Bramastia Bramastia
Universitas Sebelas Maret, Indonesia

Published : 5 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 5 Documents
Search

Persepsi Mahasiswa Pascasarjana terhadap Pembelajaran Daring pada Masa Pandemi Covid-19 Gunawan Setiadi; Bramastia Bramastia
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 4, No 1 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v4i1.1676

Abstract

Hampir sebegian besar lembaga pendidikan mengganti pembelajaran tatap muka menjadi pembelajaran daring agar pembelajaran tetap berlanjut. Tetapi pertanyaan muncul tentang design pembelajaran dan keefektfan masih banyak belum dieksplorasi khususnya kendala teknis yaitu bandwidth dan kelancaran internet. Tujuan utama penelitian ini untuk (1) mengevaluasi platform e-learning, (2) kelancaran akses internet dan (3)proses pembelajaran daring. Penelitian ini menggunakan metode kuantitatif jenis survei dan  fokus pada persepsi 89 mahasiswa pascasarjana dalam pembelajaran daring. Hasil penelitian menunjukkan bahwa  89,2 % mahasiswa sangat setuju  platform e-learning sangat efektif. Sebagian besar mahasiswa (86, 29%) tidak menghadapi masalah ketika akses internet. Penelitian ini juga menunjukkan 87,19% persen mahasiswa sangat setuju bahwa pembelajaran daring memuaskan. Kesimpulannya faktor penting dalam pembelajaran daring di antaranya adalah design platform e-learning,kelancaran akses internet dan proses pembelajaran.
Literature Review Project Based Learning Berbasis TIK Hikmah Fatimah; Bramastia Bramastia
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 4, No 5 (2022): October Pages 6401-7346
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v4i5.3782

Abstract

Pembelajaran tingkat SMP dilaksanakan secara kontekstual untuk melatih keterampilan 4C yang sangat dibutuhkan pada abad 21. Inovasi model PjBL berbasis teknologi dipercaya mampu memberikan hasil yang lebih optimal untuk mencapai tujuan pembelajaran. Bentuk integrasi yang diterapkan dalam pembelajaran dapat berupa proses pembelajaran. Selain integrase model pembelajaran juga diterapkan dalam bentuk media, bahan ajar hingga perangkat pembelajaran. Penelitian menggunakan analisis deskriptiif terhadap jurnal yang ada pada database google schoolar, Mendeley dan sinta. Keyword pencarian jurnal adalah Project Based Learning berbasis TIK. Data menggunakan jurnal yang terbit dalam kurun waktu 2015-2022. Hasil yang diperoleh terdapat 52 jurnal yang menunjukkan implementasi pada bahan ajar dan media pembelajaran. Bahan ajar project based learning berbasis tik berupa e-lkpd, 2-modul, e-book, e-protofolio. Media pembelajaran project based learning berbasis tik berupa virtual tour, Kit, robotik, website, virtual laboratorium, e-learning, aplikasi, foto, flip pdf, ppt, multimedia, AR, moodle. Pembelajaran berbasis proyek yang terintegrasi TIK paling banyak dilakukan pada tahun 2021 dalam bentuk e-modul.
Implementasi Game Based Learning Berbasis Digital Faqih Abdul Bashir; Bramastia Bramastia
EDUKATIF : JURNAL ILMU PENDIDIKAN Vol 4, No 6 (2022): December 2022
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/edukatif.v4i6.3819

