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Heutagogy, Sebuah Alternatif Pendekatan Pembelajaran di Sekolah Dasar pada Era Revolusi Industri 4.0 Gusti Ayu Putu Sukma Trisna; Dinn Wahyudin; Rusman Rusman; Cepi Riyana
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 8, No 2 (2022): June
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (37.083 KB) | DOI: 10.33394/jk.v8i2.4020

Abstract

This study aimed to explore more deeply about heutagogy as a learning approach for students in elementary schools in the era of the industrial revolution 4.0 with all the dynamics of the conditions that occurred. The research method used bibliographic research by prioritizing the integrity and accuracy of sources, relationships, meaning relations, and conformity with the research focus. The data collection technique of this research was by studying the documentation of articles related to heutagogy and analyzed descriptively and qualitatively. The results of this study indicated that: (1) Heutagogy was an alternative learning that  can be developed by teachers in elementary schools because this approach provided more optimal space and learning expectations for students, by making themselves the control of learning, (2) This approach heutagogy made the atmosphere and learning outcomes more interesting and motivates students to bring out all their abilities in the principles of humanity in the corridor of democratic education, and (3) The application of the heutagogy approach in elementary schools was a very wise alternative because students, facilitated by teachers, can choose and determine something they wanted to learn, without neglecting the general principles of formal learning.
Pengembangan Aplikasi Sistem Database Virtual Community Digital Learning Nusantara (VCDLN) Menggunakan Model Waterfall Dan Pemrograman Terstruktur Andri Suryadi; Deni Darmawan; Dian Rahadian; Dinn Wahyudin; Cepi Riyana
JURNAL PETIK Vol 8, No 1 (2022): Vol 8 No 1 Tahun 2022
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/jpetik.v8i1.1424

Abstract

 Abstract — Along with the development of today's era and technology, humans are required to make changes, especially in the field of education. The challenges that occur in education are very complex, especially during the current covid-19 pandemic. All learning is carried out online/PJJ (distance learning) to minimize the spread of the covid-19 virus. So, the impact that occurs is that all schools must change all knowledge strategies face-to-face to Online Learning (PJJ). Of course, this is not easy because several things include teachers' readiness, student, and technology resources. In addition, if learning is carried out remotely, there must be other supporting materials, one of which is quality content. Quality content must go through a review process first. However, no forum can meet the needs of the review process, so there is a need for a community-based system that can accommodate the content review process to produce quality content. In this study, a learning community database system application was developed related to developing quality content. The development of this database system application will use the waterfall method with structured programming. The stages are carried out using the waterfall method, starting from analysis, design, implementation, testing, and maintenance. Meanwhile, structured programming is used when designing applications and implementing the waterfall method. So that with the application of this database system, it is hoped that the quality of the content to be published, especially in the field of education, will be guaranteed. Students will get the material as expected with quality content, especially with distance learning during this pandemic.Keywords — content, database system, waterfalls, quality Abstrak — Seiring dengan perkembangan jaman dan teknologi saat ini, manusia dituntut untuk dapat melakukan perubahan terutama di bidang pendidikan. Tantangan yang terjadi di bidang pendidikan sangat kompleks terlebih pada saat pandemi covid-19 sekarang ini seluruh pembelajaran dilakukan secara daring/PJJ (pembelajaran jarak jauh) untuk meminimalisir penyebaran virus covid-19 tersebut. Maka, dampak yang terjadi adalah seluruh sekolah harus mengubah seluruh strategi pembelajaran yang selama ini tatap muka menjadi PJJ. Tentu hal tersebut tidaklah mudah karena beberapa hal diantaranya kesiapan dari sumber daya guru, siswa, dan teknologi. Selain itu, jika pembelajaran dilakukan secara jarak jauh maka harus ada materi pendukung lainnya salah satunya konten yang berkualitas. Konten berkualitas tersebut harus melewati proses review terlebih dahulu. Namun pada saat ini belum adanya wadah yang dapat memenuhi kebutuhan proses review tersebut sehingga perlu adanya sebuah sistem berbasis komunitas yang dapat mewadahi proses review konten tersebut sehingga dapat menghasilkan sebuah konten yang berkualitas. Pada penelitian ini dikembangkan sebuah aplikasi sistem database komunitas pembelajaran terkait dengan pembangunan konten yang berkualitas tersebut. Pengembangan aplikasi sistem database ini akan menggunakan metode waterfall dengan pemrograman terstruktur. Tahapan yang dilakukan menggunakan metode waterfall mulai dari analisis, desain, implementasi, pengujian, dan pemeliharaan. Sedangkan pemrograman terstruktur dipakai pada saat melakukan desain aplikasi dan implementasi pada metode waterfall. Sehingga dengan adanya aplikasi sistem database ini, diharapkan konten yang akan dipublikasi terutama di bidang pendidikan akan terjamin kualitasnya. Dengan adanya konten yang berkualitas, maka siswa akan mendapatkan materi sesuai dengan yang diharapkan terlebih dengan pembelajaran jarak jauh di masa pandemi ini. Kata kunci — konten sistem database waterfall kualitas
ANALISIS PEMANFAATAN MODUL SUPERVISI AKADEMIK DALAM MENINGKATKAN KOMPETENSI SUPERVISI PADA DIKLAT CALON KEPALA SEKOLAH Indah Mustika Rini; Cepi Riyana
Diklus: Jurnal Pendidikan Luar Sekolah Vol 2, No 2 (2018)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (501.502 KB) | DOI: 10.21831/diklus.v2i2.23653

