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E-Book Berbasis Elaborasi Gambar Sebagai Penguatan Kognitif Siswa Prameswari, Jihan; Praherdhiono, Henry; Husna, Arafah
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 4 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i42022p423

Abstract

The development resulted in an e-book based on image elaboration as a learning medium for cognitive strengthening. Luther-Sutopo's version of the MDLC (Multimedia Development Life Cycle) includes: concept, design, material collecting, assembly, testing, and distribution is a method for development. Data analysis used quantitative and qualitative. The e-book has been declared valid and suitable for use in learning based on the results of the validation of media experts 95.83 percent and material experts 100 percent. Students have stated that ebooks are effective 86.5 percent. E-books provide cognitive reinforcement to students' analytical skills based on increasing pretest and posttest scores.AbstrakPengembangan menghasilkan E-book berbasis elaborasi gambar sebagai media pembelajaran untuk penguatan kognitif. MDLC (Multimedia Development Life Cycle) versi Luther-Sutopo meliputi: Konsep, Desain, Pengumpulan materi, Pembuatan, Pengujian, dan Distribusi merupakan metode untuk pengembangan. Analisis data menggunakan kuantitatif dan kualitatif. E-book telah dinyatakan valid dan layak digunakan dalam pembelajaran berdasarkan hasil validasi ahli media 95.83 persen dan ahli materi 100 persen. Siswa telah menyatakan bahwa ebook efektif 86.5 persen. E-book memberikan penguatan kognitif pada kemampuan analisis siswa berdasarkan peningkatan nilai pretest dan posttest.
Pengembangan Modul Berbantuan Teknologi Augmented Reality Dengan Puzzle Pada Materi Bangun Ruang Amelia, Sila; Wedi, Agus; Husna, Arafah
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 5, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v5i12022p062

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Learning about solid figure is often applied to book media such as text and two-dimensional images only. In this case, in learning process a learning medium is needed that can help elementary students in understanding the basic characteristics of the shape of a room by displaying the shape of objects in three dimensions. The purpose of this development is to produce a module book product that has been equipped with Augmented Reality technology with puzzles on the subjects of building space for grade IV SD. The method used in this study is a type of development research known as Research &D. The development model used is the Lee &Owens model that has been adapted to the needs of research. The response from media experts and material experts received a positive response after the trial. Meanwhile, product utilization trials were conducted on grade IV elementary school students. And the results obtained overall Augmented Reality module media products with puzzles on space building materials worth using in learning.AbstrakPembelajaran mengenai bangun ruang sering diterapkan pada media buku seperti teks dan gambar dua dimensi saja. Dalam hal ini mengakibatkan pembelajaran menjadi kurang optimal sehingga diperlukan sebuah media pembelajaran yang dapat membantu siswa SD dalam memahami karakteristik dasar bentuk bangun ruang dengan menunjukkan bentuk objek secara tiga dimensi. Tujuan pengembangan ini yakni untuk menghasilkan produk buku modul yang telah dilengkapi teknologi Augmented Reality dengan puzzle pada mata pelajaran bangun ruang untuk kelas IV SD. Metode yang digunakan dalam penelitian ini yaitu jenis penelitian pengembangan yang dikenal dengan istilah Research & Development (R&D). Model pengembangan yang digunakan adalah model Lee & Owens yang telah disesuaikan dengan kebutuhan penelitian. Adapun tanggapan dari ahli media dan ahli materi mendapatkan respon positif setelah dilaksanakan uji coba. Sedangkan uji coba pemanfaatan produk dilakukan terhadap siswa SD Kelas IV. Dan hasil yang didapatkan secara keseluruhan produk media modul Augmented Reality dengan puzzle pada materi bangun ruang layak digunakan dalam pembelajaran.
Model Influence Discovery Learning Regarding Students' Cognitive Learning Outcomes on Changes in Forms of Objects at Islamic Global School Malang Elementary School Sumita, Maulidia Wiyan; Wedi, Agus; Husna, Arafah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Model discovery learning considered quite effective in improving student learning outcomes. The aim of this research is to find out whether there is a model influence discovery learning on students' cognitive learning outcomes on material changing the shape of objects at the Islamic Global School Malang Elementary School. The subjects of this research were class III at SD Islamic Global School Malang. Data collection techniques include interviews with class III teachers, observations, and post-test learning outcomes. this research is using experimental method quasi experiment with research design posttest only control group. In processing data on student learning outcomes using the Independent Sample T-Test with assistance SPSS 25. From the results of data processing, it was found that the Asymp.Sig (2-tailed) value was 0.020 < 0.05, which means the working hypothesis (H1) accepted. It can be concluded that there is a significant influence model discovery learning on students' cognitive learning outcomes on material changing the shape of objects. Keywords: Discovery Learning Model; Cognitive Learning Outcomes
Development of Interactive Multimedia Mobile Learning in Biology Learning at MAN 2 Tuban Khotimah, Inggreet Ayu Khusnul; Adi, Eka Pramono; Husna, Arafah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

