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PENGENALAN FLIPPED CLASSROOM PADA BLENDED LEARNING UNTUK MENINGKATKAN KOMPETENSI PEDAGOGIK GURU SMA DI TEHORU Ramadhani, Widya Putri; Molle, Juliana S; Sabandar, Vederico P
PAKEM : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 2 (2022): Pakem : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pakem.2.2.160-166

Abstract

The implementation of this community service aims to help school teachers adapt to technology in learning during Distance Learning activities and the preparation of Face-to-face Learning at Senior High Schools in Tehoru District, where the problems faced are related to Teacher Pedagogic Competence Improvement. The object of this activity is all high school teachers in Tehoru District. In general, the problems are: (1) The teachers' pedagogic ability is still low in delivering interesting materials for students; (2) Teachers find obstacles in adapting technology, especially in the era of online learning; (3) Not yet optimal video content or teaching materials provided by teachers to students during Distance Learning; and (4) The limited ability to make learning videos. Based on the problems faced, the Service team offers solutions, namely: (1) Introducing and identifying various platforms and applications that can be used by teachers for learning and assessment according to the subjects being taught; (2) Maximizing the use of Youtube, WhatsApp and Google Classroom applications for learning and assessment; (3) Integrating learning platforms and applications with features in Google Classroom; (4) Introduction of Flipped Classroom for online learning; (5) Assignment of making lesson plans with the flipped classroom method for online learning. The results of filling out teacher questionnaires before and after being given training were generally satisfied and understood the material presented. Thus, the teacher's pedagogic competence increases after applying Flipped Classroom in this Blended learning. This activity went smoothly and the teachers were very enthusiastic to apply these skills in teaching activities in schools during blended learning
ChatGPT Acceptance and Use by Generation Z Pre-service Mathematics Teachers Lestari, Yusfa; Tari, Suci Rizkina; Ramadhani, Widya Putri; Qudratuddarsi, Hilman
Jurnal Inovasi dan Teknologi Pendidikan Vol. 3 No. 3 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v3i3.141

Abstract

In today’s digital era, educational technology—particularly AI tools like ChatGPT—offers innovative solutions to enhance mathematics education. This study explores how Gen-Z pre-service mathematics teachers accept and use ChatGPT, guided by TPB and UTAUT2 frameworks, while also examining the roles of gender and year of study in shaping their behavior. This quantitative study used a cross-sectional survey with 157 Gen-Z pre-service mathematics teachers, selected via convenience sampling. Data were gathered using a validated questionnaire based on UTAUT, showing high reliability (α = 0.97). Analysis involved descriptive statistics, Pearson correlation, t-tests, and ANOVA to examine ChatGPT acceptance and use by gender and year of study. Descriptive statistics confirmed normal distribution, supporting parametric tests. Pearson coefficients revealed strong, significant correlations between behavioral intention and variables like social influence (r = 0.785) and perceived behavioral control (r = 0.777). Actual ChatGPT use was most correlated with perceived behavioral control (r = 0.784) and attitude (r = 0.738). All predictors, including performance expectancy, effort expectancy, and hedonic motivation, showed positive, significant relationships, supporting the relevance of UTAUT 2 and TPB frameworks in explaining ChatGPT adoption in educational contexts.
Pengembangan Lembar Kiagatan Siswa (LKS) Berbasis STEAM dengan Teknik Ecoprint Sebagai Perangkat Pembelajaran Tematik Alam , Syamsu; Ramadhani, Widya Putri; Patmaniar, Patmaniar
Jurnal Pelita: Jurnal Pembelajaran IPA Terpadu Vol. 3 No. 1 (2023): Juni 2023
Publisher : Pustaka Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54065/pelita.3.1.2023.318

