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Development of English Teaching Module for Electrical Engineering Study Program Atiqah Nurul Asri; Aly Imron; Satrio Binusa Suryadi
SAGA: Journal of English Language Teaching and Applied Linguistics Vol 3 No 1 (2022): February 2022
Publisher : English Language Education Department, Universitas Kristen Duta Wacana (UKDW), Yogyakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/saga.2022.31.120

Abstract

The proper teaching materials determine successful teaching-learning. Teaching materials are required to adapt to the current situation of the institution, curriculum, and learners. The new curriculum adopted by the Electrical Engineering Study Program required the updated version since English courses had been replaced by the first and last semester of both the D3 and D4 programs. Developing the new teaching materials for the study program aimed to provide relevant issues and teaching strategies that could boost students' motivation in the classroom. Thus, the developed teaching materials were to propose the teaching and learning that fit the learner's needs. The research objective was to develop new teaching modules for the Electrical Engineering Study Program that were much more interactive, effective, and efficient for the learners to study English within the Electrical Engineering context. This research applied Research and Development (R&D) model adopted from Borg and Gall comprising six stages, namely: (1) needs analysis, (2) designing the product, (3) proposing the product, (4) evaluating the product, (5) testing and (6) disseminating the product. As a result, the new teaching module was redesigned to provide English teaching and learning effectively and efficiently that could be easily understood and helpful for the student to achieve the learning outcomes as expected.
PEMBUATAN APLIKASI PERMAINAN SEBAGAI MEDIA PEMBELAJARAN DI SEKOLAH LUAR BIASA AUTIS Bagas Satya Dian Nugraha; Galih Putra Riatma; Satrio Binusa Suryadi; Muhammad Unggul Pamenang; Adevian Fairuz Pratama; Arief Prasetyo
Jurnal Pengabdian kepada Masyarakat Vol. 12 No. 1 (2025): JURNAL PENGABDIAN KEPADA MASYARAKAT 2025
Publisher : P3M Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/abdimas.v12i1.6393

Abstract

SLB Autis Laboratorium UM is a school that is specifically designed to educate students with disabilities, especially autism. In the learning process, teachers often face difficulties in providing effective learning materials. This ineffectiveness is caused because the material delivered is dominated by text and verbal explanations, where students are less able to digest the information delivered using this method. Based on the results of partner observations, students tend to be more receptive to information in audio-visual form. The use of creative learning media in the form of game applications is considered to be able to provide a solution to this problem. Therefore, an educational game was designed which is expected to help improve the quality of learning and create a more interesting learning experience.
PENGEMBANGAN MODUL PEMBELAJARAN BAHASA INGGRI ESP PROGRAM STUDY TEKNIK LISTRIK JURUSAN ELEKTRO POLINEMA Aly Imron; Atiqah Nurul Asri; Satrio Binusa Suryadi
Jurnal Akuntansi Bisnis dan Humaniora Vol. 9 No. 1 (2022): Jurnal Akuntansi Bisnis dan Humaniora
Publisher : Politeknik Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jabh.v9i1.3630

Abstract

Changes in the implementation of English learning from semester to semester is a separate problem considering that the content of the material also changes in its emphasis pedagogically. Therefore, research on the development of teaching materials is very relevant to the conditions that occur so that the output later can provide a real contribution to the teaching and learning process. The purpose of this research is to develop English teaching materials that suit the needs of students as well as input from teaching staff as well as available references and documents. This development is very urgent due to changes in the semester of the implementation of the teaching and learning process. Thus, this product is very helpful not only for lecturers, but also students and consequently the availability of a teaching material product. Researchers adapted the Research and Development (R&D) model from Borg and Gall which consisted of 6 stages, namely: (1) initial needs analysis, (2) module development design, (3) creating learning modules, (4) assessment/feasibility testing stage, (5) product trials and (6) learning module refinement stages that produce the final product of development. In conclusion, the availability of teaching modules that can be used in the teaching and learning process.
Pelatihan Penggunaan AI untuk Peningkatan Kinerja Perangkat Kelurahan Tasikmadu, Kota Malang Satrio Binusa Suryadi; Muhammad Unggul Pamenang; Galih Putra Riatma; Usman Nurhasan; Anugrah Nur Rahmanto; Moch. Zawaruddin Abdullah
Pengabdian Pendidikan Indonesia Vol. 2 No. 02 (2024): Artikel Periode Agustus 2024
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/ppi.v2i02.4802

