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The development of computer-assisted instruction game on mirror reflection concepts for junior high school students Ikmanda Nugraha; Nida Nusaibah Athfyanti; Harsa Wara Prabawa
Jurnal Inovasi Pendidikan IPA Vol 6, No 1: April 2020
Publisher : Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jipi.v6i1.28927

Abstract

This research aims to develop computer-assisted instruction by using gamification elements on mirror reflection topics in Junior High School. The method used in this research was a descriptive method. The subject of this research is experts and students. Experts chosen in this research are one science expert, one media expert, and one science teacher. Students chosen in this research are fifty-seven students in 9 grade at one of junior high school. The gamification aspects were chosen to make the game were goals, science content, and challenging environment. The expert gave feedbacks in both media and the quality of the content aspects. Students were asked about their agreement level of the gamification elements and the effect of gamification. The effect of gamification asked were motivation, joyness, convenience, addiction, understanding improvement, attractiveness, and interactiveness. The result found that experts gave a good score towards this game. Students also agreed that the game has goals, science content, and challenging environment. The result also found that the gamification elements itself caused them to feel motivated, joy, convenience, addiction, improve their understanding, and attracted after playing the game. Other than that, students confirmed they have two ways of interaction with the game. More than half of total students got a score higher than the average score after playing the game.
Problem Decomposition Skills, Mathematical Maturity, and Their Relation to Mathematics Problem-Solving in A Computer Science Learning Class Harsa Wara Prabawa; Rizky Rosjanuardi; Elah Nurlaelah
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 3 (2023): September
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i3.8258

Abstract

This study investigates how students represent ideas when decomposing mathematical problems and how their mathematical maturity influences the problem-solving process. The method used in this research is explorative research. The subject of this research was six Computers Science Education Department students at the Indonesian Education University. The instrument used task-based interviews. Data analysis used the concept of Miles and Huberman, including data reduction, presentation, and drawing conclusions. The research found that problem decomposition skills, mathematical maturity, and their relation to solving mathematical problems in computer science learning classes influenced one another. Decomposition skills were influenced by how basic math skills are taught, so they can affect students' maturity in solving math problems.
UPAYA MENINGKATAN KETERAMPILAN MENULIS TEGAK BERSAMBUNG DENGAN MENGGUNAKAN METODE GUIDED WRITING MELALUI BUKU TULIS HALUS SISWA KELAS II SEKOLAH DASAR Gita Aulia Khoerunnisa; Cucu Suningsih; Harsa Wara Prabawa
PEDADIDAKTIKA: Jurnal Ilmiah Pendidikan Guru Sekolah Dasar Vol 10, No 2 (2023): PEDADIDAKTIKA
Publisher : Program Studi PGSD UPI Kampus Tasikmalaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/pedadidaktika.v10i2.62785

Abstract

Mobile Learning berbasis Augmented Reality untuk Mendukung Pembelajaran Perakitan Komputer Matlaul Anwar; Harsa Wara Prabawa; Rosa Ariani Sukamto
Jurnal Guru Komputer Vol 1, No 1 (2020): JGrKom: July 2020
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v1i1.26276

Abstract

Ketersediaan sarana-prasarana dan infrastruktur pendukung merupakan hal mutlak yang harus terpenuhi dalam pembelajaran di sekolah. Namun, realitanya, sarana-prasarana dan infrastruktur pendukungnya masih menjadi kendala dalam pelaksanaan pembelajaran, terutama di jenjang pendidikan SMK yang lebih menuntut pada penguasaan keterampilan. Kajian ini berusaha mengungkap salah satu potensi yang dapat mengatasi kendala keterbatasan sarana-prasarana dan infrastruktur pendukung pembelajaran di SMK khususnya untuk materi perakitan komputer. Kajian ini berfokus pada pengembangan mobile learning berbasis augmented reality. Berdasarkan pengujian yang dilakukan, dapat dikatakan bahwa mobile learning berbasis augmented reality dapat mendukung pembelajaran perakitan komputer dalam ranah kognitif dan psikomotorik. Hal ini didasarkan pada hasil pengujian yang dilakukan oleh siswa dan didapatkan bahwa seluruh peserta didik dapat melakukan perakitan komputer hingga berhasil dinyalakan tanpa ada kesalahan. Pemahaman siswa terhadap berbagai kombinasi pemasangan peripheral relatif meningkat dan cenderung untuk dapat menginterpretasi potensi kerusakan yang dapat terjadi jika perakitan tetap dilakukan pada situasi peripheral yang tidak saling mendukung. 
KRUSKAL WALLIS ANALYSIS TO FIND OUT THE IMPROVEMENT OF DESIGN THINKING SKILLS IN OBJECT-ORIENTED PROGRAMMING MATERIALS THROUGH EDUCATIONAL CONTENT Eka Fitrajaya Rahman; Hanum Salsabilla; Harsa Wara Prabawa
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 9 No. 1 (2024)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v9i1.204

