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All Journal International Journal of Evaluation and Research in Education (IJERE) Jurnal Pendidikan Vokasi Cakrawala Pendidikan Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Jurnal Penelitian Saintek JPTK: Jurnal Pendidikan Teknologi dan Kejuruan Jurnal Pendidikan Indonesia Bulletin of Electrical Engineering and Informatics Jurnal Pendidikan Teknik Mesin Jurnal Inovasi Teknologi Pendidikan Journal of Educational Science and Technology ELINVO (Electronics, Informatics, and Vocational Education) PYTHAGORAS: Jurnal Program Studi Pendidikan Matematika Indonesian Language Education and Literature Jurnal Pendidikan Teknik Mesin Jurnal Pendidikan (Teori dan Praktik) REiD (Research and Evaluation in Education) Script Journal: Journal of Linguistic and English Teaching Jurnal Penelitian Pendidikan IPA (JPPIPA) JKTP: Jurnal Kajian Teknologi Pendidikan Journal of Education Technology JTP - Jurnal Teknologi Pendidikan COMPTON: Jurnal Ilmiah Pendidikan Fisika Journal of Robotics and Control (JRC) Indonesian Journal of Electrical Engineering and Computer Science Jurnal Pedagogi dan Pembelajaran Letters in Information Technology Education (LITE) Ideguru: Jurnal Karya Ilmiah Guru Jurnal Pendidikan Vokasi Otomotif JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN JP (Jurnal Pendidikan) : Teori dan Praktik Journal of Information Engineering and Technology Al-Hayat: Journal of Islamic Education Journal of Information Technology and Education (JITED) Jurnal Pendidikan Teknik Mesin Media Pendidikan Matematika
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Improving students’ mastery on automotive electrical system using automotive electrical multimedia Dwi Widjanarko; Herminarto Sofyan; Herman Dwi Surjono
REID (Research and Evaluation in Education) Vol 2, No 1 (2016): June
Publisher : Program Pascasarjana Universitas Negeri Yogyakarta & HEPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/reid.v2i1.8219

Abstract

This research was conducted to study the improvement of students’ understanding of automotive electrical system by applying automotive electrical multimedia. The multimedia was developed and validated by automotive and multimedia experts before being applied in teaching and learning processes. The research design was a single group pretest-posttest design with three field testing. The results showed that in the preliminary field testing, the students’ understanding increased by 32.55%; in the main field testing, the understanding was up to 64.89%; and in the operational field testing, the understanding became 77.36%. This indicates that automotive multimedia could increase the students’ understanding of automotive electrical system significantly.
Hybrid Learning Development to Improve Teacher Learning Management Disa Hediansah; Herman Dwi Surjono
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 3, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (18.303 KB) | DOI: 10.17977/um038v3i12019p001

Abstract

Abstract: Teacher learning management is an important part of achieving the process and results within the scope of education. In addition, the development towards technology optimization is called era 4.0 as globalization which is part of the sustainability of innovation in 21st Century Education. Therefore this study aims to develop and investigate hybrid learning methods for teacher learning management. This research and development has passed the feasibility validity test with a score of 78.5 in the good category by media experts and 105.5 in the excellent category by material experts. This study involved 41 of them 9 teachers and 32 students at the Community Learning Center (PKBM Package-C) in Ciamis District. The outcame showed a positive response to teacher learning management with a score of 91 in the Very good category. The result show that the effect by hybrid learning has had an impact interactive environment and can learn to be independent (for upgrade them skill) including interaction with teacher or peers. Limitation and future research are discussed.
PENGEMBANGAN E-LEARNING BERBASIS MOODLE UNTUK MENINGKATKAN PEMAHAMAN ISI TEKS ANEKDOT PADA SISWA SMA KELAS X Abdul Haris Munandar; Herman Dwi Surjono
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 4, No 1 (2017): Juni - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (504.969 KB) | DOI: 10.24114/jtikp.v4i1.8747