Abstract

Tujuan penelitian ini adalah untuk membuat lembar kegiatan siswa berbasis STEAM menggunakan teknik Ecoprint. Mereka juga akan menilai validitas, kelayakan, dan kepraktisan produk yang dibuat. Penelitian ini menggunakan pendekatan pengembangan 4D: Definisi, Desain, Pengembangan, dan Pendistribusian. Instrumen yang digunakan dalam penelitian ini adalah angket dan tes validasi ahli yang digunakan pada 102 siswa di kelas X SMA IPA. Data dianalisis dengan mengolah data respon validator dengan skala likert yang diubah menjadi data kualitatif. Hasil penelitian menunjukkan bahwa lembar kegiatan siswa berbasis STEAM dengan teknik Ecoprint memiliki tingkat validitas sedang, dengan aspek kelayakan sebesar 90% dari pandangan siswa dan 91% dari pendapat guru. Hasil uji praktikalitas masing-masing sebesar 87% dari guru dan 92% oleh siswa. Dapat disimpulkan bahwa LKS berbasis STEAM dengan teknik Ecoprint valid, layak dan praktis untuk digunakan sebagai media pendukung pembelajaran Matematika. Lembar kegiatan siswa berbasis uap dengan teknik Ecoprint sangat cocok diterapkan sebagai media pembelajaran inovatif yang relevan dengan tuntutan abad 21 dengan menekankan pada keterampilan 4C.
THE EFFECT OF HABITS OF MIND AND LEARNING ACTIVITIES ON LEARNING OUTCOMES OF HIGH SCHOOL STUDENTS Moma, La; Ramadhani, Widya Putri
JME (Journal of Mathematics Education) Vol 10, No 1 (2025): JME
Publisher : Universitas Sembilanbelas November Kolaka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31327/jme.v10i1.2706

Abstract

This study aims to analyze the effect of habits of mind and learning activitieson mathematics learning outcomes of class XI students of SMAN 11 Ambonon polynomial material. This associative causal research used purposivesampling technique involving 64 students from class XI MIA 1 and XI MIA2. The research instrument consisted of 32 statements to measure habits ofmind, 32 statements for learning activities, and 6 description questions formath learning outcomes. Data analysis used simple linear regression andmultiple linear regression. The results showed: (1) there is a positive effect ofhabits of mind on mathematics learning outcomes with a determinationcontribution of 16.2% (p = 0.001) including the low category; (2) there is apositive effect of learning activities on mathematics learning outcomes with adetermination contribution of 11.6% (p = 0.003) including the low category;and (3) habits of mind and learning activities simultaneously have a positiveeffect on mathematics learning outcomes with a determination contribution of17.2% (p = 0.003) including the low category. This study recommends thedevelopment of learning strategies that systematically facilitate the formationof habits of mind and encourage optimal learning activities to improvestudents' mathematics learning outcomes, especially on polynomial materialsthat require good conceptual understanding and procedural skills.
Analisis Representasi Visual Matematis Berbasis Etnomatematika Maluku Berbantuan Augmented Reality pada Materi Bangun Ruang Sisi Datar Widya Putri Ramadhani; Usman Mulbar
Jurnal Pendidikan Matematika Unpatti Vol 7 No 1 (2026): Jurnal Pendidikan Matematika Unpatti
Publisher : Program Studi Pendidikan Matematika Fakultas Keguruan dan Ilmu Pendidikan Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jpmunpatti.v7.i1.p30-40

Abstract

Kajian tentang integrasi etnomatematika dan Augmented Reality (AR) dalam pembelajaran geometri belum banyak memusatkan perhatian pada proses representasi visual matematis siswa secara mendalam. Penelitian ini bertujuan mendeskripsikan representasi visual matematis siswa kelas VIII dalam pembelajaran matematika berbasis etnomatematika berbantuan Augmented Reality pada materi bangun ruang sisi datar. Penelitian menggunakan pendekatan kualitatif dengan jenis studi kasus yang dilaksanakan di SMP Negeri 1 Kairatu, Kabupaten Seram Bagian Barat, Maluku. Subjek penelitian terdiri atas tiga siswa yang mewakili kategori representasi visual reproduktif, transisional, dan konseptual. Data dikumpulkan melalui observasi pembelajaran, LKPD berbasis AR, dokumentasi hasil kerja siswa, dan wawancara semi-terstruktur. Objek budaya Maluku yang digunakan meliputi Masjid Tua Wapauwe, Gereja Tua Imanuel, Rumah Tua Lating Nustapy, dan Benteng Amsterdam. Hasil penelitian menunjukkan bahwa representasi visual matematis siswa tahapdikategorikan dalam tiga kategori representasi visual. Pada kategori reproduktif, siswa menyalin bentuk visual objek budaya tanpa menghubungkannya dengan konsep bangun ruang. Pada kategori transisional, siswa mulai mendekomposisi objek ke dalam bentuk balok, prisma, atau limas, namun masih mengalami kesulitan pada jaring-jaring dan hubungan antarsisi. Pada kategori konseptual, siswa mampu mengubah tampilan AR menjadi sketsa, jaring-jaring, tabel unsur, rumus, dan penjelasan matematis yang bermakna. AR efektif membantu visualisasi, tetapi pemahaman konseptual tetap memerlukan scaffolding dan refleksi terarah dari guru.
PELATIHAN OLIMPIADE MATEMATIKA SEBAGAI UPAYA PENINGKATAN KEMAMPUAN BERPIKIR TINGKAT TINGGI SISWA DI SD NEGERI 41 AMBON Reinhard Salamor; M. Samud Rumalean; Widya Putri Ramadhani; Yulian Hany Makaruku
Journal of Community Empowerment Vol 5, No 2 (2026): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v5i2.39802

