irni Rachmawati Putri
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 6 No. 4 (2023): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/abdimas.v6i4.4015

Abstract

This program aims to develop teachers’ competences in using and utilizing technology in the form of Augmented Reality (AR)-based media that can be used in geometry learning. This community service program is in the form of a training for elementary school teachers. This program is motivated by the results of a study which shows that of 257 teachers from 39 cities in Indonesia only 28% claimed to be familiar with AR-based media while 72% of teachers claimed not to know them, some of whom were teachers in Tasikmalaya City. Therefore, it is necessary to develop their competences so that they will know and be able to use AR-based media to adapt to the times. This training was carried out from the smallest scope, namely at an elementary school in Tasikmalaya City, SD Negeri Leuwianyar. The potential for using digital media in the school is quite high because the facilities are quite supportive. The problem was, teachers rarely used digital media, including the use of AR-based media. This training program was carried out by adapting the stages of the ADDIE model, namely Analyze, Design, Develop, Implement, and Evaluate. The results of the training showed that teachers strongly agreed that the training could develop their knowledge and encourage them to use AR-based digital media for learning.
Digitalisasi Wisata Santanamekar Kabupaten Tasikmalaya Untuk Mendukung Desa Wisata Pemerintah dengan Membuat Konten Tiktok Syti Sarah Maesaroh; Yogi Prasetyo; Muhammad Rizki Nugraha; Rangga Gelar Guntara; Asep Nuryadin
Jurnal Abmas Negeri (JAGRI) Vol. 4 No. 2 (2023): Volume 4 Nomor 2 Desember 2023
Publisher : Sarana Ilmu Indonesia (salnesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36590/jagri.v4i2.754

Abstract

Pengembangan potensi masyarakat pedesaan yang didasarkan pada pengembangan potensi alam, sosial, dan budaya lokal dapat menjadi potensi bagi masyarakat dalam bentuk pariwisata. Desa Santanamekar yang memiliki potensi air terjun seperti Batu Blek, Gado Bangkong, dan Curug Badak serta wilayah hutan yang ditanami puluhan hektar kopi dan kayu-kayuan dapat menjadi desa wisata. Namun menjadikan desa Santanamekar ini menjadi desa wisata yang dapat dikenal oleh masyarakat di luar wilayah Tasikmalaya tidak mudah, pemasaran di sektor pariwisata berbeda dengan pemasaran di sektor umum karena pemasaran pariwisata lebih menekankan pada penggambaran fasilitas yang ditawarkan oleh jasa destinasi secara keseluruhan. Berdasarkan tren promosi digital, media sosial telah merambah ke semua aspek termasuk pariwisata. Salah satu upaya yang dapat dilakukan adalah dengan memanfaatkan media sosial TikTok untuk mempromosikan tempat wisata secara kreatif. salah satu upaya yang dapat dilakukan untuk mengenalkan desa wisata santanamekar ini adalah dengan membuat konten video pendek yang pengerjaannya menggunakan metode design thinking agar video yang dihasilkan dapat bekerja dengan efektif.
Implementing Waterfall Methodology in Eidos Website Development for Animal Welfare Enhancement Hanif Pradika Indradi; Gina Cissy Aprilia; Donny Karunia Pratama; Adam Hermawan; Asep Nuryadin
ABDIMAS: Jurnal Pengabdian Masyarakat Vol. 7 No. 1 (2024): ABDIMAS UMTAS: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Muhammadiyah Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35568/abdimas.v7i1.4322

Abstract

Indonesia is ranked third in animal ownership in Asia, or almost 50% of the Indonesian population has pets, but with the high level of animal ownership there are still pet owners who do not know how to care for animals, have obstacles in giving up or adopting pets, and have empathy for animals. abandoned pets, but unable to provide direct assistance due to certain conditions and time. The aim of this research is to develop a website-based platform called Eidos so that people, especially animal lovers, can adopt, donate, discuss, find the nearest animal service location, read information about pets, and buy pet needs. This website development was carried out using the waterfall method . After product development is complete, implementation will be carried out through direct outreach to animal lovers. The results of socialization show a positive response, able to meet their needs, and in accordance with Eidos' expectations, animal lovers can help other pets and care for their pets easily, quickly and safely.
The Development of Liveworksheets-Based E-Worksheet for Plane Shapes Learning in Fourth Grade Elementary School Fitry Fakhirah Azzahra; Aulia Rahma Syadila; Fitri Nur Ramdaniyah; Yuni Nurfauziah; Asep Nuryadin
Journal on Education Vol 6 No 3 (2024): Volume 6 Nomor 3 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i3.4967

Abstract

Ideal learning involves effective interaction among all learning components. This paper delineates the stages of developing a Liveworksheets-based Electronic Worksheet (E-Worksheet) on plane shapes, aiming for creative and diverse learning experiences in the classroom, fostering greater interactivity. The study adopts the Research and Development (R&D) method or design research. It adheres to the ADDIE development model (Analysis, Design, Develop, Implement, Evaluate) encompassing five research stages. The development process yielded data showing expert validation results, with media expert validation at 96.4% categorized as "Highly Valid," and content expert validation at 95% categorized as "Highly Valid." Meanwhile, practicality assessments from student questionnaires resulted in 98.76%, categorized as "Highly Practical." It can be inferred that the Liveworksheets-based E-Worksheet developed by the researcher is valid and practical. This aspect not only enhances interactivity in learning but also ensures ease of use.
Development of Gamification-Based Flipped Learning in Mathematics Learning as an Effort to Overcome Learning Obstacles Zam Zam Jamaludin; Syifa Unnafsyah; Eva Silvia Agustin; Asep Nuryadin; Muhammad Rijal Wahid Muharram
Indonesian Journal of Primary Education Vol 6, No 1 (2022): Indonesian Journal of Primary Education: June 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijpe.v6i1.41910

