Mitra Pramita
Faculty Of Education And Teacher Training, Universitas Lambung Mangkurat

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Training on Blended Learning Management with the Assistance of Google Suite to Enhance Integrated Classroom Management R. Ati Sukmawati; Novan Alkaf Bahraini Saputra; Muhammad Hifdzi Adini; Mitra Pramita; Yogie Prayoga; Muhammad Iman Rizqullah; Abdul Rasyied; Nabila Najmi
Bubungan Tinggi: Jurnal Pengabdian Masyarakat Vol 6, No 2 (2024)
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/btjpm.v6i2.10211

Abstract

Technology-based learning has been widely applied at various levels because it offers benefits and convenience for teachers and students. One example is a combination of offline and online learning called blended learning. It's just that teachers, both the concept and how to apply it, do not fully know this application; therefore, it is necessary to conduct training on the concepts and steps of application and supporting technology for blended learning for teachers. Mastery of applications in the Google Suite environment (Google Classroom, Google Forms, Google Docs, Google Slides, and Google Sheets) is important to manage blended learning optimally. This community service program aims to help teachers improve their competence in mastering IT for learning through training activities and mentoring in blended learning management utilizing Google Suite. The Participatory Action Research (PAR) method used in this activity provides space for participants to be active in learning the concepts and supporting technologies of blended learning. SMP Negeri 3 Banjarmasin is willing to be a partner in this activity. The needs of participants are the main foundation for the implementation of this training. Participants consisted of 24 people who came from various service periods and fields. The evaluation results of this activity revealed that 100% of participants believed it was easy to apply blended learning with the help of Google Suite. In addition, 92% of participants thought using Google Suite would make asynchronous classes more interesting. This activity succeeded in increasing the competence of participants in mastering IT, which was integrated into learning.
PERSEPSI MAHASISWA TENTANG PENGGUNAAN MEDIA TABLET GRAFIS DAN PEREKAM LAYAR DALAM PERKULIAHAN MATEMATIKA EKONOMI Mahfudz Reza Fahlevi; Mitra Pramita
Budgeting: Jurnal Akuntansi Syariah Vol 2 No 1 (2021): Budgeting: Jurnal Akuntansi Syariah, Juni 2021
Publisher : PROGRAM STUDI AKUNTANSI SYARIAH FAKULTAS SYARIAH DAN EKONOMI ISLAM IAIN SYAIKH ABDURRAHMAN SIDDIK BANGKA BELITUNG

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

Abstract

The pandemic of Covid-19 has had an impact on many fields, one of which is education. As a result of this incident, educators are now starting to switch to various and suitable online learning media for optimal learning activities, some of the media that can be used include the use of graphic tablets and screen recording applications. The purpose of this study was to explore students perceptions of the use of its. The method used is survey. The survey was given as many as 10 closed statements and 3 open questions. Furthermore, the analysis of the survey results which is described in depth is about 10 closed statements. The number of respondents involved reached 61 students. The results showed that the statement strongly agreed with the statement of the need to use pen tablets in economic mathematics lectures up to 80%. Furthermore, the results of responses from respondents to statements using screen recording applications can increase learning motivation up to 61%.
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN ISPRING UNTUK GURU SD Purba, Harja Santana; Pramita, Mitra; Sari, Delsika Pramata
JCES (Journal of Character Education Society) Vol 5, No 2 (2022): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jces.v5i2.6369

Abstract

Abstrak: Tujuan pengabdian kepada masyarakat (PkM) ini adalah memberikan pelatihan pembuatan media pembelajaran interaktif menggunakan iSpring dalam mengoptimalisasikan pembelajaran untuk guru SD Tanah Bumbu. Metode yang digunakan dalam kegiatan pelatihan pembuatan media pembelajaran interaktif menggunakan iSpring dalam mengoptimalisasikan pembelajaran, yaitu (1) memberikan penjelasan tentang aplikasi iSpring secara mendasar, (2) mengenalkan pengembangan media pembelajaran menggunakan iSpring, dan (3) diskusi dan tanya jawab antara narasumber dan peserta pelatihan. Metode penjaringan peserta dilakukan dengan bekerjasama dengan Kelompok Kerja Guru (KKG) SD Kabupaten Tanah Bumbu. Peserta pelatihan sebanyak 29 guru dari beberapa sekolah. Berdasarkan simpulan survei dengan Google Form yang dilakukan oleh tim PkM, diperoleh bahwa guru-guru SD di Kabupaten Tanah Bumbu sebagai peserta memberikan respon positif terhadap kegiatan pelatihan pembuatan media pembelajaran interaktif menggunakan iSpring. Kegiatan pelatihan ini hendaknya dilakukan secara berkelanjutan dalam implementasi penggunaan aplikasi iSpring yang dilakukan guru-guru tidak terbatas hanya di tingkat SD tetapi juga di tangkat SMP, dan SMA.Abstract:  The aim of this community service was to provide training in making interactive learning media using iSpring in optimizing learning for Tanah Bumbu Elementary School teachers. The methods used in the training activities for making interactive learning media using iSpring in optimizing learning, namely (1) providing an explanation of the basic iSpring application, (2) introducing the development of learning media using iSpring, and (3) discussing and asking questions. The method of selecting participants was carried out in collaboration with the Teacher Working Group of Elementary School in Tanah Bumbu Regency. The training participants were 29 teachers from several schools. Based on the conclusion of a survey using Google Forms conducted by the community service team, it was found that elementary school teachers in Tanah Bumbu Regency as participants gave a positive response to training activities for making interactive learning media using iSpring. This training activity should be carried out continuously in the implementation of the use of the iSpring application by teachers not only at the elementary level but also at the junior high, and high school.
Motivation and learning media: How do they affect mathematics learning outcomes after the covid-19 pandemic? Pramita, Mitra; Sukmawati, R Ati; Wiranda, Nuruddin
Al-Jabar: Jurnal Pendidikan Matematika Vol 13 No 1 (2022): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v13i1.12233