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Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan e-learning berbasis Moodle untuk meningkatkan pemahaman isi teks anekdot pada siswa SMA Kelas X; (2) mengetahui kelayakan e-learning; (3) mengetahui efektivitas pembelajaran Bahasa Indonesia setelah menggunakan e-learning. Model pengembangan yang digunakan adalah model pengembangan yang diadaptasikan dari model Alessi dan Trollip. Prosedur pengembangan meliputi tahap perencanaan, desain dan pengembangan. Hasil penelitian menunjukkan bahwa: (1) produk e-learning berbasis Moodle untuk meningkatkan pemahaman isi teks anekdot anekdot pada siswa SMA Kelas X dihasilkan sesuai dengan model pengembangan Alessi dan Trollip (2001) melalui tiga tahap, yakni perencanaan, perancangan, dan pengembangan; (2) produk e-learning berbasis Moodle untuk meningkatkan pemahaman isi teks anekdot pada siswa SMA kelas X dinyatakan layak digunakan dalan proses pembelajaran ditinjau dari media, materi, dan penilaian siswa; (3) Produk e-learning yang dikembangkan menggunakan aplikasi Moodle dinilai efektif karena dapat meningkatkan pemahaman isi teks anekdot. Hal ini dibuktikan dengan hasil nilai pretest dengan rata-rata 66,88, dan nilai posttest dengan rata-rata nilai 93,63. Porsentase ketuntasan belajar siswa 100% (32 siswa). Dari hasil penelitian tersebut, dapat disimpulkan bahwa e-learning yang dikembangkan layak, dan efektif digunakan dalam pembelajaran khususnya pada materi teks anekdot. Kata Kunci: e-learning, moodle, efektivitas, teks anekdot Abstract: This study aims to: (1) produce e-learning based on Moodle to increase the understanding of the anecdotes text content of senior high school students class X; (2) determine the feasibility of e-learning; (3) determine the effectiveness of learning Indonesian after using e-learning. The development model used a model adapted from the Alessi & Trollip. The procedure included the development of planning, design, and development. The result shows that: (1) the product Moodle-based e-learning inproved the understanding of the text content of anecdotes in SMA students class X is produced in accordance with the development model Alessi and Trollip (2001) through three stages: planning, design, and development; (2) the product Moodle-based e-learning improved the understanding of the anecdotes text content in SMA students class X and is declared eligible for use in the leaning process in terms of media, materials, and student’s assessment; (3) e-learning products development using Moodle application is considered effective because it could improve the understanding of the text content of anecdotes. This is evidenced by the result of the pretest with an average of 66.88, and posttest volue with an average of 93.63. The precentage of complete mastery of the student learning is 100% (32 students). From these results, it could be concluded that the e-learning developed is feasible, and effective to be used in learning, especially on anecdotes text material. Keywords: e-learning, moodle, effectiveness, anecdotes text
Using Technology-Mediated Board Game on Young Learners Niluh Putu Puri Palupi Sukenasa; Ju-Ling Shih; Herman Dwi Surjono
Script Journal: Journal of Linguistics and English Teaching Vol. 5 No. 2 (2020): October
Publisher : Teacher Training and Education Faculty, Widya Gama Mahakam Samarinda University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (436.902 KB) | DOI: 10.24903/sj.v5i2.507

Abstract

Background: The use of games and technology for educational purposes can be an appropriate method of enhancing learning performance. Therefore, this study presents a technology-mediated board game and its related course to engage young learners in Indonesia for learning English vocabulary. The study investigated young learners' vocabulary learning performance and learning motivation as the effects of using technology-mediated board game in the course. Methodology: This study employed a quasi-experimental design involving 67 students of one urban and one rural primary school. The vocabularies of fruits and vegetables were implemented online in the game by using QR codes. The instructional practices are to improve students' learning achievement and to find out students' learning motivation. The pre-test, post-test, and Keller's ARCS motivation model were conducted to analyze the effectiveness of technology-mediated board game for learning English vocabulary. Findings: The main finding indicated that technology-mediated board games could improve students' English vocabulary learning achievement. Moreover, the use of technology-mediated board games encouraged young learners to have strong learning motivation. On the other hand, the game could promote students to have a concept in gardening that can be encounter in their daily life. Conclusion: These findings imply that technology-mediated board game becomes an effective way of teaching English vocabulary to young learners in Indonesia.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN UNTUK MENINGKATKAN PENGUASAAN KALA LAMPAU BAHASA PRANCIS MAHASISWA Siti Sumiyati; Herman Dwi Surjono
Jurnal Inovasi Teknologi Pendidikan Vol 1, No 2 (2014): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (238.717 KB) | DOI: 10.21831/tp.v1i2.2530