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya kompetensi supervisi kepala sekolah berdasarkan hasil Uji Kompetensi Kepala Sekolah (UKKS) tahun 2015. Untuk meningkatkan kompetensi tersebut maka diperlukan berbagai upaya strategis melalui pendidikan dan pelatihan. Lembaga Pengembangan dan Pemberdayaan Kepala Sekolah (LPPKS) telah menyelenggarakan program diklat calon kepala sekolah sejak tahun 2010. Pelaksanaan diklat tidak terlepas dari keberadaan modul sebagai instrumental input dari sistem pembelajaran. Namun, apakah modul diklat tersebut dapat memberikan manfaat dalam meningkatkan kompetensi peserta diklat? Tujuan penelitian ini adalah untuk menganalisis dan mendeskripsikan sejauh mana pemanfaatan modul supervisi akademik dalam meningkatkan kompetensi supervisi pada diklat calon kepala sekolah. Metode pada penelitian ini deskriptif dengan pendekatan kualitatif. Teknik pengumpulan data dengan cara studi dokumen, wawancara, dan observasi. Hasil penelitian menunjukkan bahwa modul Supervisi Akademik dikembangkan dengan cara mengkompilasi dan menulis sendiri oleh tim gabungan yaitu unsur akademisi dan praktisi. Teknik layout pada modul menggunakan standar pada umumnya karya tulis ilmiah. Modul digunakan sebagai bahan pembelajaran utama. Master Trainer, sebelum melaksanakan diklat mempersiapkan skenario pembelajaran berupa RBPMD (Rancang Bangun Program Mata Diklat) dan RP (Rencana Pembelajaran) dengan alokasi waktu sebanyak 9 JP (jam pelajaran). Modul digunakan mulai dari persiapan, pelaksanaan, dan pasca pembelajaran pada tahap in service learning 1 dan on the job learning. Peserta diklat merespon modul terhadap aspek tampilan, substansi isi, keterbacaan, pedagogis, serta kebermanfaatannya. Peserta diklat memanfaatkan modul dalam kegiatan pembelajaran secara individu, kelompok, dan klasikal pada tahap In service learning 1, On the job learning, In service learning 2, dan setelah menjabat. Faktor-faktor yang mempengaruhi pemanfaatan modul mencakup fasilitator, peserta diklat, suasana dan lingkungan diklat, latar belakang pendidikan, usia serta pengalaman. Kedepannya perlu dilakukan penyempurnaan kualitas keseluruhan modul baik dalam penulisan dan penyajian isi serta cara membelajarkan.
Kurikulum Kearifan Lokal Bali Berbasis Heutagogy di Sekolah Dasar Ayu Sukma Trisna; Dinn Wahyudin; Rusman Rusman; Cepi Riyana; Andria Pragholapati
Journal of Elementary School (JOES) Vol 5 No 1 (2022): Journal of Elementary School (JOES)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joes.v5i1.3475

