Petrus Jacob Pattiasina
Universitas Pattimura

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The Role of Digital Literacy and Self Efficacy in Enhancing Students' Critical Thinking in Learning in the Digital Era Ferdinand Salomo Leuwol; Deswalantri Deswalantri; Cindy Sandra Lumingkewas; Petrus Jacob Pattiasina; Budi Mardikawati
Edumaspul: Jurnal Pendidikan Vol 7 No 2 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v7i2.6709

Abstract

This research is motivated by the low critical thinking skills of students. The purpose of this research is to examine and analyze the role of digital literacy and self-efficacy in increasing students' critical thinking in the digital era. This research uses a quantitative approach with a survey method. The sampling technique used purposive sampling of 100 students. The instruments used are tests and questionnaires. The data analysis technique used is the classical assumption, correlation analysis, and multiple linear regression analysis including hypothesis testing T test, F test and R2 test. The results of this study show 1) Digital literacy has a positive and significant effect on students' critical thinking in the digital era, 2) Self-Efficacy has a positive and significant effect on students' critical thinking in the digital era, and 3) Digital literacy and self-efficacy have a positive and significant effect and are significant to students' critical thinking in the digital era. The findings of this study hint at the importance of digital literacy and self-efficacy in increasing students' critical thinking in the digital era.
Analisis Tingkat Penerimaan Mahasiswa terhadap Pembelajaran Online berbasis Gamifikasi Pada Perguruan Tinggi Petrus Jacob Pattiasina; Ilma Wulansari Hasdiansa; Annajmi Rauf; Nur Alamsyah; Sulpiani; Siti Auliyani Saleh
Journal of Vocational, Informatics and Computer Education Vol 2, No 1 (2024): Juni 2024
Publisher : Academic Bright Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/voice.v2i1.24

Abstract

Pembelajaran daring sering kali menghadapi tantangan terkait motivasi dan keterlibatan mahasiswa. Tujuan penelitian ini adalah untuk menganalisis tingkat penerimaan mahasiswa terhadap pembelajaran daring berbasis gamifikasi. Penelitian ini menggunakan metode kuantitatif dengan desain cross-sectional, mengumpulkan data melalui kuesioner dari 64 responden. Hasil penelitian menunjukkan bahwa elemen gamifikasi, khususnya aspek philanthropist dan socializer, memberikan dampak terbesar terhadap motivasi dan partisipasi mahasiswa dengan nilai rata-rata 3,96 dan 3,9. Sebaliknya, aspek achiever dan explorer memiliki pengaruh yang lebih kecil. Penelitian ini menyimpulkan bahwa penerapan gamifikasi dapat meningkatkan keterlibatan mahasiswa dalam pembelajaran daring, dan menyarankan penelitian lebih lanjut untuk mengeksplorasi faktor-faktor individu yang mempengaruhi penerimaan gamifikasi.