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Rancang Bangun Kit Pemrograman Dasar Berbasis Cahaya Untuk Siswa Sekolah Dasar Doni Ramadan; Heri Sutarno; Enjun Junaeti
Jurnal Guru Komputer Vol 1, No 2 (2020): JGrKom: September 2020
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v1i2.28002

Abstract

Perkembangan Ilmu Pengetahuan dan Teknologi (IPTEK) telah membawa perubahan di hampir semua aspek kehidupan manusia, dan membawa kita pada era pengenalan coding (pemrograman) dasar pada usia anak sekolah dasar untuk mengenalkan konsep dasar pemrograman sedini mungkin. Namun, siswa pada saat ini mengalami permasalahan dalam belajar pemrograman yaitu kurangnya pemahaman mereka tentang aturan, logika, sintaksis dari bahasa pemrograman, dan pemikiran algoritmik dan krisis siswa yang belum berkembang. Dalam penelitian ini, akan dikembangkan suatu kit pemrograman ini dirancang dengan memperhatikan karakteristik media untuk siswa sekolah dasar dengan menggunakan platform Arduino. Perangkat Arduino ini mudah ditemukan, bentuknya relatif kecil, dan harganya terjangkau sehingga diharapkan dapat membantu mengenalkan algoritma dan pemrograman ke siswa sekolah dasar. Penelitian ini menggunakan metode penelitian ADDIE dengan tahapan-tahapan meliputi: (1) analisis, (2) desain, (3) pengembangan, (4) implementasi dan (5) evaluasi. Berdasarkan penelitian diperoleh hasil: 1) kit pemrograman Arduino yang telah dikembangkan dinilai sangat baik oleh ahli media dengan rata-rata persentase kelayakan sebesar 93.95%, 2) Guru mengalami peningkatan nilai pengetahuan yang sangat signifikan sebesar 43,3 dengan rata-rata nilai Pretest sebesar 45 dan rata-rata nilai Posttest sebesar 88,3. 3) kit pemrograman Arduino ini dapat membantu guru dalam proses pembelajaran dikarenakan menarik untuk dicoba oleh siswa
Development of UI / UX Design in Web-Based Artificial Intelligence Learning on Student Learning Motivation with a User-centered Design Approach Masyita Insyra Putri; Erna Piantari; Enjun Junaeti
Jurnal Guru Komputer Vol 4, No 1 (2023): JGrKom: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i1.64140

Abstract

Artificial Intelligence (AI) is a study of intelligent machines. Starting from elementary school, children should have the opportunity to learn computer science, both from computational thinking and programming. Based on that case, an e-learning platform that discusses AI with block-based programming was created, namely eCraft2Learn. Based on the results of field studies, the measurement of user experience and user interface shows the "bad" category on each scale. Whereas in e-learning, UI/UX is the point of interaction as the key in achieving educational goals. It is necessary to develop UI/UX both in terms of structure and content presentation, collaboration, and interaction so that it can influence student learning and motivation. Thus, the UI/UX development is carried out by applying the four stages of the user-centered design method. After all stages of the method are carried out, it produces a UI/UX design whose value can be measured based on the measurement of user experience and the development of student learning motivation is also measured through four indicators, namely intrinsic motivation, identified regulation, external regulation, and amotivation. From these results, it can be concluded that the UI/UX design that has been developed produces an increased value and has a positive effect on the intrinsic motivation scale and identified regulation. However, the results of this UI/UX design have no influence on the scale of external regulation and motivation
Inovasi Pembelajaran Daring: Strategi Pelatihan dalam Penyusunan Modul Digital Berbasis Microlearning Junaeti, Enjun; Piantari, Erna; Fathimah, Nusuki Syari'ati; Arianti, Andini Setya; Riza, Lala Septem; Wahyudin, Wahyudin
UN PENMAS (Jurnal Pengabdian Masyarakat untuk Negeri) Vol 4 No 1 (2024): UN PENMAS Vol 4 No 1
Publisher : LPPM Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/un-penmas.v4i1.2729