Abstract

Kegiatan pengabdian masyarakat ini mencakup pelatihan dan praktek langsung tentang pemanfaatan kecerdasan buatan (Artificial Intelligence) untuk staf di Kelurahan Tasikmadu, Kota Malang. Pelatihan ini merupakan lanjutan dari kegiatan pengabdian masyarakat di tahun sebelumnya tentang peningkatan informasi layanan pada masyarakat melalui media Canva. Pelatihan dan praktek langsung ini bertujuan untuk meningkatkan performa staf Kelurahan Tasikmadu kota Malang dalam memberikan pelayanan pada masyarakat. Artificial Intelligence (AI) memiliki beberapa kelebihan, salah satunya efisiensi pekerjaan yang dilakukan semisal menyusun draft proposal, mengedit dan merubah foto menjadi video, atau membuat video singkat yang atraktif untuk sarana sosialisasi kegiatan dan acara di lingkungan kelurahan Tasikmadu. Pelatihan dilaksanakan selama 2 minggu, dengan agenda pembekalan materi di minggu pertama dan praktek menggunakan AI di minggu kedua. Kegiatan ini juga sejalan dengan misi peningkatan sumber daya manusia di lingkungan kelurahan Tasikmadu untuk mengintegrasikan teknologi yang mendukung dan memudahkan pekerjaan administrasi staf. Sehingga pelatihan pemanfaatan kecerdasan buatan (AI) ini bisa meningkatkan pengetahuan staf kelurahan Tasikmadu untuk meningkatkan performa kerja mereka.
Penguatan Literasi Bacaan Siswa melalui Integrasi Multilingual Extensive Reading Berbasis QR Code Umi Anis Ro’isatin; Satrio Binusa Suryadi; Titis Agunging Tyas; Heru Prasetyo; Deasy Sandhya Elya Ikawati; Wirawan
Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2026): Januari
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v5i2.1982

Abstract

Hasil pemahaman literasi di salah satu SMP di Kota Malang mengalami penurunan. Solusi atas permasalahan ini salah satunya dengan meningkatkan kemampuan profesional guru agar mampu mengembangkan literasi siswanya. Program profesional development yang menyasar daya kreativitas dan utilitas guru untuk mengakomodasi materi literasi yang sesuai dengan karakteristik dan kebutuhan siswanya. Kemajuan teknologi di era disrupsi juga mendesak ketersediaan literasi yang mudah diakses dan terjangkau bagi murid. Program pengabdian masyarakat ini bertujuan mengintegrasikan materi ajar dengan pendekatan teknologi QR Code yang terintegrasi dengan kecerdasan buatan yang bisa diakses oleh guru dan siswa. QR Code nantinya bisa digunakan secara multilingual, berdasarkan materi yang sudah dibuat oleh guru. Program ini berupa pelatihan dan praktik langsung yang diikuti oleh 11 guru mata pelajaran di salah satu SMP di kota Malang. Setelah mengikuti program professional development, para guru SMP lebih familiar dan mampu membuat bahan bacaan yang lebih interaktif. Mengintegrasikan QR Code di ruang kelas memfasilitasi pembelajaran yang interaktif dengan sentuhan teknologi terkini
Implementasi Program Empati dan Penalaran Moral untuk Meningkatkan Sikap terhadap Hewan pada Siswa Sekolah Dasar Risa Juliadilla; Satrio Binusa Suryadi; Irfani Zukhrufillah; Novi Ratriningtyas; Sabrilla Sandia Dewi
Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2026): Juli
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v6i1.2051

Abstract

Abstrak: Pembelajaran tentang hewan di sekolah dasar masih berfokus pada aspek kognitif dan belum mengembangkan empati serta penalaran moral, sehingga siswa cenderung bersikap utilitarian terhadap hewan. Pengabdian ini bertujuan mengimplementasikan program empati dan penalaran moral untuk meningkatkan sikap terhadap hewan pada siswa sekolah dasar. Kegiatan dilaksanakan melalui pelatihan guru (2 kali pertemuan) dan implementasi program oleh guru di kelas 4A SDN A Malang dengan melibatkan 28 siswa. Metode yang digunakan meliputi diskusi aktif, role play, literasi, dan refleksi. Evaluasi dilakukan melalui observasi serta pre-test dan post-test menggunakan Animal Attitude Scale-10 (AAS-10). Hasil menunjukkan peningkatan skor rata-rata sikap siswa dari 33,65 menjadi 36,38 (naik 2,73 poin). Secara kualitatif, siswa menunjukkan peningkatan empati, kemampuan mengambil perspektif, serta penalaran moral yang lebih reflektif terhadap perlakuan terhadap hewan.Kata kunci: empati; penalaran moral; sikap terhadap hewan; sekolah dasar   Abstract: Learning about animals in elementary schools tends to focus on cognitive aspects and neglect empathy and moral reasoning, leading students to adopt utilitarian attitudes toward animals. This community service aimed to implement an empathy and moral reasoning program to improve students’ attitudes toward animals. The program involved teacher training (two sessions) and classroom implementation in grade 4A of SDN A Malang, involving 28 students. Methods included active discussion, role play, literacy activities, and reflection. Evaluation was conducted through observation and pre-test and post-test using the Animal Attitude Scale-10 (AAS-10). The results showed an increase in the mean attitude score from 33.65 to 36.38 (an increase of 2.73 points). Qualitatively, students demonstrated improved empathy, perspective-taking, and more reflective moral reasoning toward animal treatment Keywords: empathy; moral reasoning; attitudes toward animals; elementary school
Developing a Sustainable Educational Curriculum: Integration of Green Technology and Environmental Awareness in Schools Satrio Binusa Suryadi; Risa Juliadilla; Redi Sigit Febrianto
Journal of Paddisengeng Technology Vol. 1 No. 3 (2025)
Publisher : PT. Sinergi Bersahaja Sejahtera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65224/jopate.v1i3.216