This development was motivated by the problem that class X MIPA at MAN 2 Tuban had not maximized the use of technology, causing a decrease in student motivation when studying. Student learning motivation is important because it can be a trigger in increasing the completeness of student learning outcomes in class. So the aim of this research and development is to produce interactive mobile learning multimedia that is valid and feasible, especially in learning biology, ecosystem component elements and their interactions. This development involves stages of analysis, design, development, implementation and evaluation following the ADDIE framework. The resulting product has gone through a validation process by media experts and material experts. Testing was carried out on class X MIPA students at MAN 2 Tuban. The results of this development show a high level of validity, with the match percentage from media experts reaching 100%, material experts reaching 97.3%, individual trials reaching 82%, small group trials reaching 93%, and large group trials reaching 89%. Apart from that, interactive multimedia mobile learning can increase the completeness of student learning outcomes so that it can be used in classroom learning activities because it reaches a percentage of 89.64% and is a valid and appropriate qualification. Keywords: Interactive Multimedia, Mobile Learning, Biology
Influence of the Flipped Classroom Learning Model and Student Learning Styles on Student Learning Outcomes Yahya, Muhammad Ridzky Abidzar; Abidin, Zainul; Husna, Arafah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Based on the results of observations of teacher-centered learning activities, during teaching and learning activities in class students are not actively involved and the interaction between teachers and students in the learning process is still not implemented well. Therefore, a solution is needed to overcome this problem, namely finding an effective way to improve student learning outcomes in the learning process. The purpose of this research is to find out what the learning model is Flipped Classroom and learning styles influence student learning outcomes. This research presents the results of data obtained by students of SMP Plus Al-Kautsar Malang City in 2024 in the science learning process. This research also presents data in the form of learning outcomes for class VII students in the learning process using the learning model Flipped Classroom and Learning Style (Visual, Auditory, Kinesthetic). The method used in this research is Quasi Experimental Design with a quantitative approach and research design
Hubungan Penggunaan Generative Chatbot dengan Keterampilan Berpikir Kritis Mahasiswa Teknologi Pendidikan dalam Penulisan Karya Ilmiah Ela Apryana Hutauruk; Dedi Kuswandi; Arafah Husna
Journal of Educational Technology Studies and Applied Research Vol 2 No 1 (2025): [4] - 2025 August
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/1jef9h04

Abstract

Penelitian ini bertujuan mengkaji hubungan antara penggunaan Generative chatbot dengan keterampilan berpikir kritis mahasiswa teknologi pendidikan dalam penulisan karya ilmiah. Metode yang digunakan adalah kuantitatif dengan pendekatan korelasional, data dikumpulkan melalui kuesioner yang diisi oleh mahasiswa Teknologi Pendidikan. Hasil penelitian menunjukkan adanya korelasi positif yang signifikan antara penggunaan generative chatbot dalam penulisan karya ilmiah dan keterampilan berpikir kritis mahasiswa, dengan interpretasi nilai yang berada pada kategori ‘rendah’ (r = 0,377). Generative chatbot berkontribusi dalam pengembangan keterampilan berpikir kritis melalui penulisan karya ilmiah dengan mengembangkan ide, pencarian referensi atau sumber belajar, parafrase tulisan dan perbaikan kesalahan penulisan. Namun, rendahnya hubungan antara penggunaan generative chatbot dengan keterampilan berpikir kritis dapat disebabkan oleh beberapa faktor lain, seperti ketergantungan berlebihan, informasi yang kurang akurat, kurangnya kemampuan prompting dan sumber referensi yang palsu atau tidak nyata. Oleh karena itu, disarankan untuk memilih jenis AI yang khusus digunakan dalam penulisan karya ilmiah dan memperhatikan etika penulisan dengan menggunakan pedoman penggunaan generative AI sehingga dapat meningkatkan kualitas karya ilmiah dengan tetap melibatkan pengembangan keterampilan proses berpikir kritis yang lebih mendalam.
Pengembangan Media Portofolio Elektronik Melalui Teknologi Self Video on Demand On-Line (Svodoo) Sebagai Penguatan Aspek Sosial dan Emosional Bagi Calon Guru Di Lingkungan LPTK Sihkabuden; Arafah Husna; Henry Praherdhiono
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 1 No. 1 (2016)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

