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Educational Game for Learning Computational Thinking in a Low Budget Virtual Reality Environment Sukirman Sukirman; Dias Aziz Pramudita; Abdylla Adhiyasa Nugroho; Muhammad Rizky Aminudin
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.52743

Abstract

Virtual reality (VR) is a technology that can create a simulation of real objects in a virtual environment more interactively. In terms of budget, VR devices can be categorized into low budget and high end. However, both of them can still carry out the same interactive simulations, such as educational games. This research aims to develop an educational game based in low-budget VR environment for learning computational thinking (CT), one of the 21st century skills that students need to learn. The method used is Design and Development Research (DDR) that consists of five stages: analysis, design, development, testing, and evaluation. Participants involved in this study are 30 students of vocational school (SMK) majoring Computer and Network Engineering. Evaluation conducted through Technology Acceptance Model (TAM) framework that consists of perceived usefulness (PU), perceived ease of use (PEU), attitude toward using (ATU), and intention to use (ITU). Based on the data obtained and the analysis performed, the Cronbach’s alpha score of PU and PEU were 0.714 and 0.614, respectively. Meanwhile, the Cronbach’s alpha score of ATU and ITU were 0.754 and 0.882, respectively. PU and PEU are positively correlated with ATU, while ATU is also positively correlated with ITU. It means that the ease of use of the application and the usability aspects of the developed application have a positive effect on user attitudes. This positive behavior is also positively correlated with the intention to use it again on another occasion. Thus it can be concluded that this educational game based in low-budget VR environment can be used for learning CT. It can be seen from the analysis and some positive comments from students, like participants wish they can use this learning approach in the other subject.
Analysis of needs for development of earthquake disaster mitigation animation videos for disabilities elementary school children Adik Ismail; Ika Candra Sayekti; Siti Azizah Susilawati; Dias Aziz Pramudita
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 2 (2023): June
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v10i2.51885

Abstract

Earthquakes are frequent disasters in Indonesia. This disaster often causes many fatalities, so reducing the risk of an earthquake is necessary. Disaster risk reduction can be carried out with government programs, namely disaster risk reduction education which aims to reduce the threat of victims due to disasters. However, in implementing this program, there are deficiencies in media accessibility and learning media for elementary school children with disabilities. The purpose of this study was to describe the results of the needs analysis for the development of earthquake disaster mitigation animation videos. This research is a type of qualitative research. The data from this study were obtained from filling out a needs analysis questionnaire by 161 students and 121 teachers from 13 special schools in Klaten Regency, data analysis using interactive analysis. Based on the results of filling out the questionnaire to analyze the needs of students and teachers, it is known that students and teachers of SLB throughout Klaten Regency need an animated video on earthquake disaster mitigation to become one of the learning media. Students agree as much as 97.70%, and teachers agree as much as 99.20% to develop an animated earthquake disaster mitigation video. The development of earthquake disaster mitigation animation videos must follow the needs of students and teachers regarding material, language, presentation, and graphics.
Peningkatan Keterampilan Merancang Konten Pembelajaran dan Evaluasi Formatif Menggunakan Pendekatan Permainan Sukirman Sukirman; Dias Aziz Pramudita; Muhammad Rizky Aminudin; Abdylla Adhiyasa Nugroho
Warta LPM WARTA LPM, Vol. 26, No. 1, Januari 2023
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1438.006 KB) | DOI: 10.23917/warta.v26i1.1097

Abstract

Designing learning content and its evaluation is very necessary in teaching and learning activities to determine the extent to which results have achieved and its effectiveness. However, the evaluationa are sometimes still use traditional methods which might actually make students worry about the final result. In fact, this concern should be avoided in order to obtain maximum results. One strategy is to use a game approach, an evaluation model to measure abilities by utilizing games. The purpose of this activity is to improve partners' ability to design learning content and its evaluation, especially formative evaluation, using a game settings. The tools used for evaluation is Kahoot!, a web-based and mobile game platform that can be filled in online questions. The partners involved in this activity were teachers from various subjects of SMK Muhammadiyah 1 Klaten Tengah (6 people), SMK Muhammadiyah 3 Klaten tengah (9 people), and SMK Muhammadiyah 4 Klaten Tengah (6 people) for a total of 21. The method applied in this activity consists of 4 stages, start from analysis, formulation, solutive action, and evaluation. Solutive action is realized in the form of a workshop which is divided into two sessions, namely a theoretical session and a practical session. Based on the evaluation carried out between before and after the activity, it was found that the participants knew better how to design learning content in the form of videos using existing software. In addition, participants also know how to create formative evaluation tools using a game approach with the Kahoot! platform. Thus it can be concluded that the knowledge and skills of the participants became better after the activity.
Meninjau Efektifitas Media Pembelajaran Daring Berdasarkan Efisiensi Biaya Dan Hasil Belajar Mahasiswa Ilham Basir Nur Muhammad; Yanuar Satari Putri; Ilzam Khamada Azhar; Dias Aziz Pramudita
PEDAGOGIA Vol 21, No 1 (2023)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/pdgia.v21i1.40938