Abstract

Penelitian ini bertujuan menguji kelayakan software pembelajaran kala lampau bahasa Prancis yang dihasilkan untuk mahasiswa Jurusan Pendidikan Bahasa Prancis FBS UNY, dan mengetahui peningkatan penguasaan kala lampau bahasa Prancis mahasiswa Jurusan Pendidikan Bahasa Prancis FBS UNY yang menggunakan produk multimedia pembelajaran yang dihasilkan. Model penelitian dan pengembangan ini dilakukan melalui tiga tahap, yaitu perencanaan, desain dan pengembangan. Proses validasi terhadap produk dilakukan dengan tahap uji alpha, uji beta dan uji coba produk. Hasil penelitian menunjukkan bahwa: (1) produk yang dihasilkan ini termasuk dalam kategori baik; (2) pembelajaran kala lampau dengan produk yang dihasilkan dapat meningkatkan penguasaan kala lampau bahasa Prancis mahasiswa dengan perolehan rerata gain score sebesar 0,59. Dengan demikian, disimpulkan bahwa multimedia pembelajaran yang dihasilkan layak digunakan dan efektif. Kata kunci: multimedia pembelajaran, kala lampau bahasa prancis
Pengembangan multimedia pembelajaran berbasis role playing games (RPG) pada materi lingkaran untuk siswa SMP/MTs kelas VIII Hilyatush Shofa; Herman Dwi Surjono
Jurnal Inovasi Teknologi Pendidikan Vol 5, No 2 (2018): October
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.508 KB) | DOI: 10.21831/jitp.v5i2.15048

Abstract

Penelitian ini bertujuan: (1) menghasilkan produk multimedia pembelajaran berbasis RPG pada materi lingkaran untuk siswa SMP/MTs Kelas VIII yang layak digunakan dalam proses pembelajaran, (2) mengetahui efektivitas produk tersebut dalam meningkatkan pemahaman konsep, dan (3) mengetahui efektivitas produk tersebut dalam meningkatkan motivasi belajar. Penelitian pengembangan ini mengacu pada langkah-langkah yang dikembangkan oleh Alessi Trollip yang meliputi tiga tahap: perencanaan, perancangan, dan pengembangan. Pada keseluruhan tahap tersebut, evaluasi berkelanjutan dilaksanakan untuk memantau kualitas produk yang dikembangkan. Hasil penelitian menunjukkan bahwa: (1) produk multimedia pembelajaran berbasis RPG pada materi lingkaran untuk siswa SMP/MTs Kelas VIII dinyatakan layak digunakan dalam proses pembelajaran berdasarkan penilaian sangat baikyang diberikan oleh ahli materi dan ahli media, serta respon sangat positif yang diberikan oleh siswa; (2) produk tersebut efektif dalam meningkatkan pemahaman konsep, berdasarkan perolehan nilai gain sebesar 0,57; dan (3) produk tersebut efektif dalam meningkatkan motivasi belajar siswa, berdasarkan peningkatan rata-rata skor skala motivasi sebelum dan sesudah penggunaan produk sebesar 1,86%.Kata kunci: multimedia pembelajaran, game, RPG, lingkaran DEVELOPING A ROLE PLAYING GAME (RPG)-BASED INSTRUCTIONAL MULTIMEDIA ON THE SUBJECT OF CIRCLE FOR GRADE 8 STUDENTS OF JUNIOR HIGH SCHOOLAbstractThis research aimed to: (1) produce a RPG-based instructional multimedia on the subject of circle for grade 8students of junior high school feasible to use in learning processes, (2) identify the effectiveness of the developed product to promote conceptual understanding, and (3) identify the effectiveness of the developed product to promote learning motivation. This development study referred to the model suggested by Alessi Trollip. The developmental design was grouped into three steps, consisting of planning, design, and development. In all of the steps, on-going evaluation was done to monitor the quality of the developed product. The research findings revealed that: (1) the RPG-based instructional multimedia on the subject of circle for grade 8students of junior high school was feasible to use in learning processes based on the very good assessment given by subject matter experts and media experts, and very positive responses given by students; (2) the developed product was effective to promote conceptual understanding based on the gain score result of 0.57; and (3) the developed product was effective to promote learning motivation based on the increase of average score of motivation scale before and after the use of the product by 1.86%.Keywords: instructional multimedia, game, RPG, circle
PENGEMBANGAN BAHAN AJAR BERBASIS WEB BERDASARKAN GAYA BELAJAR SISWA UNTUK MATA PELAJARAN FISIKA Ary Purmadi; Herman Dwi Surjono
Jurnal Inovasi Teknologi Pendidikan Vol 3, No 2 (2016): Oktober
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (517.044 KB) | DOI: 10.21831/jitp.v3i2.8285

