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PRE-SERVICE TEACHERS’ DIGITAL LITERACY: A LEAP IN TIME Wawan Setiawan; Aim Abdulkarim; Eki Nugraha
Jurnal Pengajaran MIPA Vol 25, No 1 (2020): JPMIPA: Volume 25, Issue 1, 2020
Publisher : Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18269/jpmipa.v23i1.13907

Abstract

Technology provides convenience in every aspect of life. In education, technology revitalizes and supports learning by breaking barriers which inhibits learning. Pre-service teachers are a key factor in future generation education, but their ability to make use of benefits technology has to offer is scarcely explored. In this qualitative study, we surveyed 480 students currently enrolled in one of Teachers Training Institutes in Indonesia and digital literacy in every undergraduate level (freshman, sophomore, junior, and senior) was evaluated. Substantial evidence was found and showed that digital literacy improves with education level. Implications for pre-service teachers’ education program are addressed.
Implementation of the Guided Discovery Learning Model Using Web-Based Learning Media to Improve Vocational School Students' Cognition Jasmine Tsania; Budi Laksono Putro; Eki Nugraha
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.v4i1.64139

Abstract

Database subjects are considered difficult to understand because they are abstract and require students to learn, master, and understand the concepts of the subjects being taught. This study aims to understand how the application of the guided discovery learning model using web-based learning media can improve the cognitive abilities of vocational students. The research method used is the Smart Learning Environment Establishment Guideline (SLEEG) and the pre-experimental research design type is one group pretest-posttest. The research subjects used were students of class XI RPL 1 at SMK Bina Wisata Lembang. The results obtained from this study through the calculation of the gain test resulted in an average gain of 0.50 and included the 'medium' effectiveness criteria. Students respond to learning media with a percentage value of 85% where this number is included in the 'very good' category. So, the end of this study concluded that web-based learning media with the Guided Discovery Learning model can improve the cognitive skills of vocational students in database subjects.
Implementasi Model Meaningful Instructional Design (MID) Berbantukan Multimedia Gamifikasi untuk Meningkatkan Pemahaman Siswa Pada Mata Pelajaran Komputer dan Jaringan Dasar Nugraha, Eki; Faizal, Mochammad Yusuf; Nurdin, Enjang Ali; Hikmawan, Rizki
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 10 No. 2 (2024): Volume 10 No 2 September 2024
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v10i2.1662

Abstract

Abstrak Materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar sering kali dianggap sulit oleh siswa, terutama karena sifatnya yang abstrak dan tidak tervisualisasikan dengan baik. Studi ini bertujuan untuk mengevaluasi efektivitas model pembelajaran Meaningful Instructional Design berbantuan multimedia gamifikasi dalam meningkatkan pemahaman siswa terhadap materi ini. Metode penelitian yang digunakan adalah Quasi Experimental dengan desain Nonequivalent Control Group Design, melibatkan 40 siswa kelas X RPL di SMK Bina Wisata Lembang. Hasil penelitian menunjukkan adanya peningkatan pemahaman yang signifikan pada kelas eksperimen dibandingkan dengan kelas kontrol, dengan gain score sebesar 0,5525 untuk kelas eksperimen dan 0,3447 untuk kelas kontrol. Selain itu, 85,57% siswa memberikan respon positif terhadap penggunaan multimedia dalam pembelajaran. Temuan ini mengindikasikan bahwa penggunaan multimedia gamifikasi dalam model pembelajaran Meaningful Instructional Design dapat secara efektif meningkatkan pemahaman siswa pada materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar. Kata Kunci: Model Meaningful Instructional Design (MID); Multimedia; Pemahaman Siswa.   Abstract The topic of IP Addressing in the Computer and Network Basics course is often considered difficult by students, primarily due to its abstract nature and lack of proper visualization. This study aims to evaluate the effectiveness of the Meaningful Instructional Design model, supported by gamified multimedia, in enhancing students' understanding of this material. The research method used is Quasi Experimental with a Nonequivalent Control Group Design, involving 40 students from class X RPL at SMK Bina Wisata Lembang. The results of the study indicate a significant increase in understanding in the experimental class compared to the control class, with a gain score of 0.5525 for the experimental class and 0.3447 for the control class. Additionally, 85.57% of students gave positive feedback on the use of multimedia in learning. These findings suggest that the use of gamified multimedia in the Meaningful Instructional Design model can effectively improve students' understanding of IP Addressing in the Computer and Network Basics course. Keyword: Meaningful Instructional Design (MID) Model; Multimedia; Student Understanding
E-Learning Berbasis Design Thinking untuk Meningkatkan Kognitif Siswa dalam Pembelajaran Pemodelan Perangkat Lunak Ningsih, Siti Widya; Putro, Budi Laksono; Nurdin, Enjang Ali; Nugraha, Eki
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.3928

