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The Effect of STEAM-Robotics on Science Subjects on Students' Ability to Solve Problems Rochmatul Khikmiyah; Rusijono Rusijono; Fajar Arianto
AL-ISHLAH: Jurnal Pendidikan Vol 13, No 3 (2021): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (532.443 KB) | DOI: 10.35445/alishlah.v13i3.694

Abstract

The development of the industrial and social revolutions today demands an increase in the quality of human resources who appear as intelligent humans and are able to solve problems. This study aims to determine the effect of the STEAM-Robotics approach in science learning on students' ability to solve problems. So it is hoped that STEAM-Robotics can make students find innovative solutions to real problems and convey them well. This study used an experimental research design, pretest-posttest control group design with one type of treatment. Methods of data collection are done using observation and performance tests. This research was conducted on 81 grade VII students with two T-test analyses, namely the pretest and post-test results of the experimental and control groups. The results showed that the STEAM-Robotics approach in science subjects affected students' problem-solving ability.
Pengembangan Mobile Multimedia Learning Mata Pelajaran Pendidikan Jasmani Olahraga Dan Kesehatan Materi Kombinasi Gerak Berjalan Berlari Dan Meloncat Untuk Siswa Kelas III Di Sekolah Dasar Insan Mulya Driyorejo Kabupten Gresik Muhammad Dewantoro; Andi Mariono; Fajar Arianto
Jurnal Ilmiah Mandala Education (JIME) Vol 7, No 3 (2021): Jurnal Ilmiah Mandala Education
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v7i3.2333

Abstract

Penelitian ini merupakan Penelitian dan Pengembangan yang bertujuan untuk menghasilkan produk media pembelajaran pada mata pelajaran pendidikan jasmani olahraga dan kesehatan kelas III Sekolah Dasar Insan Mulya Driyorejo Kabupaten Gresik. Masalah dalam penelitian ini dirumuskan sebagai berikut: (1) Bagaimana proses pengembangan mobile multimedia learning mata pelajaran pendidikan jasmani olahraga dan kesehatan materi kombinasi berjalan berlari dan meloncat untuk siswa kelas III di di Sekolah Dasar Insan Mulya Driyorejo Kabupaten Gresik. (2) Apakah media mobile multimedia learning mata pelajaran pendidikan jasmani olahraga dan kesehatan materi kombinasi berjalan berlari dan meloncat layak digunakan untuk siswa kelas III di Sekolah Dasar Insan Mulya Driyorejo. Penelitian dan Pengembangan ini mengacu pada langkah-langkah model pengengembangan Lee & Owens, yang meliputi: (1) Assessment/analysis (penilaian/analisis), (2) Design (desain), (3) Development (Pengembangan Produk), (4) Implementation (implementasi), (5) Evluation (evaluasi). Sampel penelitian dan pengembangan ini terdiri dari dua ahli materi dan dua ahli media. Analisis pada penelitian ini menggunakan analisis deskriptif kuantitatif. Data dalam penelitian ini diambil melalui wawancara, observasi, dan kuesioner. Berdasarkan hasil pengolahan data diperoleh hasil uji validitas dari ahli materi sebesar 93,1% dan hasil validitas ahli media dari segi edukatif sebesar 100%, dari segi kualitas teknis sebesar 95,31% dan uji validitas ahli media secara keseluruhan sebesar 96,25%, sehingga dapat disimpulkan bahwa multimedia pembelajaran sangat layak untuk digunakan.
Efektivitas Project Based Learning Terhadap Digital Literacy Skill Mahasiswa Pascasarjana Teknologi Pendidikan Pada Mata Kuliah Analisis Jurnal Ilmiah Di Universitas Negeri Surabaya Nurul Azmi; Fajar Arianto; Irena Y. Maureen
Jurnal Ilmiah Mandala Education (JIME) Vol 8, No 2 (2022): Jurnal Ilmiah Mandala Education (JIME)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jime.v8i2.3247