Abstract

Kegiatan ini bertujuan untuk mengenalkan konsep dan penerapan strategi pelatihan dalam penyusunan modul digital berbasis microlearning sebagai bagian dari inovasi dalam pembelajaran daring. Metode pelaksanaan melibatkan serangkaian pelatihan dan workshop yang diselenggarakan untuk tenaga pendidik dan praktisi pendidikan di FPMIPA UPI. Hasil dari kegiatan ini adalah peningkatan keterampilan peserta terkait dengan kemampuan praktis dalam menyusun modul digital berbasis Microlearning terutama dalam pembuatan media presentasi, video explainer, infografik, motion grafik, dan media audio. Solusi yang diperoleh dari pengabdian ini mampu memberikan kontribusi positif dalam meningkatkan kualitas pembelajaran daring dan aksesibilitasnya.
Matrix Space: Desain Permainan Ular Tangga berbasis Model Pembelajaran VAK Mubaraq, Ziady; Junaeti, Enjun; Rahman, Eka Fitrajaya; Prabawa, Harsa Wara; Wihardi, Yaya
MATHEMA: JURNAL PENDIDIKAN MATEMATIKA Vol 5, No 2 (2023): MATHEMA
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jm.v5i2.2910

Abstract

Efisiensi, peningkatan kualitas, dan transformasi diidentifikasi sebagai potensi keunggulan dalam pemanfaatan teknologi untuk meningkatkan pembelajaran dan pengajaran. Potensi ini menarik para peneliti untuk mengembangkan teknologi yang dapat meningkatkan kualitas pembelajaran. Namun, terdapat beberapa permasalahan terkait jenis intervensi teknologi, pendekatan pencapaian pemahaman, dan pembuktian efektivitasnya yang memerlukan pemikiran yang lebih mendalam. Tujuan dari penelitian ini adalah mengimplementasikan konsep permainan ular tangga dalam perancangan media pembelajaran Sistem Persamaan Linier. Desain dan pengembangan multimedia ini didasarkan pada tahapan model pembelajaran VAK dengan menggunakan framework ADDIE, untuk meningkatkan pemahaman ekstrapolasi mahasiswa Pendidikan Ilmu Komputer. Hasil penelitian menunjukkan bahwa mutimedia yang dibangun mampu meningkatkan pemahaman ekstrapolasi mahasiswa secara significan. Sehingga multimedia layak digunakan sebagai media pembelajaran Sistem Persamaan Linier.Kata Kunci: Model Pembelajaran VAK, permainan ular tangga, pemahaman ekstrapolasi, Sistem Persamaan Linier.
Seminar on Future Trends and Research in the Field of Study Smart Learning Environment Erlangga, Erlangga; Rahman, Eka Fitrajaya; Putro, Budi Laksono; Junaeti, Enjun; Piantari, Erna; Judie, Rizky Rachman; Rasim, Rasim
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.45496

Abstract

The field of education has advanced thanks to technological developments in the 21st century. Teaching and learning activities have pointed towards a smart learning environment (SLE). Many research efforts have attempted to define SLE as well as identify key features for creating an intelligent learning environment. SLE is a development of digital learning environments (DLEs). Both SLE and DLEs have the same goal, which is to provide an effective, efficient and attractive learning environment for learners. The purpose of this community service is to introduce SLE research and studies, provide insight to academics, practitioners and students regarding SLE research trends, find out the extent of implementation, needs and opportunities for SLE implementation in institutions. The method used is the direct communication counseling method by holding webinars (online seminars) regarding SLE research trends targeting academics, practitioners and students at both undergraduate and postgraduate levels. At the end of the activity, a question-and-answer session was carried out, and the participants filled out a questionnaire as a form of evaluation. After attending this seminar, it is expected that the participants can understand trends future research regarding the field of SLE studies.
Designing a Sound Programming Kit for Elementary School Students Putra, Taufiq Pratama; Junaeti, Enjun; Sutarno, Heri
Jurnal Guru Komputer Vol 3, No 2 (2022): JGrKom: September 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v3i2.28236