Abstract

ABSTRAKKemampuan berpikir tingkat tinggi atau Higher Order Thinking Skills (HOTS) merupakan kompetensi penting yang perlu dikembangkan sejak jenjang sekolah dasar. Namun, pembinaan olimpiade matematika di SD Negeri 41 Ambon masih menghadapi kendala berupa minimnya pengalaman siswa dalam menyelesaikan soal nonrutin dan belum tersedianya pendampingan khusus berbasis HOTS. Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan mendeskripsikan pelaksanaan pelatihan olimpiade matematika dan menganalisis dampaknya terhadap kemampuan berpikir matematis siswa. Kegiatan dilaksanakan melalui beberapa tahapan, yaitu koordinasi awal dengan kepala sekolah dan guru matematika untuk mengidentifikasi kebutuhan siswa, analisis pola soal olimpiade, penyusunan materi pelatihan, pelaksanaan pelatihan melalui pemberian soal diagnostik, pembimbingan strategi penyelesaian soal dengan pendekatan menemukan pola, diskusi kelompok, latihan soal nonrutin, serta evaluasi melalui perlombaan MIPA dua babak. Metode yang digunakan adalah pelatihan partisipatif dengan melibatkan siswa kelas IV–VI SD Negeri 41 Ambon sebagai mitra sasaran. Evaluasi kegiatan diikuti oleh 25 siswa pada babak penyisihan dan 13 siswa pada babak final. Hasil evaluasi menunjukkan bahwa dari 13 finalis, 2 siswa atau 15,4% berada pada kategori kemampuan sedang dan 11 siswa atau 84,6% berada pada kategori rendah. Meskipun capaian kuantitatif belum optimal, kegiatan ini memberikan dampak positif secara kualitatif, yaitu meningkatnya motivasi, kepercayaan diri, dan pemahaman awal siswa terhadap strategi penyelesaian soal olimpiade berbasis HOTS.Kata kunci: Olimpiade Matematika; Berpikir Tingkat Tinggi; Pengabdian Kepada Masyarakat; Pelatihan Partisipatif; Sekolah Dasar. ABSTRACTHigher-order thinking skills (HOTS) are essential competencies that need to be developed starting in elementary school. However, the preparation for the math Olympiad at SD Negeri 41 Ambon still faces challenges, including students’ limited experience in solving non-routine problems and the lack of specialized HOTS-based guidance. This Community Service (PkM) activity aims to describe the implementation of a math Olympiad training program and analyze its impact on students’ mathematical thinking skills. The activity was carried out in several stages, namely initial coordination with the school principal and math teachers to identify students’ needs, analysis of Olympiad question patterns, development of training materials, implementation of the training through the administration of diagnostic tests, guidance on problem-solving strategies using a pattern-recognition approach, group discussions, non-routine problem-solving exercises, and evaluation through a two-round STEM competition. The method used was participatory training involving fourth- through sixth-grade students at SD Negeri 41 Ambon as the target participants. The evaluation of the activity included 25 students in the preliminary round and 13 students in the final round. The evaluation results show that of the 13 finalists, 2 students (15.4%) were in the moderate ability category and 11 students (84.6%) were in the low ability category. Although the quantitative outcomes were not yet optimal, this activity had a positive qualitative impact, namely an increase in students’ motivation, self-confidence, and initial understanding of strategies for solving HOTS-based Olympiad problems.Keywords: Mathematics Olympiad; Higher-Order Thinking Skills; Community Service; Participatory Training; Elementary School.
PELATIHAN PENYUSUNAN MEDIA PEMBELAJARAN DIGITAL BERBASIS AUGMENTED REALITY BERBANTUAN ASSEMBLR EDU UNTUK GURU SD DI KAIRATU Widya Putri Ramadhani; Hanisa Tamalene; Reinhard Salamor; Wa Ode Dahiana; Muhammad Samad Rumalean; La Moma
Journal of Community Empowerment Vol 5, No 2 (2026): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v5i2.39648

