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WORKSHOP VIRTUAL PENGEMBANGAN DESAIN PEMBELAJARAN JARAK JAUH Durrotun Nafisah; Abd Ghofur; Ninies Eryadini; Kuswanto; Evi Aulia Rachma; Ety Youhanita; Ahmad Sidi
BERNAS: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 4 (2020)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1060.598 KB) | DOI: 10.31949/jb.v1i4.474

Abstract

PKM ini dilaksanakan untuk memfasilitasi guru dalam mendesain pembelajaran jarak jauh di era new normal. PKM ini menggunakan metode partisipatif, peserta mengikuti penuh seluruh rangkaian kegiatan, baik penyampaikan materi maupun tugas-tugas mandiri. Seluruh materi disampaikan secara virtual melalui aplikasi Zoom Cloud Meeting mengingat masih dalam masa pandemic covid-19. Peserta yang mengikuti workshop dapat mengakses materi melalui zoom, live facebook dan live streaming youtube. Sebanyak 300 peserta yang mengikuti kegiatan PKM ini diketahui bahwa sebagian besar (73%) peserta berasal dari sekolah tingkat dasar (SD) dan 14% berasal dari sekolah menengah pertama (SMP), sisanya berasal dari TK,SMA dan Perguruan Tinggi. Berdasarkan hasil kegiatan bahwa sebagian besar peserta memahami konsep pembelajaran jarak jauh dan mampu mengembangkan desain pembelajaran jarak jauh. Peserta mampu mengembangkan perangkat pembelajaran jarak jauh yaitu RPP dan bahan ajar pembelajaran dalam bentuk luring, daring maupun kombinasi. 100% peserta mengumpulkan tugas membuat RPP dan bahan ajar melalui google classroom. Sebagian peserta juga mampu dalam mengoperasikan media dan evaluasi pembelajaran digital. Karena pada kurikulum 2013 guru juga diharapkan mampu menguasai dan menerapkan teknologi dalam proses pembelajaran. Pada abad 21 Indonesia menyongsong generasi emas pada usia emas dengan melakukan penyempurnaan kurikulum dan peningkatan profesionalisme guru.
The Effect of the Teams Games Tournament (TGT) Model and Motivation on Understanding Pancasila Philosophy Hadi Suryanto; Abd Ghofur; Akhmad Qomaru Zaman
Edunesia : Jurnal Ilmiah Pendidikan Vol. 5 No. 1 (2024)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v5i1.721

Abstract

The effect of the Teams Games Tournament learning model and motivation on understanding the ideology of Pancasila in the Civics Study Program was studied using a non-equivalent group pretest-posttest research design. The PPKN study program, totalling 30 people, was the subject of this research. Questionnaires and tests are used to gather information about research findings. The research investigation was carried out using the independent sample t-test technique, with a significance level 0.05. The study's findings show that the total count is 5.509. Here, the t value exceeds the 2.048 t table value. These findings suggest that cooperative learning models of the TGT kind effect student learning motivation. Based on the Independent Samples Test on "Assumption of Equal variances," the Sig is known. (2-tailed) of 0.000 < 0.05 to be the basis for decision-making in the Independent Sample T-Test. As a result, there is a relatively significant difference in learning outcomes between students taught using the conventional learning model (control class) and students taught using the TGT learning model. The Pancasila ideology is different in applying the Teams Games Tournament learning model to the standard learning model. Second, the Teams Games Tournament learning style can increase learning motivation because of active participation.
EXPLORING ELEMENTARY SCHOOL STUDENTS’ PERCEPTION OF USING THE “GAMESTOLEARNENGLISH” WEB GAME FOR VOCABULARY LEARNING Yurike Risa Loreana; Nico Irawan; Abd Ghofur; Agung Pramujiono
Academic Journal PERSPECTIVE: Education, Language, and Literature Vol 12 No 2 (2024)
Publisher : Lembaga Penelitian (The Institute of Research) Universitas Swadaya Gunung Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/perspective.v12i2.9985

Abstract

This study investigates elementary school students' perceptions of the web-based game “gamestolearnenglish” for vocabulary learning. The game is intended to improve vocabulary utilization, motivation, and engagement by including gamification elements. Using a qualitative study, the data was collected through interviews and observations with five fifth-grade students in Surabaya who utilized the game during English learning sessions. The results indicate that the interactive features of the game significantly enhanced student motivation and facilitated an enjoyable learning experience. On the other hand, difficulties such as inadequate material variety and technological problems associated with internet connectivity were found. The game can become a more efficient tool for learning vocabulary if developed further. This study offers valuable insights for teachers and developers of digital learning tools, enabling them to design more engaging and efficient student learning experiences.