Abstract

The development of technology and knowledge is currently being updated. The generation born and accustomed to the digital world in his life is known as "digital natives". Elementary school age children are classified as "digital natives" and they should be directed to have technological expertise. One way to make these "digital natives" productive is to introduce the basic concepts of programming and electronics from an early age by using a sound programming kit. The design of this sound programming kit pays attention to the characteristics of elementary school students. This kit uses Arduino as a platform to run this kit because Arduino devices are easy to obtain, cost-effective, thus Arduino is recommended to introduce algorithms and programming for elementary school students. This study uses the ADDIE research method with the participants of teachers Miftahul Iman Elementary School Bandung. From this study the results obtained are 1) the sound programming kit that had been developed through several stages, namely analysis, design, development, implementation, and evaluation is rated “Very Good” by media experts with an average percentage of eligibility of 88.95%, 2) The teacher who did the test obtained an average Pretest score of 38.3 and an average Post-test score of 83.3, therefore gaining an increased value by 45. 3) The sound programming can be an alternative learning medium for teachers because it is interesting to be done by students and very flexible because it can be done outside of school.
IMPLEMENTATION OF INTERACTIVE MULTIMEDIA-BASED MICROLEARNING LEARNING WITH THE DISCOVERY LEARNING MODEL TO INCREASE THE CREATIVITY OF THINKING OF VOCATIONAL STUDENTS Aulia, Tamara Qolbiyatul; Wahyudin, Wahyudin; Junaeti, Enjun
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.64136

Abstract

Logic gates are one of the materials in grade 10 vocational high school. Based on observations, students are having difficulties learning logic gates. The proposed solution to this problem is implementing Interactive Multimedia-based Microlearning. Microlearning divide learning content into small and focused segments which is easier for the students. The learning model used is Discovery Learning. The method used is RD (Research and Development) and One Group Pretest–Posttest research design. The subjects in this research are students of class X RPL 2 at SMK Bina Wisata Lembang that consisted of 30 students. The results of this study proved that there is an increase in student creativity based on the pretest and posttest. The increase in students' creative thinking after using this learning media has an average gain of 0.56 which interpreted as a level of effectiveness of "Medium". In conclusion, the usage of Interactive Multimedia-based Microlearning with the Discovery Learning model can increase the creative thinking of SMK students in Logic Gate material.
SHARED LEADERSHIP UNTUK PENGEMBANGAN SELF-EFFICACY SISWA PADA PEMBELAJARAN KOLABORATIVE BERBASIS CSCL Putro, Budi Laksono; Nurdyansah, Meggy; Junaeti, Enjun; Putra, Rizky Rachman Judhie; Waslaluddin, Waslaluddin; Rahman, Eka Fitrajaya
Kwangsan: Jurnal Teknologi Pendidikan Vol 11, No 2 (2023): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v11n2.p649--661