Abstract

ABSTRAKKegiatan pengabdian kepada masyarakat ini dilaksanakan untuk menjawab kebutuhan peningkatan kompetensi guru sekolah dasar dalam menyusun media pembelajaran digital berbasis Augmented Reality (AR) di Kecamatan Kairatu, Kabupaten Seram Bagian Barat. Kegiatan ini bertujuan meningkatkan pemahaman guru mengenai pemanfaatan AR dalam pembelajaran, melatih keterampilan teknis penggunaan Assemblr Edu, serta menghasilkan rancangan media digital yang dapat digunakan dalam pembelajaran sekolah dasar. Pelatihan dilaksanakan di SD Negeri 1 Waimital pada 27-28 April 2026 dengan melibatkan 30 guru SD. Metode kegiatan meliputi koordinasi dan analisis kebutuhan, sosialisasi, ceramah interaktif, demonstrasi, praktik langsung, presentasi karya, evaluasi, dan refleksi tindak lanjut. Data dikumpulkan melalui pretest-posttest pemahaman media pembelajaran digital berbasis AR, rubrik unjuk kerja proyek Assemblr Edu, lembar observasi, dan kuesioner kepuasan peserta. Hasil kegiatan menunjukkan peningkatan rerata pemahaman guru dari 55,8% menjadi 84,1% dengan N-gain 0,64. Rerata keterampilan teknis pembuatan proyek AR mencapai 80,1 dan 26 peserta atau 86,7% berhasil mempublikasikan proyek AR secara mandiri melalui tautan atau QR code. Kepuasan peserta mencapai rerata 4,42 dari skala 5,00 dengan kategori sangat puas. Produk guru meliputi media AR untuk materi pecahan, bangun ruang, operasi hitung, daur hidup hewan, dan sistem tata surya sederhana. Program ini menunjukkan bahwa pelatihan berbasis praktik dan pendampingan intensif dapat memperkuat literasi digital guru serta membuka peluang pengembangan media pembelajaran yang lebih visual, interaktif, dan kontekstual di wilayah kepulauan. Kata kunci: Assemblr Edu; Augmented Reality; Guru Sekolah Dasar; Media Pembelajaran Digital; Pelatihan Guru. ABSTRACTThis community service program was conducted to address the need to strengthen elementary school teachers' competence in developing Augmented Reality (AR)-based digital learning media in Kairatu District, West Seram Regency. The program aimed to improve teachers' understanding of AR use in learning, train their technical skills in using Assemblr Edu, and produce digital media designs applicable to elementary classroom instruction. The training was held at SD Negeri 1 Waimital on 27-28 April 2026 and involved 30 elementary school teachers. The program methods included coordination and needs analysis, socialization, interactive lectures, demonstrations, hands-on practice, product presentation, evaluation, and follow-up reflection. Data were collected using a pretest-posttest on AR-based digital learning media understanding, an Assemblr Edu project performance rubric, observation sheets, and a participant satisfaction questionnaire. The results showed that teachers' average understanding increased from 55.8% to 84.1% with an N-gain score of 0.64. The average technical performance score for developing AR projects reached 80.1, and 26 participants or 86.7% successfully published their AR projects independently through links or QR codes. Participant satisfaction reached an average of 4.42 out of 5.00, indicating a very satisfied category. Teachers' products included AR media for fractions, solid geometry, arithmetic operations, animal life cycles, and a simple solar system. The program demonstrates that practice-based training supported by intensive mentoring can strengthen teachers' digital literacy and expand opportunities for developing more visual, interactive, and contextual learning media in island regions.Keywords: Assemblr Edu; Augmented Reality; Digital Learning Media; Elementary School Teachers; Teacher Training.
EKSPLORASI KEMAMPUAN BERPIKIR GEOMETRI SISWA SD MELALUI MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY BERDASARKAN TEORI VAN HIELE Widya Putri Ramadhani; Usman Mulbar
Jurnal Pendidikan Matematika Unpatti Vol 6 No 1 (2025): Jurnal Pendidikan Matematika Unpatti
Publisher : Program Studi Pendidikan Matematika Fakultas Keguruan dan Ilmu Pendidikan Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jpmunpatti.v6.i1.p34-42