Abstract

This study focuses on dissecting the heutagogy-based local wisdom curriculum as a strategy for optimizing primary school student learning. The study method uses bibliographic research by prioritizing the integrity and accuracy of sources, relationships, meaning relations, and conformity with the focus of the study. Based on the results of the study, it can be concluded as follows: (1) The local wisdom curriculum is a curriculum model that elaborates and actualizes a set of noble values ​​that are embraced or have become the belief of a society, which is adapted to the characteristics of the educational goals that have been previously set. , (2) Heutagogy is a learning approach that optimally provides opportunities for students to make choices freely about the material to be studied and how to learn it, (3) heutagogy is not only oriented to efforts to master a certain competence, but also to capacity building. and the capability of students' competencies, including elaborating the local values ​​of the community, so that this makes the learning outcomes of students better and more meaningful.
The Urgency of Heutagogy-Based Local Wisdom in Elementary School Curriculum in Bali Gusti Ayu Putu Sukma Trisna; Dinn Wahyudin; Rusman Rusman; Cepi Riyana; Ketut Ayu Lola Monika
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 1 (2023): March
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i1.5894

Abstract

This study aimed to analyze the urgency of heutagogy-based local wisdom values in the elementary school curriculum in Bali. This research method used a survey with a qualitative approach. The research was conducted on elementary school teachers in Buleleng Regency, Bali using a purposive sampling technique consisting of 27 elementary school teachers from nine districts. The research instrument was a questionnaire, which consisted of a 2013 curriculum implementation questionnaire, Balinese local wisdom values applied in elementary schools, and teachers' opinions about the importance of heutagogy elements applied to the 2013 curriculum. Data analysis techniques in this study used quantitative and qualitative descriptive analysis. The results of this study indicated that local wisdom is low in the 2013 curriculum, Balinese local wisdom was rarely inserted into learning, and the primary need for 4C elements found in heutagogy. Therefore, character values, actions, works and traditional games of Balinese local wisdom based on heutagogy in the elementary school curriculum were very urgent to be implemented in elementary schools in Bali. Steps that can be taken  include elaborating the values of local Balinese wisdom in teaching materials, media, evaluation tools, lesson plans, and student worksheets.
3D Interactive Virtual Reality Media to Improve Learning Outcomes in Thematic Subjects Cepi Riyana; Budi Setiawan
Jurnal Pendidikan Indonesia Vol 12 No 2 (2023): June
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpiundiksha.v12i2.58472

Abstract

At the elementary level of school, learning activities are encouraged to prioritise student participation and interaction in the learning process. This is done in order to maximise the overall educational experience. Utilising different kinds of educational media that are based on technology is one of them. It is with media that is based on virtual reality (VR), which gives users the ability to interact with goods in a virtual setting that not only appears real but also has the sensation of being real. This study aims to develop 3D Virtual Reality Interactive Media to improve student learning outcomes in elementary schools. A quasi-experimental approach was utilised for the methodology of this research, and pre- and post-test control groups were included. The learning achievement test is the tool that is being utilised in this research. Students in fourth grade from elementary schools participated in the research project. The following are some of the findings that emerged from this research: (1) the development of a model for 3D virtual interactive multimedia; (2) the implementation of learning through 3D virtual reality interactive media utilising a systems perspective; (3) Varieties of learning assessment (assessment) that make use of authentic assessment; (4) Data demonstrating a good response from students towards the implementation of 3D virtual reality interactive media. It has been demonstrated that the implementation of interactive media in the form of 3D virtual reality has been successful in enhancing the learning outcomes of students in Thematic Subjects, particularly Science in Elementary Schools.
The Role of ChatGPT AI in Student Learning Experience Anggia Viorennita; Laksmi Dewi; Cepi Riyana
Indonesian Journal of Multidiciplinary Research Vol 3, No 2 (2023): IJOMR: VOLUME 3, ISSUE 2, September 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijomr.v3i2.60882