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Abstract

Teacher candidates in the LPTK require special attention in their assessment methods. Primary responsibility for teacher change rests on the preparation program for prospective teachers in higher education (Lombardi and Hunka, 2001). Prospective teachers in the LPTK have a variety of complex dimensions. So it requires social and emotional learning content that is able to effectively acquire all the potential of prospective teachers in order to provide the knowledge, attitudes and skills needed to recognize and manage emotions, develop concern for others, make responsible decisions, build relationships, and handle academic situations. who have a positive attitude. The application of SVODO technology in learning and learning can be categorized as a simple and realistic media portfolio. Davidson and Rasmussen's (2007) Development Model was chosen based on its suitability to the characteristics of developing an On-line learning management system.
Aplikasi Kolaborasi Penulisan dan Penyuntingan Berbasis Web untuk Peningkatan Mutu Karya Ilmiah Mahasiswa Arafah Husna; Sihkabuden; Eka Pramono Adi
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 1 No. 1 (2016)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

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Abstract

The student community needs a vehicle to construct knowledge in the form of collaborative scientific writing. Students in the Department of Educational Technology, State University of Malang must have the opportunity to make contributions that will improve the quality of learning and have an impact on society. Managing scientific writing knowledge in a collaborative manner is the main opportunity to achieve significant improvements in student performance in the Department of Educational Technology, State University of Malang. How to develop specific scientific writing collaborative media for students in the Department of Educational Technology, State University of Malang and how to conceptualize Web technology. 2.0 with Wiki and the facilities in it enable students in the Department of Educational Technology, State University of Malang to create, publish and share digital content in new social communities and communities that may already exist. Research objectives are to produce a scientific writing collaboration system model between students in the University of Educational Technology Department environment Negeri Malang is web-based and publishes scientifically regarding the management of student collaboration. The method of developing the Learning model uses the Davidson-Shivers and Rasmussen (2007) model and is selected based on its suitability to the needs of system development characteristics.
E-Module Mata Pelajaran Kewarganegaraan untuk Meningkatkan Hasil Belajar Siswa Dian Arief Pradana; Sihkabuden; Arafah Husna
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 1 No. 2 (2016)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

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Abstract

This development aims to produce class X Citizenship learning e-module products that can be used as an attractive and effective learning medium. Arief S. Sadiman's (2011) model was used in this development. The result of this development is in the form of an e-module for the Citizenship subject in the competency standard "Analyzing the Political System in Indonesia". The product is validated by media experts, material experts and user students, and declared valid or suitable for use as a learning medium. 
Pemanfaatan Aplikasi RRI Digital Pada Remaja Dalam Literasi Digital Anggit Pamungkas; Eka Pramono Adi; Arafah Husna
Journal of Educational Technology Studies and Applied Research Vol 1 No 1 (2024): [1] - 2024 Agustus
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i1y2024a4