Abstract

Penelitian ini bertujuan untuk mengeksplorasi kemampuan berpikir geometri siswa SD dalam menyelesaikan masalah matematika melalui media pembelajaran berbasis Augmented Reality (AR) berdasarkan teori Van Hiele. Penelitian menggunakan pendekatan kuantitatif dengan desain penelitian eksplorasi terhadap 32 siswa kelas VI MIT Daarunnaim Wayame. Hasil penelitian menunjukkan bahwa kemampuan berpikir geometri siswa terkonsentrasi pada level visualisasi (28,13%), analisis (28,13%), dan deduksi informal (31,25%), dengan sedikit siswa mencapai level deduksi formal (9,38%) dan rigor (3,13%). Implementasi media pembelajaran berbasis AR efektif meningkatkan kemampuan berpikir geometri siswa pada level 0 hingga level 3 (p < 0,05), dengan peningkatan terbesar pada level deduksi informal. Terdapat korelasi positif signifikan antara kualitas interaksi dengan media AR dan peningkatan kemampuan berpikir geometri, dengan tingkat keterlibatan interaktif sebagai faktor terkuat (r = 0,826). Analisis klaster mengidentifikasi tiga kelompok siswa berdasarkan respons terhadap pembelajaran berbasis AR yang berkorelasi dengan tingkat peningkatan kemampuan mereka. Penelitian ini menyimpulkan bahwa media pembelajaran berbasis AR berpotensi signifikan mengembangkan kemampuan berpikir geometri siswa SD sesuai teori Van Hiele, namun implementasinya perlu mempertimbangkan aspek pedagogis, teknologis, dan karakteristik individual siswa.
WORKSHOP PENYUSUNAN PERANGKAT AJAR PEMBELAJARAN BERBASIS RISET Nessy Pattimukay; Widya Putri Ramadhani
PAKEM: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 2 (2026): Pakem : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pakem.6.2.167-175

Abstract

One effective learning model for problem-solving is the research-based learning (RBL) model. The RBL model emphasizes active student participation in the research process and enables students to conduct organized investigations to address real-world problems. Pattimura University Laboratory School is a school that organizes learning with a primary focus on research. Based on observations and interviews with the principal and teachers at Pattimura University Laboratory School, it was found that most teachers do not clearly understand RBL, resulting in teachers having difficulty designing and integrating research activities into learning materials. Therefore, strengthening and training on research-based learning is necessary. One form of intervention that can be done to address this problem is to hold a workshop on developing research-based learning teaching materials. The target of this community service activity is elementary and junior high school teachers at Pattimura University Laboratory School. The implementation of this community service activity uses a participatory approach consisting of five main stages: preparation, material delivery, demonstration, presentation, evaluation, and follow-up. This community service activity has been very effective and successful. The overall average score was 4.39 out of 5, with a satisfaction index of 87.8%, and was categorized as very good. The workshop successfully improved teachers' conceptual understanding of PBR, built practical competency in developing research-based teaching materials, strengthened teachers' confidence in innovation, and fostered motivation to develop a research culture in schools.
PENINGKATAN KOMPETENSI GURU MATEMATIKA SMP DALAM MERANCANG PERANGKAT PEMBELAJARAN ETNOSAINS DI KECAMATAN SALAHUTU Pieter Z. Tupamahu; Christi Matitaputty; Widya Putri Ramadhani; Christina M. Laamena; Prelly M. J. Tuapattinaya
PAKEM: Jurnal Pengabdian Kepada Masyarakat Vol 6 No 2 (2026): Pakem : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pakem.6.2.223-235

Abstract

This community service program aimed to enhance the competence of junior high school Mathematics and Science teachers in Salahutu District, Central Maluku Regency, in designing ethnoscience-based learning materials. The main problems faced by the partner teachers were their limited understanding of the concept of ethnoscience and the lack of references and concrete examples of learning materials based on local wisdom. The program was implemented through a participatory and collaborative approach involving 24 teachers from five junior high schools. It consisted of five stages: preparation and coordination, training implementation, evaluation, implementation and trial of the learning materials, and sustainability strengthening. Data were collected through pre- and post-training questionnaires, observation sheets, student feedback instruments, and documentation. The data were then analyzed using quantitative and qualitative descriptive methods. The results of the pre-training questionnaire showed an average score of 82.17% in the very good category, with the lowest score found in the aspect of reference availability at 68.75%. After the training, all participants gave positive responses regarding the usefulness and clarity of the materials, as well as the assistance provided in developing learning materials. A total of 24 teachers successfully produced Teaching Modules, Student Worksheets, and student feedback instruments based on local contexts, namely the sale of rujak at Natsepa Beach, coconuts at the ferry port, and boiled corn, for the topic of Social Arithmetic. This program was effective in improving teachers’ understanding, skills, and motivation in developing contextual mathematics learning while simultaneously preserving the local culture of Maluku.