p-Index From 2021 - 2026
16.572
P-Index
This Author published in this journals
All Journal Jurnal Nalar Pendidikan Journal of Educational Science and Technology Al Ishlah Jurnal Pendidikan Pendas : Jurnah Ilmiah Pendidikan Dasar Journal of Education Technology Jambura Journal of Community Empowerment Jurnal Lentera Pendidikan Pusat Penelitian LPPM UM Metro PEDAGOGIKA Journal On Teacher Education (Jote) Didaktik : Jurnal Ilmiah PGSD STKIP Subang Jurnal Wahana Pendidikan Journal of Innovation in Educational and Cultural Research Jurnal Dedikasi Jurnal Ilmiah Wahana Pendidikan Jurnal Jendela Pendidikan Panrannuangku Jurnal Pengabdian Masyarakat Jurnal Pengabdian Masyarakat (ABDIRA) LITERATUR: Jurnal Bahasa, Sastra dan Pengajaran JURNAL PENDIDIKAN INDONESIA: Teori, Penelitian, dan Inovasi Seminar Nasional Pengabdian Kepada Masyarakat Jurnal Teknologi Pendidikan ( JTekpend) Global Journal Basic Education Jurnal Informatika Progres Elementary School: Jurnal Pendidikan dan Pembelajaran ke-SD-an Lambda: Jurnal Ilmiah Pendidikan MIPA dan Aplikasinya JURNAL MUARA PENDIDIKAN Venn: Journal of Sustainable Innovation on Education, Mathematics and Natural Sciences Jurnal Masyarakat Madani Indonesia Indonesian Journal of Pedagogical and Social Studies Seminar Nasional Hasil Penelitian LP2M UNM Science and Education Journal Journal of Educational Technology, Curriculum, Learning, and Communication Cendikia: Jurnal Pendidikan dan Pengajaran Jurnal Ilmiah Manajemen Informasi dan Komunikasi MARAS : Jurnal Penelitian Multidisplin Indonesian Journal of Educational Technology International Journal of Education, Vocational and Social Science Jurnal Ekonomi, Manajemen, Akuntansi Jurnal Pengabdian Cendekia JUKEMAS : Jurnal Pengabdian Kepada Masyarakat Green Economics: International Journal of Islamic and Economic Education Jurnal Ilmiah Pendidikan Citra Bakti Journal of Research in Instructional Curricula: Journal of Curriculum Development Inovasi Kurikulum
Claim Missing Document
Check
Articles

Designing a Project-Based Learning Digital Module for Entrepreneurship Education febriati, farida; Nur, Miftahu; Aswan, Dedy; Bustanil Syah, Maenuddin
International Journal of Education, Vocational and Social Science Vol. 4 No. 04 (2025): September - November, International Journal of Education, Vocational and Socia
Publisher : Cita konsultindo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63922/ijevss.v4i04.2310

Abstract

This research addresses the need for innovative and practical teaching materials in higher education entrepreneurship courses. The study aimed to develop and evaluate an interactive digital module based on Project-Based Learning (PjBL) to enhance student engagement and bridge the gap between theory and practice. Using a Research and Development (R&D) approach with the 3D model (Define, Design, Develop), a digital flipbook module was created, featuring multimedia content and QR codes that link theoretical concepts to practical project guidelines. The product was evaluated through expert validation and user practicality trials. The results demonstrated the module's high feasibility, achieving a content validity score of 86% and a media validity score of 94%. Furthermore, the module proved highly practical, with consistent scores from students (85-86%) and the course lecturer (90%). The study concludes that the systematic integration of a PjBL workflow into an interactive digital module is an effective solution for creating an active and autonomous learning environment. This research provides a valid, practical, and replicable model for developing modern educational resources. Future studies are recommended to quantitatively measure the module's impact on student learning outcomes and entrepreneurial competencies.
PENGEMBANGAN PLATFORM BAHAN AJAR DIGITAL KEGIATAN EKSTRAKURIKULER PRAMUKA DI SMP NEGERI 3 MAKASSAR Fitrah, Nur Annisa; Febriati, Farida; Monoarfa, Merrisa
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 4 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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