Abstract

Education legislation in Indonesia currently requires Informatics subjects, which is closely related to programming-based material. However, many students in Indonesia still have difficulty learning about programming material. One of them is due to the background of students about the ability to think in the process of solving a program code. Seeing the phenomenon of today's students who are active on social media, it is a good step if social media is used as a learning media platform. This study aims to analyze the improvement of design thinking skills by using educational content-based learning media. The research method used was R&D with the ADDIE media development model and One Group Pretest-Posttest as the research design. The results showed an increase after students were given treatment in the form of educational content based learning media. The Kruskal Wallis test results showed a significant difference between the upper class, middle class, and lower class. The N-Gain obtained in the upper class is 0.560, in the middle class is 0.505, and in the lower class is 0.303. The average value of the results of student responses to learning media is 96.59 percent with the category "Very Good".
Didactic Design Implementation on Algorithms and Programming to Improve Students’ High School Computational Thinking Hassan Hidayatullah; Eka Fitrajaya Rahman; Harsa Wara Prabawa
Jurnal Penelitian Ilmu Pendidikan Vol. 19 No. 1 (2026): March-May
Publisher : Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpip.v19i1.94345

Abstract

This research is motivated by the urgency of mastering 21st-century skills, particularly Computational Thinking (CT) in Informatics learning, and the prevalence of learning obstacles experienced by students. This study aims to develop a valid and effective didactical design to overcome students' learning obstacles and enhance their CT skills. The research method used is Didactical Design Research (DDR), which encompasses three stages: prospective analysis, metapedidactical analysis, and retrospective analysis. The research subjects involved Senior High School students in SMAN 9 Bandung. Data collection instruments included CT ability tests, interview guides, and classroom observations to identify ontogenic, didactical, and epistemological obstacles. The results indicate that the developed Hypothetical Didactical Design (DDH) proved effective, with a success rate of approximately 77.14% in overcoming students' learning obstacles. The implementation of this design also positively impacted the improvement of CT pillars, including decomposition, pattern recognition, abstraction, and algorithmic thinking. Furthermore, through retrospective analysis, the Empirical Didactical Design (DDE) was formulated to refine the design and address shortcomings identified in the DDH. This study recommends the application of learning obstacles-based didactical design as a responsive alternative strategy for Informatics learning.
Vygotsky’s Activity Theory dalam Aktifitas Pembelajaran Berbantuan Teknologi di Sekolah Dasar: Vygotsky’s Activity Theory in Technology-Assisted Learning Activities in Elementary Schools Andhin Dyas Fitriani; Harsa Wara Prabawa; Lea Christina Br Ginting
DEDIKASI: Community Service Reports Vol. 8 No. 1 (2026): DEDIKASI: Community Service Report - January
Publisher : Faculty of Teacher Training and Education, Universitas Sebelas Maret, Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v8i1.3020

Abstract

Kegiatan pengabdian kepada masyarkat ini dilatarbelakangi oleh munculnya kondisi di pembelajaran terlihat tidak cukup siap dalam mempersiapkan aktivitas belajar mengajar dengan mengintegrasikan teknologi. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk melakukan pendampingan dalam pemanfaatan teknologi informasi dan komunikasi pada pembelajaran matematika di sekolah dasar. Kegiatan ini dilakukan melalui dua kegiatan yaitu proses transfer knowledge dan diskusi, serta pendampingan bagi guru sekolah dasar dalam mengembangkan aktivitas belajar berbantuan teknologi di sekolah dasar, yang terbagi menjadi kegiatan on job training dan in-service training. Kegiatan ini melibatkan guru sekolah dasar yang menjadi guru pendamping Pendidikan Profesi Guru Kelas SD di Kota Bandung sejumlah 28 guru. Hasil refleksi kegiatan menunjukkan munculnya peningkatan dalam penyusunan aktivitas belajar dengan melibatkan scaffolding dan serta kepercayaan diri dalam menggunakan teknoologi pada aktifitas pembelajaran. Dari kegiatan pendampingan ini, terlihat bahwa pelibatan Vygotsky’s Activity Theory mampu mendukung aktifitas pembelajaran secara lebih bermakna.