Abstract

The purpose this research was motivated because students experienced obstacles in learning mathematics in the Covid-19 Pandemic Era which affected learning outcomes. In addition, student activities in playing online games cause students to have no motivation to learn. This study aims to produce a digital learning design, namely gamification-based flipped learning and determine its feasibility. The research method was carried out using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation) in mathematics, especially the Building Space material in Class V. In this study, data were collected through questionnaires, which were then analyzed by using two paired sample t-tests. The results of this study stated that the learning tools developed were appropriate both in terms of the Lesson Plan (RPP), Student Worksheets (LKPD), and learning evaluation instruments as well as comparisons of learning outcomes before using gamification-based flipped learning and learning after using flipped learning-based learning. gamification so that the development of gamification-based flipped learning in mathematics learning is valid, practical, and can be used to overcome learning obstacles experienced by students
Co-Authors Adam Hermawan Adam Hermawan Adam Hermawan Adetia, Adetia Adi Prehanto Adisubagja, Balebat Dwi Agra Fadhiila Tamara Ahmad Rafli Ananda Putra Akhmad Nugraha Akmal Ramadhan Putra Setiawan Alwini, Selin Nadia Amaliyatul, Mita Ana Ratnasari Anggit Merliana Anindya, Arini Anugerah Tirta Kenanga Unggul Mitra Mandiri Apriliya, Seni Ar-Ridlo, Muhammad Dzikri Aryanto, Sani Asep Herry Hernawan Astrid Nurul Azizah Aulia Rahma Syadila Azhar, Azizah Azhari, Fairuz Azka Azizah Azhar Azzizah, Diah Siti Nur Balebat Dwi Adisubagja Benyamin Hartanto Benyamin Hartanto Btari Mariska Purwaamijaya Conquero, Hilzi Maulana Dahlia Sidabutar Dede Nurhidayah Deni Hadiana Dessy Nur Amelia Devina Fauziyah Devina Fauziyah Dhea Febrianti Dinda Rizki Lestari Dindin Abdul Muiz Lidinillah Djogi Banyu Adem Donny Karunia Pratama Ejah Siti Ejah Siti Hodijah Erif Ramadansyah Eva Silvia Agustin Fadhilah S.R, Shifa Fauziyah, Devina Febrianti, Dhea Fitri Indriyanti Fitri Nur Ramdaniyah Fitria Wulanadari, Riska Fitry Fakhirah Azzahra Gelar Guntara, Rangga Ghullam Hamdu Gina Cissy Aprilia Ginna Islamiati Guntara, Rangga Gelar Gupi Rohman Nurmansyah Hani Pertiwi Hani, Ma'iswati Hanif Pradika Indradi Henri Yawan Herdiana, Oding Hidayat, Syarip Iftia Nur Azizah Ika Fitri Apriani Indrianingsih, Reva Irni Rachmawati Putri Irni Rachmawati Putri Islamiati, Asti Izqulby, Mochammad Revo Karlimah Karlimah Khoerunnisa, Karina Laela Nur Fauziah Lilis Susilawati Lilis Susilawati Maesaroh, Syti Sarah Maharani, Melani Defina Marsanda Marsanda Marwiyyah, Linda Maulidhia, Qikha Maulidhia, Qikha Moch. Habibi, Fajar Muhammad Aizuddin bin Ab Alim Muhammad Dito Marcelino Muhammad Dzikri Ar Ridlo Muhammad Fadli Al-Multazim Muhammad Naufal Nurfirmansyah Muhammad Rijal Wahid Muharram Muhammad Rizki Nugraha Nadiyah Husniyah Nahda Nabilaturrahma Nandang Rusmana Nandita Afifah Nazwa Syahda Anisa Nizar, Zahara Fajriati Nizza Nadya Rachmani Noeryuliza, Noeryuliza Noor Kholis Budiman Nugraha, Ardiansyah Nunuy Nurkaeti Nurfadilah, Sani Sarah Nurkaeti, Nunuy Nursaadah, Wida Octapiana Aulia Oktapiana Aula Opi Irmayani Pratiwi, Shinta Ade Puspitasari, Ina Putri Alawiyah Putri, Irni Rachmawati Rabiatul Adwiah Rahayu Saputra, Erwin Rahmawati, Wulan Yuniar Ramadhani, Raja Almas Ramasiah, Suci Ramdaniyah, Fitri Nur Rangga Gelar Guntara Rasyid Nata Mulyana Regina Regina Regina, Regina Respati, Resa Reyhan Qatrunada Usulu Risma Rahatuningtyas Risma Rahatuningtyas Risyani, Nina Ruth, Joy Noeliona Salsabila, Khairinnisa Salwa Nur Albania Sani Aryanto Saputra, Erwin Rahayu Siahaan, Michael Abraham Sintya Setia Ningrum Sipa, Padilatul Sri Ariyani Desmawati Sri Ariyani Desmawati Sri Rahmayanti, Sri Suci Islami Suci Ramasiah Swardana, Ardli Syarip Hidayat Syifa Unnafsyah Taofik Hidayat Taofik Hidayat, Taofik Tasya Novita Sari Tia Komala Sari Tia Nurul Fauziah Tiara Melinda Usulu, Reyhan Qatrunada Wardah, Sansan Khaulatul Windy Widya Kusuma Ningrum Winny Josephine Wulansari Wulansari Wulansari Wulansari yogi prasetyo Yulistia, Arin Yuni Nurfauziah Yunita Susanti Zam Zam Jamaludin