Abstract

Tujuan penelitian penelitian ini adalah: 1) Mengidentifikasi analisis tingkat kebutuhan pengembangan platform bahan ajar digital kegiatan ekstrakurikuler pramuka di SMP Negeri 3 Makassar, 2) Mendesain produk platform bahan ajar digital kegiatan ekstrakurikuler pramuka di SMP Negeri 3 Makassar, 3) Menggambarkan validitas dan tingkat kepraktisan produk platform bahan ajar digital ekstrakurikuler pramuka di SMP Negeri 3 Makassar. Penelitian ini dilakukan dengan menggunakan jenis penelitian R&D (Research & Development) dan dikembangkan menggunakan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Subjek penelitian ini yaitu 2 orang validator yang terdiri dari ahli desain media dan ahli isi/materi. Uji coba perorangan berjumlah 3 orang anggota pramuka dan uji coba kelompok kecil berjumlah 15 orang anggota pramuka. Teknik analisis data yaitu secara deskriptif kualitatif dan statistika deskriptif. Hasil penelitian ini menunjukkan bahwa identifikasi tingkat kebutuhan anggota pramuka berada pada kualifikasi sangat dibutuhkan, validasi materi/isi berada pada kualifikasi sangat valid, validasi desain/media berada pada kualifikasi sangat valid, uji coba perorangan memperoleh kualifikasi sangat praktis, uji coba kelompok berada pada kualifikasi praktis, dan tanggapan pembina pramuka berada pada kualifikasi sangat praktis. Kesimpulan dari hasil penelitian ini yaitu tingkat analisis kebutuhan platform bahan ajar digital berada pada tingkat sangat dibutuhkan serta produk platform bahan ajar digital yang dikembangkan sangat valid dan sangat praktis.
PENGEMBANGAN MEDIA EVALUASI INTERAKTIF BERBASIS QUIZIZZ PADA MATA KULIAH PERKEMBANGAN PESERTA DIDIK DI PRODI TEKNOLOGI PENDIDIKAN FAKULTAS ILMU PENDIDIKAN UNIVERSITAS NEGERI MAKASSAR An Nur, Aisyah Ratu; Febriati, Farida; Monoarfa, Merrisa
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 5 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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

Abstract

Abstrak (Indonesia)Penelitian ini bertujuan untuk 1) Mengetahui kebutuhan media evaluasi Interaktif berbasis Quizizz pada Mata Kuliah Perkembangan Peserta Didik Di Prodi Teknologi Pendidikan Fakukultas Ilmu Pendidikan Universitas Negeri Makassar, 2) Mengetahui desain media evaluasi Interaktif berbasis Quizizz pada Mata Kuliah Perkembangan Peserta Didik Di Prodi Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Makassar, 3) Mendeskripsikan validitas dan kepraktisan media evaluasi interaktif berbasis Quizizz pada Mata Kuliah Perkembangan Peserta Didik Di Prodi Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Makassar. Subjek dalam penelitian ini yaitu 2 orang validator yang terdiri dari ahli desain/media dan ahli isi/materi, mahasiswa Teknologi Pendidikan angkatan 2021 berjumlah 62 orang dalam uji coba kelompok besar, dosen pengampuh mata kuliah Perkembangan Peserta Didik, dan 5 orang mahasiswa Teknologi Pendidikan sebagai uji coba perorangan. Teknik analisis data yaitu secara deskriptif kualitatif dan statistic deskriptif. Hasil penelitian ini menunjukkan bahwa identifikasi tingkat kebutuhan mahasiswa berada pada kualifikasi sangat di butuhkan, validasi isi/materi berada pada kualifikasi sangat baik, validasi desain/media berada pada kualifikasi sangat baik, pada tahap uji coba kelompok memperoleh kualifikasi sangat baik, uji coba perorangan memperoleh kualifikasi sangat baik, dan tanggapan dosen pengampuh mata kuliah berada pada kualifikasi sangat baik juga. Kesimpulan dari hasil penelitian ini yaitu tingkat analisis kebutuhan media berada pada tingkat sangat dibutuhkan serta produk media evaluasi interaktif berbasis Quizizz yang dikembangkan sudah valid dan praktis.
PENGEMBANGAN KOMIK DIGITAL SEBAGAI MEDIA PEMBELAJARAN SISTEM REPRODUKSI MANUSIA KELAS IX SMP NEGERI 13 MAKASSAR: PENGEMBANGAN KOMIK DIGITAL SEBAGAI MEDIA PEMBELAJARAN SISTEM REPRODUKSI MANUSIA KELAS IX SMP NEGERI 13 MAKASSAR Nurhalisa Syamsul; Farida Febriati; Citra Rosalyn Anwar
Jurnal Teknologi Pendidikan Vol. 4 No. 1 (2024): Jurnal Teknologi Pendidikan (JTekpend)
Publisher : FKIP Palangka Raya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/jtekpend.v4i1.10970