Abstract

Background. The growing urgency of climate change and environmental degradation demands an educational transformation that integrates sustainability principles into school curricula. Education plays a vital role in shaping students’ environmental awareness and their capacity to apply green technology for sustainable living. Purpose. This study aims to develop a sustainable educational curriculum that integrates green technology and environmental awareness in schools. Specifically, it explores how curriculum design, pedagogical approaches, and school culture can synergistically promote ecological literacy and responsible behavior among students. Method. Using a mixed-method design, the study involved curriculum experts, teachers, and students from ten pilot schools implementing environmental education. Quantitative data were collected through surveys measuring students’ environmental attitudes and literacy, while qualitative data were obtained from interviews and classroom observations to assess the practical integration of green technology in learning. Results. The findings reveal that integrating green technology—such as renewable energy simulations, recycling projects, and digital eco-learning platforms—significantly enhances students’ environmental knowledge and problem-solving skills. Furthermore, teacher training and school-wide sustainability policies were found to be strong mediators in the successful implementation of the curriculum. Conclusion. The study concludes that sustainable curriculum design combining green technology and environmental awareness fosters a holistic learning environment that aligns with Sustainable Development Goals (SDGs). Future research should focus on longitudinal assessment and scalability across diverse educational contexts.
The Impact of Using Gamification on English language learning in increasing Learning Motivation Muhammad Kharizmi; Tri Pratiwi Handayani; Dina Amaliyah Mushthoza; Yuli Rohmiyati; Satrio Binusa Suryadi
International Journal of Language and Ubiquitous Learning Vol. 2 No. 1 (2024)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijlul.v2i1.754

Abstract

Background. 21st century education demands changes in learning methods to increase students' learning motivation. Gamification, or the use of game elements in a learning context, has been recognized as an effective tool to increase student engagement and motivation. However, more in-depth research is still needed to evaluate the effectiveness of gamification in increasing the motivation to learn English among English Language Education students. Purpose. The main purpose of this research is to evaluate the effectiveness of using gamification in increasing the motivation of students in learning English. Method. Through a quantitative approach and survey method, this research aims to investigate the experience, perception, and level of student learning motivation related to the use of gamification in English language learning. English Education. The survey was conducted by distributing questionnaires compiled based on related literature and previous research on gamification. The survey steps are voluntary and the confidentiality of the data is strictly maintained. Results. Based on the results of the analysis of the sixth questionnaire, gamification proved to have a positive impact on increasing students' learning motivation in learning English. The majority of respondents feel effective or enthusiastic about the use of gamification. However, there are a small number of respondents who feel neutral towards the concept of gamification. Further evaluation and efforts to expand the understanding and application of gamification need to be done. Conclusion. This research shows that the use of gamification in English language learning promises to increase students' learning motivation. However, continuous evaluation and improvement is required to maximize its potential use. Thus, gamification can be considered as an effective learning strategy in the context of learning English in the 21st century education era.
Application of AI-based Flipped Classroom Method in Improving English Speaking Skills Ratna Ayu Pawestri Kusuma Dewi; Roya Zahir; Satrio Binusa Suryadi
International Journal of Language and Ubiquitous Learning Vol. 3 No. 2 (2025)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijlul.v3i2.2309

Abstract

Background. Speaking is a crucial component of English language acquisition, yet it remains one of the most challenging skills to master among EFL learners. Traditional teaching methods often fail to provide sufficient opportunities for oral practice and personalized feedback. Purpose. This study aims to examine the application of an AI-based flipped classroom method and its impact on improving English speaking skills, particularly in the areas of fluency, pronunciation, coherence, and accuracy among senior high school students. Method. A quasi-experimental design was employed involving 60 students divided into control and experimental groups. The experimental group was taught using AI-integrated flipped learning, incorporating tools such as speech recognition and automated feedback systems. Results. Findings indicate that the experimental group outperformed the control group in all speaking components. The most significant improvements were observed in fluency and pronunciation, attributed to regular, individualized AI-guided speaking practice. Conclusion. The AI-based flipped classroom approach offers a valuable instructional model that merges active learning with intelligent technology. It facilitates personalized, adaptive, and continuous speaking practice, thereby supporting accelerated language acquisition.