Claim Missing Document
Check
Articles

Found 13 Documents
Search

The Level of Pre-service Teachers’ Digital Literacy during the COVID-19 Pandemic Asyti Febliza; Asep Kadarohman; Aulia Stephani; Zul Afdal
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 2 (2023): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i2.2765

Abstract

The COVID-19 pandemic changed the way in which things were done in schools and colleges. This study aims to find out how well pre-service teachers at a private university in Riau, Indonesia, know how to use technology based on their age, gender, and term. After two years of the COVID-19 pandemic, it was time to find out how well pre-service teachers knew how to use technology. In this study, 722 students made up the whole group. This research is a detailed quantitative study that looks into how well teachers-to-be know how to use technology. The tool is a valid and trustworthy Google form with an inquiry. Technology, Mobile/Smartphone, Social Media, Online Safety, and E-learning are the digital literacy factors that are looked into. The results of the studies show that younger pre-service teachers are better at using technology and female students are slightly better at using technology. It fits into the set group for the semester level. Study programmes were used to find out what the average level of digital literacy was. During the COVID-19 outbreak, most pre-service teachers were at an established level of digital literacy. The results of this study show that using technology for online learning during the COVID-19 pandemic makes pre-service teachers better at using technology.
Pelatihan Pembuatan Video Pembelajaran Menggunakan Aplikasi AZ Screen Bagi Guru Bidang Studi Ekonomi SMA di Kabupaten Sijunjung Sumatera Barat Zul Afdal; Rino; Armida
Manaruko: Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2022): Journal Manaruko
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/manaruko.v1i1.7

Abstract

This community service amis to improve teachers' comprehension and awareness of the value of learning media in instructional activities. Additionally, Sijunjung West Sumatra High School teachers are trained by this initiative to create instructional films utilizing the AZ Screen Application. Increased teacher creativity in the creation and use of video learning material is the specific goal to be met in order to make economic education in schools more relevant. Counseling, instruction, and question-and-answer techniques are the approaches employed in the delivery of this service. At the first week of this activity, observations are made in schools and other relevant institutions/agencies. carried on with the essential tasks. Making educational movies with the help of the AZ Screen application for instructors is the main activity, which takes the shape of socializing exercises. Activities can broaden instructors' understanding of the importance of learning media and the evolution of learning media, particularly as they relate to technological advancements. Teachers' computer or smartphone skills, particularly their ability to load material using the AZ Screen app, have also improved thanks to this exercise.
The Influence of Online Games and Social Media on Student Learning Motivation Moderated by Self-Control Muhamad Ilham Prima Putra; Zul Afdal
Edumaspul: Jurnal Pendidikan Vol 9 No 2 (2025): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

Using self-control as a moderating variable, this study attempts to examine how social media and online games affect students' motivation to learn at Padang State University's Faculty of Economics and Business. Students' extensive usage of digital technology can affect their motivation to learn in both positive and negative ways. Since social media and online games are two of the most popular digital activities, it is critical to look at how they affect students' motivation for learning. This study employed a quantitative methodology, gathering information from current students at Padang State University's Faculty of Economics and Business via questionnaires. For data analysis, moderated regression techniques were employed. The findings demonstrated that playing online games significantly reduced motivation to learn, while social media exhibited varying effects depending on the intensity and purpose of use. It has been demonstrated that Self-control lessens social media's influence. and online gaming on learning motivation. Students with high levels of self-control were able to manage their use of online games and social media more wisely so as not to interfere with their learning motivation. These results