Abstract

ABSTRAK Penelitian ini bertujuan untuk: (1) mengidentifikasi tingkat kebutuhan siswa terhadap komik digital sebagai media pembelajaran sistem reproduksi manusia kelas IX SMP Negeri 13 Makassar yang dikembangkan, (2) mendesain komik digital sebagai media pembelajaran sistem reproduksi manusia kelas IX SMP Negeri 13 Makassar, dan (3) mengukur tingkat validitas dan kepraktisan komik digital sebagai media pembelajaran sistem reproduksi manusia kelas IX SMP Negeri 13 Makassar. Jenis penelitian ini adalah penelitian dan pengembangan atau research and development (R&D) dengan menggunakan model 4D yang di modifikasi menjadi 3D (define, design, development). Subjek dari penelitian ini adalah validator yang terdiri dari ahli media dan ahli materi/isi, siswa kelas IX yang mempelajari Sistem Reproduksi Manusia dan guru mata pelajaran IPA. Hasil dari penelitian ini adalah identifikasi tingkat kebutuhan siswa berada pada kualifikasi sangat dibutuhkan, hasil validasi ahli media berada pada kualifikasi sangat baik, hasil validasi ahli materi/isi berada pada kualifikasi sangat baik. Pada tahap uji coba kelompok kecil dan uji kelompok besar mendapatkan masing-masing hasil kualifikasi baik dan sangat baik dan hasil tanggapan guru mata pelajaran IPA berada pada kualifikasi sangat baik. Kesimpulan dari hasil penelitian ini tingkat analisis kebutuhan produk Komik Digital berada pada kualifikasi dibutuhkan serta produk Komik digital ini sudah valid dan praktis. ABSTRACT This study aims to: (1) identify the level of students' need for digital comics as a learning medium for the human reproductive system for class IX at SMP Negeri 13 Makassar which was developed, (2) to design digital comics as a learning medium for the human reproductive system for class IX at SMP Negeri 13 Makassar, and (3) measuring the level of validity and practicality of digital comics as a medium for learning the human reproductive system for class IX at SMP Negeri 13 Makassar. This type of research is research and development (R&D) using a 4D model modified to 3D (define, design, development). The subjects of this study were validators consisting of media experts and material/content experts, class IX students studying the Human Reproductive System and science subject teachers. The results of this study are the identification of the level of student needs in the qualifications much needed, the results of the validation by media experts are in very good qualifications, the results of validation by material/content experts are in very good qualifications. In the small group trial and large group trials, the respective results obtained good and very good qualifications and the results of the responses of the science subject teachers were in very good qualifications. The conclusion from the results of this study is that the level of needs analysis for Digital Comic products is at the required qualifications and this digital Comic product is valid and practical.
PENGEMBANGAN KUIS INTERAKTIF BERBASIS GAME EDUKATIF PADA MATA PELAJARAN BAHASA INGGRIS KELAS VII DI DDI ALLIRITENGAE MAROS: PENGEMBANGAN KUIS INTERAKTIF BERBASIS GAME EDUKATIF PADA MATA PELAJARAN BAHASA INGGRIS KELAS VII DI DDI ALLIRITENGAE MAROS Melita Sumomba; Abdul Hakim; Farida Febriati
Jurnal Teknologi Pendidikan Vol. 4 No. 1 (2024): Jurnal Teknologi Pendidikan (JTekpend)
Publisher : FKIP Palangka Raya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/jtekpend.v4i1.12253