Abstract

Artificial Intelligence (AI) has received significant attention in the educational context, and one of the prominent forms of AI is ChatGPT (Generative Pre-trained Transformer). This study aims to conduct a literature review on the role of ChatGPT AI in student learning experiences. This literature review research focuses on the use of ChatGPT in supporting the learning process of students at various levels of education. The literature review method is used to collect, evaluate, and synthesize the latest literature that is relevant to the research topic. The results of the literature review show that the use of ChatGPT AI in education has grown rapidly in recent years. ChatGPT has been applied in a variety of educational contexts, including as a learning assistant, virtual tutor, assignment corrector, and interactive learning aid. Some of the benefits of using ChatGPT AI in education include increasing the accessibility of learning materials, providing fast and personalized feedback, and encouraging student engagement and learning motivation. However, some challenges need to be addressed, such as ethical concerns, data privacy concerns, and technology limitations. This study concludes that AI ChatGPT has great potential to change the way students learn by providing adaptive and personal assistance in the learning process. To support more effective learning experiences, practitioners and decision-makers in the education sector need to understand the potential and limitations of using ChatGPT.
Teachers' perceptions of media literacy in Junior High School Ahmad Fajar Fadlillah; Mohammad Ali; Asep Herry Hernawan; Cepi Riyana
Inovasi Kurikulum Vol 20, No 2 (2023): Inovasi Kurikulum, August 2023
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v20i2.61704

Abstract

Teachers play an essential role in the success of school media literacy programs. This study analyzes teachers' current perceptions of media literacy competence in junior high schools in West Java, Indonesia. Descriptive research methods have been used to describe and summarize data using statistical techniques. The sample consisted of 381 respondents obtained using a purposive sampling technique. Data collection was obtained from questionnaires distributed through online platforms. The results analyze teachers' perceptions of their knowledge, skills, and attitudes towards media literacy. Teachers understand this concept strongly, recognizing that it goes beyond traditional literacy concepts, including reading and writing. Expertise is also demonstrated in accessing various forms of media. However, media skills are still relatively weak in content analysis and integration into teaching practice because teachers lack the necessary skills to integrate concepts into their teaching practice effectively. A particularly positive attitude towards this concept, recognizing the ability to equip students with the 21st-century skills necessary for today and the future. The research implications describe their literacy conditions as a basis for developing media literacy education. AbstrakGuru memegang peranan penting dalam keberhasilan program literasi media di sekolah. Penelitian ini bertujuan untuk menganalisis persepsi guru saat ini terhadap kompetensi literasi media di sekolah menengah pertama di Jawa Barat, Indonesia. Metode penelitian deskriptif digunakan untuk mendeskripsikan dan merangkum data dengan menggunakan teknik statistik. Sampel berjumlah 381 responden yang diperoleh dengan menggunakan teknik purposive sampling. Pengumpulan data diperoleh dari kuesioner yang disebar melalui platform online. Hasilnya menganalisis persepsi guru saat ini mengenai pengetahuan, keterampilan, dan sikap mereka terhadap literasi media. Para guru memiliki pemahaman yang kuat tentang konsep ini, menyadari bahwa konsep ini melampaui konsep literasi tradisional yang mencakup membaca dan menulis. Keahliannya juga ditunjukkan dalam mengakses berbagai bentuk media. Namun, keterampilan media masih relatif lemah dalam bidang analisis isi dan integrasi ke dalam praktik mengajar karena guru kurang memiliki keterampilan yang diperlukan untuk secara efektif mengintegrasikan konsep ke dalam praktik mengajar mereka. Sikap yang sangat positif terhadap konsep ini, mengakui kemampuan membekali siswa dengan keterampilan abad ke-21 yang diperlukan untuk saat ini dan masa depan. Implikasi penelitian tersebut menggambarkan kondisi literasi mereka sebagai landasan dalam mengembangkan pendidikan literasi media.Kata Kunci: Literasi media; persepsi guru; sekolah menengah pertama
Pengembangan Proyek Pemrograman Medıa Pembelajaran Interaktıf Untuk Tugas Pemecahan Masalah Pelatihan Berpıkır Komputasıonal Mahasiswa Dengan Scratch Erwinsyah Satria; Udin Syaefudin Sa’ud; Cepi Riyana; Wahyu Sopandi; Nur Rahmiani
Jurnal Elementaria Edukasia Vol. 7 No. 1 (2024): Maret
Publisher : Elementary Teacher Education Program, Majalengka University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jee.v7i1.8728