Abstract

Self-efficacy is a person's self-confidence that he is able to overcome a situation based on his abilities. There is evidence that student self-efficacy has an impact on cognitive and metacognitive learning strategies. So students can work harder, and more diligently, increasing their potential and self-esteem. There is still minimal discussion of constructs and indicators that affect the development of student efficacy. The objective of this study is to apply shared leadership to the development of student self-efficacy in computer-assisted collaborative learning (CSCL). Developing a shared leadership for developing student self-efficacy applies the Smart Learning Environment Establishment Guideline (SLEEG) method with a quasi-experimental research plan with one group post-test. The research was conducted at SMK Negeri 13 Bandung with a sample of 32 individuals in class XI TKJ 1. Analysis of research using PLS-SEM with the Smart-PLS application. The results indicate that the shared leadership metric is valid and reliable. Shared leadership has a significant positive impact on self-efficiency, with p-values of 0.049 < 0.05 and 0.013 < 0.5, respectively. It can be concluded that shared leadership in the CSCL environment can create a sense of responsibility for each member of the group and facilitate the process of interaction among students. AbstrakSelf-efficacy atau efikasi diri merupakan keyakinan diri seseorang bahwa dia mampu mengatasi suatu situasi berdasarkan kemampuan yang dia miliki. Self-Efficacy siswa terbukti berpengaruh pada strategi kognitif dan metakognitif dalam pembelajaran. Sehingga siswa mampu bekerja lebih keras, lebih tekun, peningkatan potensi dan kepercayaan diri. Namun demikian masih minim pembahasan konstruk dan indicator yang mempengaruhi pengembangan efikasi siswa. Penelitian ini bertujuan menerapkan shared leadership untuk pengembangan self-efficacy siswa pada pembelajaran kolaborative berbasiskan Computer Supported Collaborative Learning (CSCL). Pengembangan shared leadership untuk pengembangan self-efficacy siswa menerapkan metode Smart Learning Environment Establishment Guideline (SLEEG) dengan desain penelitian quasi experimental dengan one group post-test only. Penelitian dilakukan di SMK Negeri 13 Bandung dengan sampel kelas XI TKJ 1 berjumlah 32 orang. Analisis penelitian menggunakan PLS-SEM dengan aplikasi Smart-PLS. Hasil menunjukan bahwa pengukuran shared leardership valid dan reliabel. Shared Leadership berpengaruh positif signifikan terhadap Self-Efficacy dengan p values masing-masing adalah 0,049 < 0,05 dan 0.013 < 0,5. Dapat ditarik kesimpulan bahwa shared leadership pada lingkungan CSCL dapat melatih rasa tanggung jawab pada setiap anggota kelompok dan memudahkan proses interaksi antar siswa.
Development of Smart Content Model-based Augmented Reality to Support Smart Learning Siti Fatimah; Wawan Setiawan; Enjun Junaeti; Ahmad Syukron Surur
Journal of Science Learning Vol 2, No 2 (2019): Journal of Science Learning
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jsl.v2i2.16204

Abstract

Augmented Reality (AR) is an optical technology that combines virtual objects or worlds into real worlds like in real time and increases user perceptions and interactions with the real world. Information conveyed by virtual objects helps users carry out activities (tasks) in the real world. The convenience offered makes AR technology can be used for various fields, including education, such as the development of materials or learning media. Augmented reality in its development is more comfortable, cheaper, and can be widely implemented in various multimedia needs. This research is a study of the development of multimedia based on augmented reality to produce dynamic learning materials or media in supporting the concept of smart learning. This research provides multimedia models of mathematics for circles, ellipses, parabola, and hyperbole based on augmented reality to create more dynamic learning as smart learning. Multimedia is produced according to operational standards and meets content standards based on media experts, content, and users. Multimedia-based augmented reality math is easy to operate, helps, and increases understanding and increases student motivation.
Program Edukasi Pembelajaran Kecerdasan Buatan untuk Meningkatkan Literasi dan Kemampuan Berpikir Kritis Siswa SMK N 1 Cipeundeuy Wahyudin, Asep; Piantari, Erna; Junaeti, Enjun; Anisyah, Ani
INCOME: Indonesian Journal of Community Service and Engagement Vol 3 No 4 (2024)
Publisher : EDUPEDIA Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56855/income.v3i4.1275

Abstract

Critical thinking skills are one of the 21st century skills needed to prepare the younger generation in the era of society 5.0. Therefore, education should be designed not only to improve knowledge and skills but also critical thinking skills. In addition, of course, critical thinking skills need to be supported by mastery of the latest knowledge, one of which is knowledge of digital technology based on artificial intelligence. Vocational schools or vocational schools are educational institutions that focus on preparing students to be ready to work. By including an artificial intelligence curriculum designed with a form of learning that can improve critical thinking skills, vocational school graduates have greater potential in producing a generation that is ready to work and compete in the era of social 5.0. Therefore, this program is designed as an initiation of artificial intelligence technology education for vocational school students who focus on developing solutions in the form of artificial intelligence-based technology products