Abstract

Penelitian ini bertujuan menghasilkan bahan ajar berbasis web berdasarkan gaya belajar siswa, mengetahui kelayakan produk bahan ajar berbasis web,dan mengetahui efektivitas bahan ajar berbasis web pada mata pelajaran fisika di SMAN 1 Sukamulia. Model penelitian dan pengembangan ini dilakukan melalui tiga tahap, yaitu perencanaan, desain dan pengembangan. Proses validasi terhadap produk dilakukan dengan tahap uji alpha, uji beta dan uji coba produk. Hasil penelitian menunjukkan bahwa: (1) Bahan ajar berbasis web memiliki 5 fitur pembelajaran; (2) produk yang dikembangkan telah layak untuk digunakan (3) hasil tes gaya belajar siswa menunjukkan terdapat 14 pebelajar kinestetik, 9 pebelajar visual dan 8 pebelajar auditori; (4) terjadi peningkatan pencapaian hasil belajar siswa setelah menggunakan bahan ajar berbasis web sebesar 31,87%. Nilai rata-rata pretest 52,03, dan postest 83,90. Persentase ketuntasan belajar siswa 97% (30 dari 31 siswa), dan penilaian respon siswa saat menggunakan menunjukkan kategori baik. Dari hasil penelitian tersebut, dapat disimpulkan bahwa pembelajaran dengan menggunakan bahan ajar berbasis webtelah efektif.Kata kunci:bahan ajar berbasis web, pengembangan, gaya belajarDEVELOPING WEB-BASED TEACHING MATERIALS BASED ON LEARNING STYLES IN PHYSICSAbstractThis study aims at producing web-based teaching materials based on learning styles, revealing the feasibility of the web-based teaching materials, and revealing the effectiveness of web-based teaching materials for physics of SMAN 1 Sukamulia. It applied the research and development with 3 stages, i.e.: planning, design, and development. The process of validation of this product was carried out through 3 stages, i.e.: alpha testing, beta testing and product testing. The results of this study were that: (1) the web-based teaching materials have five learning feature; (2) the developed product is proper to be used; (3) students learning styles test results show 14 kinestetic learners, 9 visual learners, and 8 auditory learners; (4) there is an increase in students’ cognitive learning achievement after using the web-based teaching by 31.87%. The average score of the pretest is 52.03, and posttest 83.90. The percentage of students’ learning mastery is 97% (30 out of 31 students’), and the result obtained from response of students’ after using the media during the teaching process indicates a good category. From the result above, it can be concluded that teaching by using the web-based teaching materials is effective.Keywords: web-based teaching materials, development, learning styles.
Multitasking Media, Persepsi Penggunaan Media untuk Keluarga, dan Kendala Penggunaannya Satrio Dwi Ananda; Herman Dwi Surjono
Jurnal Penelitian Pendidikan IPA Vol 9 No 2 (2023): February
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i2.3001

Abstract

The occurrence of social changes to the use of technology in everyday life makes multitasking media behavior increasingly potential for families. The use of these media raises various perceptions and assessments. This study aims to understand the behavior of multitasking media in parents as an initial information base for applying technology in parenting programs. This study describes the types of media, time of use, differences in media behaviour and perceptions of parents, barriers to the use of technology during parenting learning to the relationship between the number of barriers and perceptions of media use for families in parents. The research method used is quantitative descriptive and correlational. The subjects of this study were determined by purposive sampling technique, with the number of participants as many as 63 parents. This study found that 17.4% of parents were classified as heavy media multitaskers (HMM), 39.7% were classified as medium media multitaskers (MMM), and 42.9% of parents were classified as mild media multitaskers. Print media and television use for parents is relatively high and evenly distributed in computers, music, social media, browsing, and SMS. The duration of media use by parents is still dominated by 1 hour to 4 hours. There is no difference between mother and father with the Sig value (2-tailed)> 0.05, namely 0.087 and 0.084. This study also found that the perception of media use for parents to learn parenting was still moderate. The obstacles in using the media for parenting activities are the number of advertisements that appear, harmful internet content, invalid and reliable information obtained, poor website appearance, confusing content, connection disruption, unfriendly users, no accessible applications offline, no media support, perception of time-consuming that much until the information is too general, and can’t directly ask if learning is done online. However, these obstacles are separate from the perception of media use in parents
Gamification on Chatbot-Based Learning Media: a Review and Challenges Indra Hidayatulloh; Sigit Pambudi; Herman Dwi Surjono; Totok Sukardiyono
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (602.284 KB) | DOI: 10.21831/elinvo.v6i1.43705