Abstract

Revolusi Industri 4.0 merupakan era baru di bidang Industri yang telah mengalami perkembangan sangat pesat dari era sebelumnya. Era ini ditandai dengan transformasi digital di setiap bagian industri dan kemudahan manusia memanfaatkan akses internet dalam setiap aktivitasnya. Dalam rangka membantu siswa meraih kesuksesan di masa mendatang perlu diajarkan keterampilan 4C diantaranya critical thinking, problem solving, communication and collaboration. Untuk mempertahankan siswa meraih keterampilannya diperlukan sarana motivasi belajar yaitu Game. Berdasarkan pentingnya permainan digital, beberapa penelitian dilakukan untuk meninjau bukti empiris game based learning. Penelitian ini bertujuan mengetahui implementasi Game Based Learning berbasis Digital. Penelitian dilakukan dengan mencari makalah di database Google Scholar dan Science Direct. Kata kuncinya adalah game based learning. Pencarian menghasilkan 26 makalah yang relevan dengan penelitian. Hasil penelitian adalah Game Based Learning memberikan manfaat positif terhadap pembelajaran. Pembelajaran berbasis Game telah dilaksanakan banyak eksperimen secara empiris maupun di dalam pengembangan perangkat. Hal ini menunjukkan game turut andil di dalam aktivitas pembelajaran. Game berbasis digital adalah keniscayaan yang akan terus berkembang mengikuti zaman. Penelitian di bidang game based learning ini sangat tepat untuk terus dikembangkan seiring dengan terus meningkatnya teknologi di bidang digital
Innovating IoT instruction through simulation-based modules: An R&D study in higher education Kadek Dwi Hendratma Gunawan; Budi Utami; Bramastia Bramastia; Suciati Suciati; Muhammad Nur Hudha; Jovita Ridhani; Dyah Ayu Saraswati Adimudra
Momentum: Physics Education Journal Vol. 9 No. 2 (2025)
Publisher : Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/mpej.v9i2.12897

Abstract

This study developed and evaluated a computer simulation–based Internet of Things (IoT) lecture module for the Artificial Intelligence for Science Education course to address the gap between abstract IoT concepts and classroom practice in science teacher education. Adopting an R&D approach with the ADDIE model, the module was structured into five subtopics aligned with explicit learning outcomes and supported by simulations, examples, and authentic projects. Expert validation (five validators: content, media, instructional, and evaluation) examined content, language, and presentation using Aiken’s V and Percentage of Agreement. Practicality was assessed via expert questionnaires (ease of use, attractiveness, usefulness, contextual relevance). Implementation involved a trial with 40 prospective science teachers, including a 5-point Likert readability survey. Content validity increased from 0.860 (valid) to 0.960 (very valid), and inter-rater reliability rose from 0.712 (fair) to 0.757 (good) after systematic revisions. Language validity improved from 0.833 to 0.950 (very valid); presentation remained strong at 0.893 (very valid) with qualitative enhancements to visual design. Expected practicality averaged 92% across dimensions (ease of use 91%; attractiveness 92%; usefulness 92%; contextual relevance 92%). Readability scores were consistently “highly readable” across seven dimensions (4.44–4.56), indicating clear language and style, logical sequencing, effective multimodal supports, manageable cognitive load, strong contextual relevance, and robust technical accessibility. The module is ready for classroom adoption, offering a scalable template for integrating IoT through simulations and authentic cases in preservice teacher education.
Research trends of creative thinking skill in science education journals in Indonesia: Design analysis and data analysis techniques Ferry Yudha Pratama; Lina Mahardiani; Bramastia Bramastia
Journal of Environment and Sustainability Education Vol. 3 No. 1 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/joease.v3i1.66

Abstract

Creative thinking as one of the 21st skills is not only beneficial but also essential, particularly in learning sciences. Creative thinking equips them with the cognitive flexibility to devise innovative solutions, consider multiple variables, and approach challenges from diverse angles, fosters critical reasoning and imagination, and enhances student motivation and engagement within science classrooms. This paper will focus on investigating the implementation of creative thinking in learning sciences based on the articles published in national accreditation journals in Indonesia. The content analysis approach was applied, leveraging the method of scanning published research journal documents as its research method. This study is distinctive from previous research on creative thinking skills in several ways covered on all educational articles published from 2015 to 2024 in all Indonesian science education journals. This study revealed that in the last three years, the number of publications focusing on creative thinking skills has increased. The most dominant research is quantitative research with quasi experiment as the research design. Meanwhile, junior high school students, and 'biology' with the subject material of 'environmental pollution' were consecutively the subjects, science fields of study, and topics most chosen by researchers. Project Based Learning (PjBL), test sheet, and N-gain were the most frequently used as treatments, instruments, and data analysis methods, respectively. The review highlights the need to increase the use of qualitative and mixed-method approaches, explore the integration of local wisdom and ethnoscience through R&D, and focus on developing instructional products to enhance students’ low creative thinking abilities. Additionally, researchers are advised to clearly report their research instruments, including validity and reliability, and to select data analysis techniques that align with their research objectives and design.