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Pengembangan Pkn Di Era Generasi Millenial Berbantuan M-Learning (Mobile Learning) Pada Gadget Pembelajaran Berbasis Cooperative Learning Bermuatan Karakter Feri Wagiono; Syahrial Shaddiq; Aulia Akhrian Syahidi
Edunesia: Jurnal Ilmiah Pendidikan Vol. 1 No. 3 (2020)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (280.16 KB) | DOI: 10.51276/edu.v1i3.64

Abstract

Abstract: Study of the phenomenon of globalization spawned the cultural generation gadget, the term emergence of the millennial generation, or Generation Y aged 15-34 years. Technology utilization in youth to disseminate negative content such as violence, Asusila, conflict, and hoaxes. The Moral and deviant behavior of youth becomes a threat to Indonesia. The purpose of this article is the development of a millennial-generation PKn (citizenship education) curriculum for students SMA NU Palangka Raya. with a gadget-assisted Cooperative Learning Model. Research is approaches qualitative. The research subject consists of the principal, teacher, and students SMA NU Palangka Raya. Data Collection techniques in research using interview techniques, observations, and documentation. Development of a millennial-Generation PKn curriculum with models Cooperative Learning more effective assisted M-Learning (Mobile Learning) on gadgets makes a video or Indonesian film courses in PKn. Students can work together in groups to learn and be responsible for learning success. Hopefully, This model can help teachers in overcoming the condition of the students who have different abilities, the number of students, and solid learning. Students do not get bored quickly because they watch videos or the Indonesian movie with character. Abstrak: Studi tentang fenomena globalisasi melahirkan generasi budaya gadget, istilah munculnya generasi millenial atau generasi Y berusia 15-34 tahun. Pemanfaatan teknologi pada pemuda untuk menyebarkan konten negatif seperti kekerasan, asusila, konflik dan hoax. Moral dan perilaku menyimpang pemuda menjadi ancaman bagi Indonesia. Tujuan artikel ini ialah pengembangan kurikulum PKn (Pendidikan Kewarganegaraan) generasi millenal pada siswa SMA NU Palangka Raya berbantuan gadget dengan model cooperative learning bermuatan karakter. Penelitian ini adalah pendekatan kualitatif. Subjek penelitian terdiri dari kepala sekolah, guru dan siswa SMA NU Palangka Raya. Teknik pengumpulan data dalam penelitian menggunakan teknik wawancara, observasi, dan dokumentasi. Pengembangan kurikulum PKn generasi millenial dengan model cooperative learning lebih efektif berbantuan M-Learning (Mobile Learning) pada gadget membuat video atau film keindonesiaan mata pelajaran PKn. Siswa dapat bekerja sama dalam kelompok untuk belajar dan bertanggung jawab akan keberhasilan belajar. Diharapkan model ini dapat membantu guru dalam mengatasi kondisi siswa memiliki kemampuan berbeda, jumlah siswa banyak dan padatnya pembelajaran. Siswa tidak cepat bosan karena menonton video atau film keindonesiaan berkarakter.
A Preliminary Study: Applying Problem-Posing Learning Models on Algorithm and Flowchart Materials in Basic Programming Class Aulia Akhrian Syahidi; Herman Tolle; Ahmad Afif Supianto; Tsukasa Hirashima
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 3, No 2 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1054.047 KB) | DOI: 10.17977/um038v3i22020p109

Abstract

Abstract: We propose the applying of the problem-posing learning model to find out the activities and student learning outcomes in learning algorithm and flowchart material in the basic programming class. This research is a preliminary study that will be used to develop applications/systems/interactive media/games that will support the operation of the problem-posing learning model automatically in the upcoming basic programming class. The classroom action research method was used with the implementation of two cycles involving 38 students in the first semester of vocational high school. The process of applying the problem-posing learning model uses the pre-solution posing type, which requires that each student make a question of the situation that is held, where students are expected to be able to make questions related to questions previously made by the teacher, then exchange the questions to other students to solve them.  The flow of making and solving questions is that students make the main case which then completes it in the form of algorithmic answers and also a flowchart assisted by the Raptor application. By applying the problem-posing learning model, it can be concluded that in cycle 1 and cycle 2 the achievement of learning activities and outcomes tends to be good. The success of this research can provide perspective and guidance for developing basic programming applications/systems/interactive media/games that will instill the problem-posing learning model in the interaction flow and can introduce students early on the problem-posing process.
Interactive M-Learning Media Technology to Enhance the Learning Process of Basic Logic Gate Topics in Vocational School and Engineering Education Aulia Akhrian Syahidi; Herman Tolle; Ahmad Afif Supianto; Tsukasa Hirashima; Kohei Arai
International Journal of Engineering Education Vol 2, No 2 (2020)
Publisher : Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (31.847 KB) | DOI: 10.14710/ijee.0.0.%p

Abstract

The process of learning to use smartphones is now highly promoted. Almost everyone has a smartphone. The latest trend in learning is known as Mobile Learning (M-Learning). M-Learning can be used anywhere and anytime. Thus, we propose the use of the M-Learning application for computer system subjects in the basic logic gate topics so that students can be motivated to learn. We call this application BLG-LeMed. The focus of this research is on the process of using BLG-LeMed applications on classroom learning that is used directly by vocational high school students, then testing with alpha testing, User Acceptance Tests (UAT), usability evaluations, and knowing the effect of motivating students to use five dimensions of motivation and student learning outcomes. The development model used is Extreme Programming (XP). The design used in this study, by conducting trials in one class and observing students using the BLG-LeMed application as learning media, 38 students consisted of 26 men and 12 women involved in this study, with a duration of 135 minutes at one time of the meeting. We conclude that using the BLG-LeMed application based on M-Learning in the learning process of this basic logic gate, strongly supported by the testing team, can be accepted by users, has a usefulness as a interactive learning media, can have an effect in motivating students to learn, and provide results very satisfying learning.
Virtual museum tour in Wasaka Banjarmasin to introduce the collection of leaders and local heroes based on mobile augmented reality technology in the new normal era Aulia Akhrian Syahidi; Subandi Subandi; Adistya Nadia Azura; Ida Hastuti
Compiler Vol 10, No 1 (2021): May
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1328.403 KB) | DOI: 10.28989/compiler.v10i1.864

Abstract

Wasaka Museum is one of the museums in Banjarmasin City. However, the information obtained by visitors at this time is only from short writings near the object of the image, and museum guards cannot accompany visitors to get around. Furthermore, the interest of museum visitors has also decreased due to the unavailability of adequate information, minimal services, and the impact of the COVID-19 pandemic. The purpose of this research is to develop applications using Mobile Augmented Reality Technology as a means of promotion, trying to attract visitors with AR interaction treats, and the form of virtual museum tours. The methodology used is the Agile Development Method with the type of Extreme Programming (XP). Then the A/B Testing Method is used to select the user interface design. Marker-Based Tracking is a method of detecting markers so that 3D objects can appear. The conclusion is that the selected interface design is design B with a percentage of 76.9%, all the features in the application have functioned very well, and the results of the usability evaluation with a percentage of 83.33% have an Excellent predicate which means that they can be recommended for further use at the Wasaka Museum Banjarmasin in the New Normal Era.