Abstract

Pandemi Covid-19 telah mengganggu proses pembelajaran secara konvensional maka diperlukan solusi salah satu alternative menggunakan pembelajaran secara daring. Banyak Universitas dan sekolah yang belum memiliki infrastruktur pembelajaran online dipaksa melakukan pembelajaran daring. Penelitian ini bertujuan untuk menganalisis efektivitas pembelajaran dengan metode daring di masa Pandemi Covid-19 dengan menggunakan metode deskriptif kualitatif dengan pendekatan studi literature yang mengupas dari studi empiris dari jurnal-jurnal, artikel-artikel,  laporan-laporan hibah dan laporan-laporan departemen kementrian yang terkait dengan pendidikan di Indonesia. Banyak Universitas yang mendukung kebijakan belajar dari rumah dengan memberlakukan pembelajaran daring menggunakan aplikasi Video Conference untuk tatap muka dan aplikasi Learning Management System untuk memberikan materi kuliah serta penugasan untuk media belajar daring. Hasil pengujiannya dapat disimpulkan bahwa belajar secara daring tidak semuanya efektif digunakan sesuai dengan kebutuhan. Contohnya, pada media pembelajaran berbasis video conference  lebih efektif menggunakan aplikasi Zoom Meeting, kemudian untuk media pembelajaran berbasis Learning Management System menggunakan media aplikasi Schoology, dan untuk media evaluasi pembelajaran dapat menggunakan aplikasi Quizziz.
Efektivitas Penggunaan Aplikasi AKSI sebagai Pendukung Gerakan Literasi Sekolah di Sekolah Dasar Adelia Noer Karisma; Latifa Rumambarsari; Nova Setyowati; Dias Aziz Pramudita
Buletin Pengembangan Perangkat Pembelajaran Vol 5, No 1 (2023): Vol 5, No.1, Juli 2023
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/bppp.v5i1.22941

Abstract

Gerakan Literasi Siswa merupakan upaya menyeluruh untuk menjadikan sekolah sebagai organisasi pembelajar yang warganya melek huruf untuk kehidupan melalui pelibatan masyarakat. Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan aplikasi AKSI sebagai literatur di SDN 1 Joho. Metode penelitian deskriptif menggunakan penelitian dengan pendekatan kuantitatif, menggunakan kuesioner dan wawancara. Hasil penelitian menunjukkan bahwa penggunaan aplikasi AKSI SD sebesar 95,7%, terkait materi atau konten bacaan aplikasi AKSI SD yaitu 95,7% siswa menjawab mudah dipahami, terkait preferensi dalam memilih antara literasi dan literasi. berhitung yaitu 69,6%, 65,2% siswa lainnya menjawab tidak kesulitan dalam menggunakan aplikasi AKSI SD. Aplikasi AKSI yang digunakan dalam pembelajaran literasi 91,3% siswa menjawab setuju. Kesimpulannya adalah aplikasi AKSI dapat digunakan sebagai aplikasi literatur di SDN 1 Joho.
Development of Android-Based Learning Media Applications to Determine Validity and Feasibility for Grade VII Middle School Students on Ecosystem Material Ima Aryani*; Dias Aziz Pramudita; Nizar Nauli Sinangkling; Ifan Destya Adi Tama
JIPI (Jurnal IPA dan Pembelajaran IPA) Vol 7, No 1 (2023): MARCH 2023
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jipi.v7i1.28885

Abstract

The world community has been hit hard by the covid-19 outbreak since 2 years ago until now there are still confirmed cases with a new variant. This also has an impact on the world of education, so that all learning implementers compete to create innovative learning media, easy to apply using mobile phones both online and offline in supporting the process and understanding of student material. The research objective is to develop an android-based learning media application. The development method is using the waterfall process model which is divided into six stages, namely: communication, planning, modeling, construction, and deployment. The assessment aspect observed in the development of learning media is how the media is developed and the teaching materials contained in it. The results of the assessment through filling out instruments on learning media were developed using a scale of 4 from various aspects of observation by experts in their fields, namely: 1) Media expert validators, namely: (a) software engineering aspects 3.75; (b) aspects of learning design 3.71; and (c) visual communication aspect 3.77; 2) Validators of material experts and teachers, namely: (a) aspects of learning objectives 4; (b) aspects of learning materials 3.95; (c) aspects of learning methods 3.5; (d) aspects of learning resources 3.5; and (e) aspects of learning activities 3.75. From this assessment, it can be concluded that the developed learning media has a good predicate and is suitable for use in the learning process
Place: Interactive Learning Media Augmented Reality (AR) 3d In “Plant Cell” for 11th Grade Students Adimas Nanda Nugraha; Dias Aziz Pramudita
Proceedings International Conference on Education Innovation and Social Science 2022: Proceedings International Conference on Education Innovation and Social Science
Publisher : Universitas Muhammadiyah Surakarta