Abstract

After the pandemic, people began to adjust to the changes during the pandemic. The rapid progress and development of information and technology are now entering the world of education. Information technology has begun to be widely used to support the smooth running of the teaching and learning process, one of which is to support student learning outcomes. This study aimed to determine the differences in student learning outcomes in the control and experimental classes by considering students' learning motivation. This type of research is an experimental study with a 2×2 factorial design. Discrete mathematics learning outcomes for even-semester students in 2021/2022 will be grouped based on learning media (PowerPoint and Kahoot) and student motivation (high and low). To find out the differences in student learning outcomes, a 2-way ANOVA test was carried out using SPSS. The results of this study show significant differences in student learning outcomes between students with high learning motivation and those with low learning motivation. There is no significant difference in learning outcomes between Kahoot learning media and PowerPoint learning media. Then it is known that other factors affect student concentration; namely, an interaction between learning media and learning motivation influences students' learning outcomes. The Kahoot media was proven to make the learning atmosphere more fun during the learning activities. Students were more active in participating in the learning process.
Student Acceptance of E-learning to Improve Learning Independence in the Department of Computer Education Mitra Pramita; R. Ati Sukmawati; Harja Santana Purba; Nuruddin Wiranda; Jajang Kusnendar; Mohd Samsu Sajat
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 4, No. 1, January 2022
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v4i1.9265

Abstract

E-learning is an educational system that uses information technology in the learning process. One of the platforms that can be used in developing e-learning is Moodle. This research investigates the implementation of e-learning in the learning process in the Computer Education Department. The purpose of this research is to examine the use of E-learning in supporting the learning process. The respondents of this research are 130 active students of the Computer Education Department from the 2016 to 2018 Batches. The method used is a research questionnaire whose data are analyzed using the SPSS Statistics 25 program. This research shows no significant effect of student expectation on e-learning in supporting the learning process. Meanwhile, ease of e-learning, e-learning performance, and social influence for the benefit of e-learning have a significant effect on supporting the learning process and improve learning independence.
The effectiveness of STEM based mathematics Learning media in enhancing students higher order thinking skills Sukmawati, R Ati; Pramita, Mitra; Saputra, Novan Alkaf Bahraini
Al-Jabar: Jurnal Pendidikan Matematika Vol 17 No 1 (2026): Al-Jabar : Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v16i1.29736

Abstract

Purpose: This study aims to address this issue by examining the effectiveness of interactive STEM-based mathematics learning media in enhancing students higher-order thinking skills compared to conventional instructional approaches. Method: This study employed a quantitative approach using a quasi-experimental design with a non-equivalent pretest posttest control group. The participants consisted of eighth grade students divided into an experimental group and a control group. The experimental group was taught using interactive STEM-based mathematics learning media, while the control group received conventional, teacher centered instruction. Students higher order thinking skills were assessed using HOTS-oriented test instruments developed based on the Revised Bloom’s Taxonomy. Data analysis was conducted using normalized gain (N-gain) scores and inferential statistical tests to determine the magnitude and significance of learning improvements. Findings: The results indicate that students in the experimental group showed significantly greater improvement in higher-order thinking skills than those in the control group. The experimental group achieved a high normalized gain score (N-gain = 0.77), whereas the control group attained a moderate gain score (N-gain = 0.64). Further analysis revealed that the most notable improvements occurred in the analysis and evaluation indicators, while gains in the creation indicator remained at a moderate level. Significance: These findings provide empirical evidence that interactive STEM-based mathematics learning media effectively supports the development of students’ higher-order thinking skills by promoting active engagement, independent learning, and contextual problem solving. This study highlights the potential of STEM integration as a strategic approach to fostering essential 21st-century cognitive competencies in mathematics education.