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RRI (Radio Republik Indonesia) adalah satu-satunya radio yang menyandang nama negara yang siarannya ditujukan untuk kepentingan bangsa dan negara. RRI sebagai Lembaga Penyiaran Publik yang independen, netral dan tidak komersial yang berfungsi memberikan pelayanan siaran informasi, pendidikan, hiburan yang sehat, kontrol sosial, serta menjaga citra positif bangsa di dunia internasional. Literasi digital mencakup kecakapan individu untuk mengakses, menggunakan, dan memanfaatkan teknologi digital. Tujuan penelitian ini untuk untuk mendeskripsikan dampak pemanfaatan aplikasi RRI digital pada remaja di indonesia dalam literasi digital.Penelitian ini merupakan jenis penelitian kuantitatif. Penelitian kuantitatif ini menggunakan pendekatan deskriptif kuantitatif. Sebanyak 111 responden yang menggunakan aplikasi RRI Digital. Teknik ini menggunakan teknik purposive sampling dengan jumlah 111 pengguna Aplikasi RRI Digital. Selanjutnya, data yang telah diperoleh akan diolah menggunakan teknik analisis dekriptif statistik. Pengolahan data yang digunakan menggunakan program SPSS 24 for Windows. Hasil penelitian menunjukkan bahwa pemanfaatan aplikasi RRI Digital berada pada kategori sangat baik atau sangat tinggi dengan skor rerata (Mean) 50.90 persentase 84.83% dan literasi digital berada pada kategori baik dan tinggi dengan skor rerata (Mean) 52.77 persentase 87.95%Berdasarkan data hasil penelitian diatas dapat diketahui bahwa aplikasi RRI Digital dapat dimanfaatkan untuk memfasilitasi literasi digital, serta meningkatkan kemampuan pengguna dalam mengakses dan memahami informasi secara efektif dan efisien
Co-Authors Abdillah, Akhmad Faiq Adesetyawan Pratama Putra Afriani Maifizar Agung Witjoro Agus Wedi Ah Zainil Ibad Aldian Boby Mulyono Alfin Nurullah Amelia, Sila Anggit Pamungkas Anselmus JE Toenlioe Anselmus JE Toenlioe Antoni Bagas Setiawan Anugerah, Sulung Yanuar Ardhi Bimantoro Aripriharta - Asep Sunandar Azman, Muhammad Khairul Bayu Eko Risdiyanto Dedi Kuswandi Deka Dyah Utami Dhifa Putra Ramadhan Dian Arief Pradana Dian Arief Pradana Eka Pramono Adi Ela Apryana Hutauruk Elya Tri Nuraeni Fadhillah Millah Abdillah Faris Ardiansyah Febrianysah, Andhika Ramadhani Henry Praherdhiono Hidayanti, Nia Hilman Ramdiana I Nyoman Sudana Degeng Ida Afidah Iswara, Gian Perdana Saka Jayanti Noor Purbo Rukmi Kartika Suci Lestari Khotimah, Inggreet Ayu Khusnul Kurniawan, Dicky Candra M. Alfian Mizar M. Fauzi Arief Made Duananda Kartika Degeng Mahendra, Achmad Donny Krisna Maifizar, Afriani Marniati Marniati Marniati Marniati, Marniati Moh Hadihabibi Muhamad Tri Panunggal Aprianto Muhammad Andri Wicaksono Muhammad Idaman Tata Guna Muhammad Syifa’ul Qolbi Muhiban Syabani Nandang Mufti Nazihah, Roidatun Nindia Rada Kusworo Otto Fajarianto Pradana, Rizky Ari Prameswari, Jihan Prastiwi, Dyas Nurika Priscillia Andrianita Effendy Punaji Setyosari Putra, Raden Adhika Putri, Enda Silvia Raden Bambang Sumarsono Rengga Prakoso Nugroho Reni Intan Puji Astuti Renny Setya Indahini Rizki Alamsyah Saida Ulfa Shinta Candra Karnaningsih Shinta Kusuma Wardani Sihkabuden Sihkabuden Sihkabuden Sulthoni Sulton Sulton Sulton Sulton, Sulton Sumita, Maulidia Wiyan Surahman, Ence Susilaningsih Susilaningsih Taufik Ikhsan Slamet Tiwi Ananda Tri Kuncoro Ulyana, Ardiyanti Wido Ageng Pratama Yahya, Muhammad Ridzky Abidzar Yerry Soepriyanto Yulias Prihatmoko Yulias Prihatmoko Zahid Zufar At Thaariq Zainul Abidin Zainul Abidin