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

Abstract

The era development, the rapid of technology, and the availability of mobile phone use for students in facilitating learning should be accompanied by familiarization of the use of media as one to support the learning. Biology is considered as a subject that requires more understanding and interpretation through its visualization. Moreover, the one focuses on “Plant Cell” material is rare. This research is further aimed at: (1) developing an interactive learning media Augmented Reality (AR) 3D in Biology material "Plant Cell" for11th grade students, (2) conducting the feasibility test of the interactive learning media, and (3) examining the effectiveness of the interactive learning media. Research and Development (R&D) was employed, and ADDIE model was adapted. The participants were 20 students. Questionnaires were utilized as the instruments. The steps in developing the media included: Needs Analysis, Design Making, Design Implementation, Alpha Testing, Revision, Beta Testing, and Media Improvement. Next, validity test and reliability test from two experts were conducted. The results of the research reveal: (1) validity test by using Aiken V was in the medium (0,5-0,75) and high category (0,875), and reliability test was in the perfect category (0,961), (2) the media effectiveness level by using Aiken V was in the medium category (0,73), and by using SUS was acceptable (71-100), and margin high (51-62). In this research, last, the suggestions in the form of some revisions to the media were provided.
Analisis Kebutuhan Pengembangan E-Book Mitigasi Bencana Gempa Bumi untuk Disabilitas Anak Sekolah Dasar Johan, Agnes Erni; Sayekti, Ika Candra; Susilawati, Siti Azizah; Pramudita, Dias Aziz
Jurnal Basicedu Vol. 6 No. 3 (2022)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.3080

Abstract

Gempa bumi merupakan bencana yang sering melanda Indonesia, dengan jumlah 3.486 selama tahun 1976-2006. Tentu saja gempa bumi menimbulkan banyak korban, sehingga perlu ditekankan ancaman korban. Pendidikan Pengurangan Risiko Bencana merupakan program pemerintah untuk mengurangi ancaman korban jiwa akibat bencana, salah satunya adalah gempa bumi. Namun dalam penerapannya terdapat kekurangan pada aspek aksesibilitas media pembelajaran untuk anak SD penyandang disabilitas. Tujuan dari penelitian ini adalah untuk mendeskripsikan hasil analisis kebutuhan pengembangan E-book Mitigasi Bencana Gempa Bumi. Penelitian ini merupakan penelitian kualitatif. Data dalam penelitian ini diperoleh dari hasil pengisian angket analisis kebutuhan oleh 161 siswa dan 121 guru dari 13 SLB di Kabupaten Klaten. Data dianalisis menggunakan analisis interaktif. Berdasarkan hasil pengisian angket analisis kebutuhan diketahui bahwa siswa dan guru SLB di Kabupaten Klaten mengindikasikan bahwa SLB di Kabupaten Klaten membutuhkan E-book Mitigasi Bencana Gempa. Siswa setuju sebanyak 100% dan guru setuju sebanyak 98,30% untuk mengembangkan E-book Mitigasi Bencana Gempa. Pengembangannya harus sesuai dengan kebutuhan siswa baik dari segi materi, segi penyajian, segi bahasa, maupun segi grafis. Selain menyusun bahan ajar sesuai kebutuhan siswa, bahan ajar juga akan memudahkan guru dalam menyampaikan pelajaran tentang mitigasi bencana gempa bumi.
ANALISIS RANCANGAN PROTOTIPE PATIENT SELF-REPORTING SYSTEM UNTUK PERCEPATAN DETEKSI DINI POSTPARTUM BLUES MELALUI PENDEKATAN USER-CENTERED DESIGN Batubara, Intan; Aziz Pramudita, Dias; Mardiyah, Siti
Jurnal Kesehatan Kusuma Husada Vol. 15 No. 1, Januari 2024
Publisher : Universitas Kusuma Husada Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34035/jk.v15i1.1264