Abstract

Media is needed in learning to attract and make it easier for students to understand the material being taught. Interactive learning media for computational thinking material through Scratch programming as an example of a block-based programming project assignment by applying computational thinking concepts for PGSD student training has not been researched in Indonesia. The research carried out aims to develop an example of a final programming project for interactive media learning computational thinking for PGSD student programming training as a valid and practical problem solving task using the Scratch program as well as the level of competency of the programming project being created. The research carried out is of the research and development type using the ADDIE model. The research participants were 40 students from a private university in West Sumatra. Data was collected using observation, interview, artifact analysis, and questionnaire techniques. The research instrument was a questionnaire with a Likert scale filled in by material, media and research subject experts. Analysis of research data was carried out in a qualitative descriptive manner. From the development research carried out, it was found that the final project example of interactive media programming for computational thinking learning which was developed for PGSD students' computational thinking training as a problem solving task received a very good score with a score of 85.5% from the validation of material experts, media and students, 85. 2% for product practicality, and makes it easier for students to created the program because the difficulty is at intermediate level.
Needs analysis on digital learning objects for university students Nadia Hanoum; Ahmad Fajar Fadlillah; Dadang Sukirman; Cepi Riyana
Inovasi Kurikulum Vol 21, No 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.62688

Abstract

Using Digital Learning Objects as learning resources is essential in blended learning. However, the availability is still limited, so there is a need to design and develop digital learning objects to help students meet learning objectives. This study identifies and analyzes students’ needs for Digital Learning Objects relevant to the course's characteristics. This study employs the descriptive survey method to provide a quantitative description of students’ preferences for different Digital Learning Objects. The data for this study was collected using a questionnaire distributed to 54 students as the sample. The results revealed that the Digital Learning Objects needed for the Audio Media course consisted of digital module (87 percent), video (79,6 percent), and animation (74,1 percent). As for the learning method, practicum (98 percent) and team-based project (81 percent) were preferable to discussion or presentation. It was also found that the digital module was more compatible with the majority of the materials covered in the course. Thus, developing Digital Learning Objects will include digital modules, instructional videos, and animation, which are expected to support students in a blended learning environment effectively. AbstrakPemanfaatan Objek Pembelajaran Digital sebagai sumber belajar merupakan hal yang penting dalam blended learning, namun ketersediaannya masih terbatas oleh karena itu perlu dirancang dan dikembangkan Objek Pembelajaran Digital yang dapat memudahkan siswa dalam mencapai tujuan pembelajaran. Penelitian ini bertujuan untuk mengidentifikasi dan menganalisis kebutuhan mahasiswa terhadap Objek Pembelajaran Digital yang relevan dengan karakteristik mata kuliah yang diambilnya. Penelitian ini menggunakan metode survei deskriptif karena perlu memberikan gambaran kuantitatif tentang preferensi mahasiswa terhadap berbagai jenis Objek Pembelajaran Digital. Data penelitian ini dikumpulkan dengan menggunakan kuesioner yang dibagikan kepada 54 mahasiswa sebagai sampel. Hasil penelitian menunjukkan bahwa Objek Pembelajaran Digital yang dibutuhkan pada mata kuliah Media Audio terdiri dari modul digital (87 persen), video (79,6 persen), dan animasi (74,1 persen). Sedangkan untuk metode pembelajaran, praktikum (98 persen) dan proyek berbasis tim (81 persen) lebih diutamakan dibandingkan diskusi atau presentasi. Ditemukan juga bahwa modul digital lebih kompatibel dengan sebagian besar materi yang dibahas dalam kursus. Oleh karena itu, pengembangan Objek Pembelajaran Digital akan mencakup modul digital, video instruksional, dan animasi, yang diharapkan dapat secara efektif mendukung mahasiswa dalam lingkungan pembelajaran terpadu.Kata Kunci: blended learning; kursus media audio; objek pembelajaran digital