Abstract

ABSTRAKPentingnya mengembangkan media pembelajaran merupakan salah satu faktorpenentu dalam keberhasilan pembelajaran. Penelitian ini bertujuan untuk : (1)Mengidentifikasi kebutuhan pengembangan kuis interaktif pada mata pelajaranbahasa Inggris terhadap game Edukatif sebagai media evaluasi kelas VII di DDIAlliritengae Maros, (2) Mendesain kuis interaktif mata pelajaran bahasa Inggrisberbasis game edukatif sebagai media evaluasi kelas VII di DDI Alliritengae Maros,(3) Menghitung validitas dan kepraktisan kuis interaktif berbasis game edukatifsebagai media evaluasi pada mata pelajaran bahasa Inggris kelas VII di DDIAlliritengae Maros. Dalam penelitian ini metode yang digunakan adalah MultimediaDevelopment Life Cycle, dimana metode ini memiliki 6 tahapan yakni konsep(concept), desain (design), pengumpulan materi (material collecting), pembuatan(assembly), pengujian (testing), distribusi (distibution). Dari hasil uji coba diperolehhasil 92,61% dimana pada tabel konversi tingkat kepraktisan berada pada kategorisangat praktis dengan keterangan tidak perlu direvisi. Berdasarkan hasil uji coba kuisinteraktif berbasis game edukatif dikatakan sangat praktis dengan aspek yang dinilaiyaitu kejelasan materi, tampilan dan desain kuis interaktif berbasis game edukatifyang menarik sehingga dapat menumbuhkan semangat dan juga motivasi siswauntuk mengikuti evaluasi pembelajaran, selain itu produk game edukatif ini mudahdioperasikan dan dilakukan kapanpun dan dimanapun. Hasil analisis kebutuhan yangdiperoleh melalui angket atau kuesioner yang diisi oleh siswa kelas VII yang sedangmengikuti pelajaran Bahasa Inggris didapatkan hasil bahwa dalam proses evaluasimata pelajaran dibutuhkan media evaluasi berbasis game edukatif yang lebih praktisdan efisien. game edukatif yang dikembangkan dengan acuan RPP kemudianmenentukan teks soal berdsarkan indikator capaian tiap materi lalu dirancang dalambentuk soal evaluasi berupa soal pilihan ganda, essai, benar atau salah dan juga kuisdengan audio. Kuis interaktif berbasis game edukatif yang dikembangkanmenggunakan aplikasi Kahoot. Pada tahap validasi game edukatif, dilakukan validasioleh dua orang validator yang ahli dibidangnya dengan memperoleh skor yangberada pada kualifikasi baik sehingga game edukatif yang dikembangkan dapatdikatakan valid untuk digunakan dalam proses evaluasi pada mata pelajaran BahasaInggris. ABSTRACTThe importance of developing learning media is one of the determining factors inlearning success. This research aims to: (1) Identify the need for developinginteractive quizzes in English subjects with educational games as an evaluationmedium for class VII at DDI Alliritengae Maros, (2) Design interactive quizzes forEnglish subjects based on educational games as evaluation media for class VII inDDI Alliritengae Maros, (3) Calculating the validity and practicality of educationalgame-based interactive quizzes as an evaluation medium in class VII Englishsubjects at DDI Alliritengae Maros. In this research, the method used is theMultimedia Development Life Cycle, where this method has 6 stages, namelyconcept, design, material collecting, assembly, testing, distribution. . From the test results, a result of 92.61% was obtained, where in the conversion table the level ofpracticality was in the very practical category with information that did not need to berevised. Based on the results of the interactive quiz trial based on educational games,it is said to be very practical with aspects assessed, namely clarity of material,appearance and design of interactive quizzes based on educational games that areattractive so that they can foster enthusiasm and also motivate students to take partin learning evaluations, apart from that, this educational game product is easy.operated and carried out anytime and anywhere. The results of the needs analysisobtained through questionnaires filled out by class VII students who were takingEnglish lessons showed that in the subject evaluation process a more practical andefficient educational game-based evaluation media was needed. Educational gamesthat are developed with RPP as a reference then determine the text of the questionsbased on achievement indicators for each material and then design them in the formof evaluation questions in the form of multiple choice questions, essays, true or falseand also quizzes with audio. Interactive quiz based on educational games developedusing the Kahoot application. At the educational game validation stage, validation iscarried out by two validators who are experts in their fields by obtaining scores thatare in good qualifications so that the educational game developed can be said to bevalid for use in the evaluation process in English subjects.
Pengembangan Media Komik Digital Untuk Mata Pelajaran Bahasa Indonesia Istiqamah, Nur; Pattaufi, Pattaufi; Febriati, Farida
Journal on Teacher Education Vol. 5 No. 3 (2024): Journal on Teacher Education
Publisher : Universitas Pahlawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jote.v5i3.25960