Abstract

Ibu postpartum yang mengalami blues dan tidak segera mendapatkan penanganan rentan mengalami depresi, kekambuhan pada kehamilan dan persalinan selanjutnya serta berisiko tinggi melakukan bunuh diri. Adapun skrining kejadian blues yang selama ini dilakukan dengan menggunakan kuesioner Edinburgh Postnatal Depression Scale (EPDS) masih menggunakan bentuk konvensional (kertas) dan hanya dinilai oleh tenaga kesehatan. Di sisi lain, patient self-reporting system memudahkan ibu postpartum untuk dapat menilai sendiri tanda dan gejala yang dialami dengan melakukan deteksi dini dan skrining postpartum blues secara mandiri dari mana saja dan kapan saja. Tujuan penelitian ini adalah untuk menghasilkan sebuah rancangan prototipe self-reporting system yang mampu menjadi media lapor diri ibu postpartum dalam mentracking tanda dan gejala blues dan melakukan intervensi sederhana untuk meningkatkan suasana (mood) saat blues terjadi. Metode penelitian yang digunakan dalam penelitian ini adalah perancangan prototipe postpartum blues self-reporting system dan user interface serta analisis dengan pendekatan user-centered design dengan melibatkan dua UI/UX Specialist. Instrumen yang digunakan dalam penelitian ini adalah User Experience Questionnaire (UEQ). Hasil analisis user centered design menunjukkan prototipe Sejati! Go mendapatkan evaluasi positif dalam ketiga aspek attractiveness, pragmatic quality dan hedonic quality. Sedangkan dalam pengukuran benchmark, hanya aspek dependability berada pada kategori below average. Penelitian ini memerlukan pengembangan dalam dependability dengan mengimplemantasikan robust error handling. Penelitian ini juga merekomendasikan prototipe Sejati! Go siap untuk dikembangkan ke tahap lanjutan usability study baik itu sofware deployment maupun mobile application testing dan diuji secara langsung ke calon user (penderita, suami, dokter spesialis kandungan dan kebidanan, psikolog, dokter umum, perawat, bidan dan kader). Postpartum mothers who experience baby blues and do not receive immediate treatment are at risk of developing depression and an increased risk of suicide. Screening for the blues, which has been done using the Edinburgh Postnatal Depression Scale (EPDS) questionnaire, is still in a conventional form (paper) and is only assessed by healthcare workers. On the other hand, patient self-reporting systems make it easier for postpartum mothers to identify their signs and symptoms from anywhere and anytime independently. This study aimed to produce a prototype design of a self-reporting system for mothers in tracking postpartum blues signs and symptoms so that they could apply home-based interventions to improve their mood when the blues occur. The research method used in this study was designing a prototype and user interface of a postpartum blues self-reporting system with a user-centered design approach. This study involved two UI/UX Specialists. The instrument used was the User Experience Questionnaire (UEQ). The results of the user-centered design analysis showed that the Sejati! Go prototype received positive evaluations in all three aspects: attractiveness, pragmatic quality, and hedonic quality. However, only the dependability aspect was in the below-average category in the benchmark measurement. This study requires development in dependability, specifically in robust error handling. This study also recommends that the Sejati! Go prototype can be further proceeded to usability study, both software deployment and mobile application testing with potential users (patients, husbands, obstetrician and gynecologists, psychologists, general practitioners, nurses, midwives, and cadres) to assess the user experience.
Perbandingan Pendekatan Computer Science Unplugged dan Plugged-In Learning pada Pembelajaran Informatika Prameswara, Irvan; Pramudita, Dias Aziz
Jurnal Pendidikan Informatika (EDUMATIC) Vol 8 No 1 (2024): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v8i1.25058

Abstract

Currently, informatics learning at Al-Islam Abidin Junior High School in Surakarta is often faced with the challenge of choosing effective and interesting learning methods for students, so that it causes teachers and students to find it difficult to determine which methods are more suitable to be applied in the classroom. There are several kinds of approaches to learning in informatics subject matter, namely by using CS unplugged and plugged-in learning. This study aims to analyze the comparison of CS unplugged and plugged-in learning approaches applied at Al-Islam Abidin Junior High School in Surakarta. The method used in this study is to use a quantitative approach. The participants involved totaled 40 people who would be divided into 2 classes, namely the control class and the experimental class, each class consisting of 20 people. Data collection in this study used pre-test and post-test. The results of pre-test and post-test testing show that learning using computer media (plugged learning) gets higher scores so it can be concluded that the plugged learning method is more suitable for use in informatics subjects. The impact of plugged-in learning method is that students can play and learn using technology, meanwhile unplugged learning makes the student can learn dependence on technology.