Abstract

This research aims to test the effectiveness of project-based learning on digital literacy skills of graduate students of educational technology in scientific journal analysis courses at State University of Surabaya. This research uses a quantitative approach, in research using the Pre-Experimental Design method because it has not fully conducted experiments. This research was only conducted in experimental classes without any control class as a comparison. Based on reference to the theory found to find out the implementation of project-based learning in support of this research, observation assessment instruments are used to determine the implementation of digital literacy in lecture activities. To obtain data on digital literacy capabilities used digital literacy capability assessment instruments that have been developed before and adapted to research needs based on existing theories.Based on the results of the study, it was obtained that the project-based learning model significantly affects students' digital literacy skills.  In this case, it can be concluded that the research objectives have been achieved by knowing the effectiveness of project-based learning on digital literacy skills of graduate students of Educational Technology in scientific journal analysis courses at State University of Surabaya.
Utilizing A New Technology of English Discoveries Platform in Implementation of Blended Learning to Improve English Speaking Performance Waode Hamsia; Yatim Riyanto; Fajar Arianto
Jo-ELT (Journal of English Language Teaching) Fakultas Pendidikan Bahasa & Seni Prodi Pendidikan Bahasa Inggris IKIP Vol 7, No 2 (2020)
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jo-elt.v7i2.3191

Abstract

This research focused on the implementation of blended learning through the platform of English Discoveries to analyze the relationship between blended learning to take an effort to improve self-regulated learning and learning outcomes in speaking skill. This research used a qualitative approach. The subjects were 20 students of the second semester in speaking class at Muhammadiyah University of Surabaya. The result showed that the implementation of blended learning model can improve self-regulated learning and learning outcomes in speaking skill. Therefore the blended model can be implemented successfully.
MODEL PENERIMAAN DAN PEMANFAATAN TEKNOLOGI: E-LEARNING DI PERGURUAN TINGGI Fajar Arianto; Lamijan Hadi Susarno; Utari Dewi; Alfi Fatimatus Safitri
Kwangsan: Jurnal Teknologi Pendidikan Vol 8, No 1 (2020): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v8n1.p110--121

Abstract

E-learning is a kind of learning by utilizing information and communication technology. The success of using e-learning influenced by various factors. Technology Acceptance Model (TAM) is a model developed by Davis (1989) that is used to find out the acceptance and use of technology. The purpose of TAM is to explain the determinants of computer acceptance in general, which can explain user behavior in various computing technologies of end-users and user populations, saving time and theoretically justified. This model aims to predict and explain the factors that need to be corrected. This study focused on six variables, namely the perception of use, the perception of ease, attitude, and behavior. The analysis technique used to analyze data was SEM (Structural Equation Model) analysis. The research subjects were 262 students. The results of this study were (1) perception of use had a strong effect on the attitude of the use of e-learning, (2) perception of ease had a strong effect on the attitude of the use of e-learning, (3) perception of use had a moderate effect on the behavior of the use of e-learning, (4) perception of ease had a moderate effect on e-learning usage behavior, and (5) strong e-learning attitude toward e-learning behavior. The use of e-learning must pay attention to the user's attitude towards the technology used and the user's perception of the ease of use. AbstrakE-learning merupakan pembelajaran dengan memanfaatkan teknologi onformasi dan komunikasi. Keberhasilan dalam penggunaan e-learnig dipengaruhi berbagai faktor. Teknologi Acceptance Model (TAM) merupakan model yang dikembangkan oleh Davis (1989) yang digunakan untuk mengetahui mengetahui penerimaan dan penggunaan pemenfaatan teknologi. Tujuan dari TAM adalah untuk memberikan penjelasan tentang faktor-faktor penentu penerimaan komputer secara umum, mampu menjelaskan perilaku pengguna di berbagai teknologi komputasi pengguna akhir dan populasi pengguna, hemat waktu dan secara teoritis dibenarkan. Model ini bertujuan untuk memprediksi dan menjelaskan faktor-faktor yang perlu diperbaiki. Pada penelitian ini memfokuskan pada enam variabel, yaitu persepsi penggunaan, persepsi kemudahan, sikap, dan perilaku. Teknik analisa yang dipergunakan untuk menganalisis data adalah analisis SEM (Structural Equation Model). Subjek penelitain berjumlah 262 mahasiswa. Hasil dari penelitian ini adalah (1) persepsi penggunaan berpengaruh yang kuat terhadap sikap penggunaan e-learning, (2) persepsi Kemudahan berpengaruh yang kuat terhadap sikap penggunaan e-learning, (3) persepsi Penggunaan berpengaruh yang sedang terhadap perilaku penggunaan e-learning, (4) persepsi Kemudahan berpengaruh yang sedang terhadap perilaku penggunaan e-learning, dan (5) sikap penggunaan e-learning yang kuat terhadap perilaku penggunaan e-learning. Penggunaan e-learning harus memperhatikan sikap pengguna terhadap teknologi yang digunakan dan persepsi pengguna terhadap kemudahan penggunaan. 
Asynchronous dan Synchronous Learning pada Pendidikan Tinggi: Studi Komparasi Fajar Arianto; Bachtiar S. Bachri; Andi Mariono
Jurnal Ilmiah Mandala Education (JIME) Vol 8, No 4 (2022): Jurnal Ilmiah Mandala Education (Oktober)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v8i4.4067