Abstract

Penelitian ini bertujuan untuk mengetahui tingkat kebutuhan, mendesain media komik digital, mendeskripsikan tingkat validitas dan tingkat kepraktisan media komik digital untuk mata pelajaran Bahasa Indonesia kelas VII di MTs Negeri 2 Makassar. Penelitian ini dikembangkan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Penelitian ini dilakukan di MTs Negeri 2 Makassar. Adapun subjek dalam penelitian ini adalah 2 orang validator yaitu ahli media dan ahli materi, siswa kelas VII sebanyak 30 orang, dan 1 orang guru mata pelajaran bahasa Indonesia. Hasil dari penelitian ini yakni: 1) Analisis kebutuhan menunjukkan bahwa siswa dan guru membutuhkan adanya pengembangan media pembelajaran. 2) Media komik digital dapat diakses secara online dan offline baik menggunakan laptop maupun smartphone. 3) Tingkat kevalidan media komik digital berada pada kualifikasi sangat valid, serta tingkat kepraktisan media komik digital berada pada kualifikasi sangat praktis.
PENGEMBANGAN E-BOOK MATA PELAJARAN IPA UNTUK MENINGKATKAN HASIL BELAJAR DI SMP NEGERI 02 SUNGGUMINASA KABUPATEN GOWA. Muh. Reski; Nurhikmah H; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09, No. 04 Desember 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i4.17018

Abstract

The problem found was the lack of learning media used by science teachers in the learning process. So the researchers developed this e-book with the aim of: 1) identifying the need for e-books, 2) developing e-book designs, 3) measuring the level of validity, practicality and effectiveness of e-books. This research uses an R&D approach and was developed using the ADDIE model. The research was carried out at SMP Negeri 02 Sungguminasa, Gowa Regency. with research subjects 25 students and science teachers. The research results show that the level of student needs is at 79% of required qualifications, teacher interviews are at 100%, qualifications are very much needed, material/content validation results are at 82.86% for good qualifications, media/design validation results are at 93.33% for qualifications. very good, the results of the student response assessment were in the percentage of 85% good qualifications and the teacher assessment response questionnaire was in the percentage of 80% good qualifications, and to measure effectiveness the one group pretest experimental method was used with an average score of 5.78 points and posttest with an average This value of 9.43 points indicates an increase in learning outcomes so that it is declared very effective. The conclusion of the research results is that the level of analysis of the need for E-books in science subjects is in the required qualifications and this E-book is very valid, practical and very effective. And can improve student learning outcomes.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKAT HASIL BELAJAR PADA MATA PELAJARAN BAHASA INGGRIS KELAS XI DI SMAN 4 SIDRAP Furkan Harris Saputra; Abdul Hakim; Farida Febriati
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 04 (2024): Volume 09 No. 04 Desember 2024 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i04.20731