Abstract

The mobile learning sector has exploded, implying that the e-Learning trend is shifting to mobile platforms. As a result, chatbots have become increasingly popular alternatives for online learning and examinations on mobile platforms. However, it did not provide enough motivation for the student. On the other hand, gamification in a typical e-Learning platform is a widely used technique for increasing students' learning motivation. Therefore, combining gamification with chatbot-based learning and examinations possibly offer benefits, including increase student learning motivation. This study explored the possibilities and future challenges of the development of gamification within chatbot-based learning media. We discussed four aspects: architecture's reliability, security and privacy issue, user’s acceptance and motivation, and gamification feature challenges.
The Staidear Board Game Model Application in Facilitating Vocational School Students Learning Anak Agung Adi Wiryya Putra; Herman Dwi Surjono
Journal of Education Technology Vol. 7 No. 1 (2023): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i1.54025

Abstract

Students need help with learning the basic material of graphic design. It has an impact on low student learning outcomes. This study aims to develop a game-based learning media that can be used to facilitate vocational students' learning in multimedia learning activities. This type of research is research and development using the ADDIE model. The sample in this study was 30 students. Data collection techniques using interviews and questionnaires. Data collection instrument using a questionnaire. Data analysis technique using descriptive analysis. The study's results, namely the material feasibility test, obtained a score of 3.88, while the media feasibility test obtained a score of 3.87. Implementation results 76.6 per cent of respondents are interested in learning multimedia using the Staidear board game, 93.3 per cent of respondents think the Staidear board game is easy to use. It was concluded that board game learning media is appropriate for use in the learning process of graphic design. The application of board game media is effective in learning graphic design. The unique appearance of board games can attract students' interest in learning. Implementing this board game implies an increase in the average student test scores.
Co-Authors Abdul Haris Munandar Afdal, Zul Aji Purnomo, Fendi Akrom, Akrom Ali Muhtadi Ali Mustadi Almadina, Nazela Ulhaqy Anang Fathoni Anik Ghufron Arif Rahman Ariyanto S. Helianak Aurum, Emma Valensia Ayu Nuswantari Ayuriyanti, Siswi Dwi Bashir, Ashadi Bekti Wulandari Cahyandaru, Pramudya Cobena, Desy Yanty Deni Hardianto Dewi, Ayu Sandra Dian Wahyuningsih Disa Hediansah Dwi Widjanarko Dyah Respati Dyah Respati Suryo Sumunar Eko Marpanaji Fatchul Arifin Fendi Aji Purnomo, Fendi Aji Gilang Nugraha Putu Pratama Habib Hambali Heni Rita Susila Herminarto Sofyan Heru Amrul Mu'arif Hilyatush Shofa Huzaima Mas’ud Ibnu Siswanto Indra Hidayatulloh Irfan Adi Nugroho Jati, Prasetyawan Caesar Wijaya Ju-Ling Shih Kadarisman Tejo Yuwono Kadek Cahya Dewi Karuniawan, Yoga Khairah, Nurul Mahmud Al Haq Patwary, Mahmud Al Haq Mardian, Ari Martin Hartmann Marwanto, Eko Mashoedah Mashoedah Muhammad Ahmad Jumasa Muhammad Kholil Muhammad Rizky Putra Wadhana Muhyadi Muhyadi Munandar, Abdul Haris Niluh Putu Puri Palupi Sukenasa Novi Trilisiana Nurmiati, Euis Nuswantari, Ayu Priyanto Priyanto Priyanto, Priyanto Puput Tri Anggara Purmadi, Ary Putra, Anak Agung Adi Wiryya Putu Indah Ciptayani R. Hafid Hardyanto, R. Hafid Raekha Azka, Raekha Rama Faiz Pangestu Randy Irawan Restu Widiatmono Rifkisyahputra Rukiyati Rukiyati Safitri, Ria Rochmi Satria, Dadi Satrio Dwi Ananda Setyabudi Indartono Sigit Pambudi Siti Sumiyati Sri Sumardiningsih Sulis Triyono Suprapto Suprapto Surahman, Ence Sutirman Sutirman Totok Sukardiyono Tsabita, Latifah Victor Novianto Wahyu Kurniawati Wu, Ying-Tien Yadi, Farhan Yassin, Abdulnassir Ying-Tien Wu Zainal Arifin Zamroni Zamroni Ziaurrahman Ziaurrahman