Abstract

Penelitian ini bertujuan untuk mengetahui perbandingan asynchronous dan synchronous pada pendidikan tinggi. Metode penelitian yang digunakan dalam penelitian ini adalah comparative study. Subjek penelitian dalam penelitian ini adalah mahasiswa berjumlah 60 yang terbagi menjadi dua kelompok. Kelompok pertama adalah mahasiswa yang dibelajarkan dengan asynchronous learning dan kelompok kedua menggunakan synchronous learning. Hasil penelitian ini menunjukkan bahwa ada perbedaan yang tidak terlalu signifikan antara kedua kelompok tersebut. Berdasarkan perolehan rerata nilai mahasiswa pada kelompok Synchronous lebih tinggi sebesar (71,53) dan rereata nilai mahasiswa pada kelompok Asynchronous memperoleh sebesar (62,67). Dalam penerapan kedua model tersebut, Synchronous learning memberikan pembelajaran yang lebih baik untuk mahasiswa daripada pembelajaran menggunakan Asynchronous learning. Dalam penerapan pembelajaran synchronous mahasiswa lebih antusias karena pelaksanaan dilakukan secara realtime membuat mahasiswa dapat merespon dan menanggapi secara langsung dan tanpa terjadi miskomunikasi.
Implementation of Mathematics Instructional Multimedia for Students' Self-Regulated Learning Nela Akmalia; Rusijono Rusijono; Fajar Arianto
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 2 (2023): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i2.7243

Abstract

To face global competition, proper preparation, and superior and qualified human resources are needed. The characteristics of a quality individual are being able to be independent, willing, and capable. Efforts that can be made in forming independent and capable individuals are by training and forming students to develop their self-regulated learning. In learning mathematics, fostering the affective domain requires self-regulated learning which will then form a strong tendency which is called a mathematical disposition. To increase student self-regulated learning, teachers can modify learning, one of which is through the use of learning multimedia. This research is a quantitative study using quasi-experimental methods and the research design used is a static group comparison. The subjects of this study were class VII students at MTs Bilingual Muslimat NU Sidoarjo. Students were divided into two groups: the experimental group consisted of 31 people and the control group consisted of 31 people. Based on the results of data analysis and discussion of research results, it can be concluded that the application of interactive multimedia mathematics affects students' self-regulated learning. This is evidenced by the results of the t-test which shows a mean difference value of 5.968, which means that the average self-regulated learning of students is higher when using multimedia learning than not using it. The Sig (2-tailed) value of 0.012 indicates that Ha is accepted and Ho is rejected
PENGARUH PROJECT BASED LEARNING (PjBL) TERHADAP KETERAMPILAN EDITING VIDEO SISWA SMK Mitra Nata Rahayu; Fajar Arianto
Educational Technology Journal Vol 3 No 1 (2023): Volume 3 Nomor 1, April 2023
Publisher : Universitas Negeri Surabaya