Abstract

This study aims to: (1) Knowing the level of need for educational games on English subjects of class XI at SMAN 4 SIDRAP (2) Designing educational games on English subjects of class XI at SMAN 4 SIDRAP (3) Knowing the level of validity, practicality of using educational games on English subjects of class XI at SMAN 4 SIDRAP, The research followed the stages of development of Alessi and Trollip, which consisted of development steps (Planning, Design, & Development). This research was conducted at SMAN 4 SIDRAP involving students of grade XI and English subject educators of grade XI. The test of the developed product consists of an alpha test which is validated by 3 validators including instrument validators, content/material validators with an average score of 100% which is in very good qualifications, media validators with an average score of 96% which is in very good qualifications. The beta test consists of a large group trial involving 30 students whose final questionnaire results are 89.7%, which is in the Practical qualification, Small group trials involving 12 students whose final questionnaire results were 97.7% were in very practical qualifications. Educators' responses related to the development of educational games with the final results of the questionnaire 98% are in very practical qualifications. This development research produces educational game products that can be used in the learning process for class XI students at SMAN 4 SIDRAP. The learning outcomes of students after using educational games increased by 0.21 or 21.46%.
PENGEMBANGAN MEDIA PEMBELAJARAN DIORASMART PADA MATA PELAJARAN GEOGRAFI DI SMA NEGERI 13 MAKASSAR Qadri, Muh. Nuzul; Febriati, Farida; Mawarni, Sella
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24633

Abstract

Geography learning, especially on volcanism material, requires media that can help students visualize abstract concepts more realistically. However, limited time and learning media used by teachers only using maps, atlases, globes, and videos from Youtube make students tend to get bored in the learning process. Therefore, this study aims to develop Diorasmart learning media, a learning media that combines Android-based applications in the form of Smart Apps Creator (SAC) and 3-dimensional volcano dioramas. This study uses the ADDIE development model consisting of five stages: analysis, design, development, implementation, and evaluation. At the analysis stage, observations and needs questionnaires were conducted to determine students' difficulties in understanding volcanism material. At the design stage, the SAC application was designed with interactive animation features, educational videos, and quizzes, while the volcano diorama was developed to provide a real visual depiction. After going through the development stage, Diorasmart was tested for validity by material experts and media experts, and tested on students and teachers to measure its level of practicality and effectiveness. The results of the study indicate that Diorasmart has a high level of validity and is valid for use in geography learning. Teachers' and students' responses to this media are very positive, especially in terms of ease of use and visual appeal. In addition, student learning outcomes through pretest, posttest, and paired samples tests show that Diorasmart is effective in improving student understanding. Thus, Diorasmart can be an innovative solution in geography learning, especially in volcanism material, and has the potential to be further developed in other geography materials.
ANALISIS PELAKSANAAN PROGRAM MERDEKA BELAJAR-KAMPUS MERDEKA DI UNIVERSITAS NEGERI MAKASSAR Nurwahyuni Palabirani; Farida Febriati; Merissa Monoarfa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.25877

Abstract

The implementation of the independent learing-independent campus program at Makassar State Univercity has problems including obstacles in recognizing grades that are not in accordance with student expectations, as well as the lack of understanding and support from several lecturers for the credit conversion process. This study aims to analiyze the implementation of the independent learning-independent campus program at Makassar State Univercity. The research method used is qualitative with a case study type of research with data collection techniques in the study through observation, in-depth interviews and documentation. Data analysis uses data reduction analysis, data presentation, and drawing conclusions. The techniques used for the validity of the data findings in this study are triangulation and member check. The results of the study show that the implementation of MBKM at Makassar State University has been running optimally, supported by effective socialization. However, the main challenges faced include the lack of clear information regarding the value recognition procedure, the lack of understanding of several lecturers regarding course conversion.
Co-Authors A. Asbabul Mutawakkal A. Nidaul Magvira Nasrun Abd Hakim Abd Haling Abd. Haling Abdul Hakim Abdul Hakim Abdul Hakim Abdul Haling Abdul Haling Nurul Fahira S Abdul Saman Adiati Tomia Ahmad Jamalong, Ahmad Aliyah Salsabila Amelia Dwiputri AMELIA, NUR Amir, Nurdiah Anggraeni Amirul Mukminin Amri Amal An Nur, Aisyah Ratu Anas Arfandi Andi Akram Dolla Andi Meisya Nurul Maulidiah Andi Nurfajriani Andromeda Valentino Sinaga Arismunandar Arismunandar Arnidah Arnidah Arnidah, Arnidah Arwin Arif Ashabul Kahfi, Ashabul Ashak, Muh. Ashar Asmilawati, Nur Asrianty, Nur Annisa Asrul Burhan Bella, Regina Rita Budiarti, Andi Ima Burhanuddin, Muhaimin Citra Rosalyn Anwar Citra Rosalyn Anwar Dedy Aswan Dian Ismidiati Idil Dinda Hafidzah Permoni Gunawan Eka Ariaty B Eliana Putri Erniyanti Erniyanti Ervianti, Ervianti Erwana Erwin Faiqatunnisa Faizal Rizky, Muhammad Fajila Ramadani Fajriani Asdar Falahuddini, Muhammad Yusuf Faqihudin Febrianti, Ika Fitrah, Nur Annisa Fitri Hidayanti Fitriah Abubakar Furkan Harris Saputra H, Nurhikmah H. Abd.Haling Hamrullah, Dwi Evayanti Harsuani Harsuani Hasanah, Aswatul Nur Hasmidarahma Hasmidarahma Hasmitaloka, Retno Hasriani Hasriani, Hasriani Hestiningrum, Aprilia Husnul Khatimah Husnul Khotimah I Made Tegeh Indah Musfirah MA Indi, Arindi Nurul Amalia Asman Indra Azis Intan Gemelia Fau Irmayanti Laurentius Irmayanti, Murlia Irnayanti Istar Al Fatih Malik Nur Jaya, Dirwan Kalsum Kalsum Kurniawan, Andi Ismunandar Latri Aras Lonang, Anisa Hardiyani Lutfi B Lutfi M. Muhajir M.Yusuf.P Maenuddin Bustanil Syah Maharani Mahir Mardani, Izmy Dewi Marina Marina Marlina Marlina Melita Sumomba Merissa Monoarfa Merissa Monoarfa Merrisa Monoarfa Merrisa Monoarfa MMSI Irfan ,S. Kom Monoarfa, Merrisa Muchtar, Hasriani Muh Yusuf Falahuddin Muh. Reski Muhaimin Burhanuddin Muhajir Muhajir Muhammad Alfian Solo Muhammad Awaluddin, Muhammad Muhammad Farhan Muhammad Ilham S Muhammad Nur Muhammad Suyudi Muhammad Wildan Asrib Murlia irmayanti Nasrun, A. Nidaul Magvira Nunung Nurfajri Ainun Nur Annisa Nur Arif MS Nur Azizah Nur Eni Nur Fatimah Syam Nur Halisa Nur Istiqamah, Nur Nur, Een Afliani Nur, Miftahu Nuraeni Nuranisa Ramli Nurdiah Anggraeni Amir Nurfadhliah Awaliyah Nurhalisa Syamsul Nurhidayah Nurhidayah Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah H Nurhikmah Nurhikmah H Nurhikmah H Nurhikmah Nurhikmah Nurul Septiani Nurwahyuni Palabirani P. Pattaufi Pattaufi Pattaufi Pattaufi Pattaufi, Pattaufi Pertiwi Indah Lestari Putri Nursadrina Hiwan Qadri, Muh. Nuzul Rahma Rahmat Al Qadri Basri Ramadhan Akbar Yusuf Ramadhana, Rahmah Rande Rippa, Ariani Rasdin, Sunarti RATNAWATI Regina Rita Bella Reski Reski Reski Riska Vianti Risma Asmita Riswandi Rizki ayu Afrianti Runniarsiti, Runniarsiti Ruslan Efendi Kilkoda Saheria Sella Mawarni Sintia Wulandari Sintia Wulandari Siore, Yulsilva Siska Sofyan Sri Wahyuni St. Khumaerah St. Marwah Sujarwo Sujarwo Sujarwo Sulfah Muhtar Sulfajri Sulfajri Syah, Maenuddin Bustanil Syam, Nur Fatimah Syarifa Ratu Lutfiah Quraish Ihsan Ba’sein ulya, Andi fahrullah Ummul Khaeri Ummul Khaeri Basid Usman, Khadaffy Wahira Wahyu Nugraha Wahyu Sanjaya Wahyuni Wahyuningsih Wahyuningsih Wildana Wildana, Wildana Wirda Wiwik La Otje Wulandari, Sintia Yulita Yulita Yunita Randa Bunga Yusran