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

Abstract

Project Based Learning (PjBL) is the latest learning model innovation that is deliberately designed to bridge learning theory and learning practice, especially those related to creativity, work design in the form of projects oriented towards product and concept acquisition and to improve learning outcomes in the form of students' video editing skills. This study aims to determine the effect of the Project Based Learning (PjBL) learning model on video editing skills in Audio Video Processing Engineering subjects. The research used a quasi-experimental design with a posttest only control group design. The research subjects were students of Multimedia Department Vocational High School totaling 68 students. Data collection was carried out tests for video editing skills. The research hypothesis was tested using t-test. Descriptive statistics research results show the average value of video editing skills of students who apply the Project Based Learning (PjBL) learning model reaches 82.53 while those who learn using direct learning (Direct Learning) is 74.15. The results of the research hypothesis show that the difference between the two numbers shows a significant difference in the results of video editing skills
Pengaruh Aplikasi Proteus Terhadap Kemampuan Belajar Mandiri Pada Siswa Teknik Elektronika: Sebuah Kajian Literatur Riko Putra; Rusjiono Rusjiono; Lamijan Hadi Susarno; Fajar Arianto
Jurnal Pendidikan Teknik Elektro Vol 5 No 1 (2024): Jurnal Pendidikan Teknik Elektro
Publisher : Jurusan Teknik Elektro Fakultas Teknik Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpte.v5i1.348

Abstract

Independent learning ability is a person's ability to learn and develop knowledge, skills and understanding independently. Independent learning abilities involve cognitive abilities, strategies, and attitudes that enable a person to take initiative in their own learning process. The ability to learn independently also has an impact on the 21st century skills that students must have, these skills include creative thinking, critical thinking and problem solving, communicating and collaborating. On the other hand, in class it is often found that Electronics Engineering students are still weak in their independent learning abilities. The role of the teacher is still dominant and is the only source of learning for students in solving problems. The main cause is thought to be that learning media is less effective in increasing independent learning so that students are too dependent on teachers. The aim of this research is to analyze the effect of the Proteus application on the independent learning abilities of Electronics Engineering students. The research method used is a narrative literature review. A total of 20 articles from international journals were used as research samples. Research findings show that the Proteus application has an influence in improving the independent learning abilities of Industrial Electronics Engineering students. This is supported by the data contained in each research sample. Implementing the Proteus application can also be an alternative in improving students' 21st century abilities. However, this research only examines one type of media. Recommendations for further research can be carried out by comparing the effectiveness of the Proteus application with other applications used in learning Industrial Electronics Engineering.
Landasan Fılosofıs Dan Analısıs Teorı Belajar Dalam Implementası Kurıkulum Merdeka Dı Sekolah Dasar Roby Zulkarnain Noer; Deni Mustopa; Rizal Arizaldy Ramly; Mochamad Nursalim; Fajar Arianto
Jurnal Elementaria Edukasia Vol. 6 No. 4 (2023): Desember
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v6i4.7311

Abstract

Education is an important need for human life, every individual has the same right to receive educational services. Implementing an independent curriculum requires independent curriculum planning, philosophical values such as humanism, progressivism and constructivism can be implemented to create learning that is more relevant, interactive and respects the uniqueness and potential of students. The method used in writing and preparing this article is literature study. The results of this literature review are related to the philosophical basis and analysis of learning theory in implementing the independent curriculum. In implementing the Merdeka Curriculum, teachers also have an important role in recognizing students' potential, creating relevant learning, and implementing fun learning through a project-based approach, integrating relevant educational philosophies and the principles of the Merdeka Curriculum, it is hoped that learning can become more meaningful , according to the needs of students, and prepare them with relevant skills to face future challenges.