Abstract

Perancangan e-learning berbasis Design Thinking merupakan pendekatan inovatif dalam pembelajaran pemodelan perangkat lunak. Permasalahan utama dalam penelitian ini adalah bagaimana merancang e-learning yang efektif berdasarkan prinsip Design Thinking untuk meningkatkan pembelajaran pemodelan perangkat lunak. Tujuan dari penelitian ini adalah untuk mengembangkan sistem e-learning yang menggunakan pendekatan Design Thinking dan menerapkannya dalam pembelajaran pemodelan perangkat lunak. Luaran yang ingin dicapai adalah merancang e-learning yang interaktif, menarik dan efektif dalam meningkatkan pemahaman siswa tentang pemodelan perangkat lunak. Metode penelitian yang digunakan adalah Smart Learning Environment Establishment Guideline (SLEEG). Dalam metode ini terdapat enam tahapan yaitu Plan, Do, Check, Act, tahapan tersebut meliputi metode Analyze, Design, Development, Implementation, dan Evaluation atau ADDIE. Studi literatur, observasi dan wawancara juga dilakukan oleh peneliti. Hasil penelitian ini menunjukkan bahwa penerapan e-learning berbasis Design Thinking dapat meningkatkan pemahaman siswa pada mata pelajaran Pemodelan Perangkat Lunak (PPL). Rata-rata keseluruhan aspek sebesar 101,4 yang dapat dikategorikan “Baik”. Data penelitian menunjukkan adanya peningkatan prestasi kognitif belajar siswa yang signifikan dan respon positif siswa terhadap penggunaan e-learning sebagai media pembelajaran.
Post-pandemic e-teaching: Developing the Game for Microscopic Atom Simulation (GEMAS) to enhance students' scientific conceptions of phase structures Zahran, Muhammad; Samsudin, Achmad; Novia, Hera; Fratiwi, Nuzulira Janeusse; Nurdini, Nurdini; Ningsih, Dena Tresna; Nugraha, Eki; Nasbey, Hadi; Sözbilir, Mustafa
Journal of Environment and Sustainability Education Vol. 3 No. 1 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/joease.v3i1.55

Abstract

This research focuses on the early development of GEMAS (Game for Microscopic Atom Simulation) as an innovative digital teaching tool designed to support instruction on phase structures in physics education. In response to the post-pandemic shift towards technology-enhanced teaching, GEMAS was developed to integrate interactive, simulation-based pedagogy that enhances conceptual visualization. The study follows the 3D model (Define, Design, and Develop) and employs Multifaceted Rasch Measurement (MRFM) for evaluation. Validation was conducted by five experts, assessing curriculum alignment, scientific accuracy, language clarity, visual arrangement, and instructional effectiveness. These dimensions align with best practices in e-teaching, ensuring accessibility, engagement, and pedagogical rigor. MRFM analysis confirms the tool’s validity, with positive average scores across all indicators. The findings suggest that GEMAS is a well-designed digital resource, ready for implementation to enhance physics instruction in post-pandemic educational settings. The implications of this study extend beyond validating GEMAS as a tool; it demonstrates how immersive 3D simulations can address persistent misconceptions in physics education, particularly in post-pandemic contexts where digital engagement is critical. By bridging abstract concepts with interactive visualization, GEMAS offers a scalable model for enhancing e-teaching practices and fostering deeper conceptual understanding among students.
Predicting Student Depression Using the Naive Bayes Model on the Student Depression Dataset from Kaggle Sonjaya, Rebina Putri; Gintara, Andre Rangga; Riza, Lala Septem; Nursalman, Muhammad; Nugraha, Eki; Wahyudin, Didin
JENTIK : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 4 No. 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Komunikasi
Publisher : CV Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/jentik.v4i1.448

Abstract

Background of Study: The increasing prevalence of depression among college students highlights the urgent need for effective early detection strategies to promote mental well-being within higher education environments. Aims and Scope of Paper: This study aims to develop a predictive model for student depression using the Naive Bayes classification algorithm, with a focus on identifying key contributing factors from student-related data. Methods: The research utilizes the Student Depression dataset from Kaggle, containing structured survey data on academic stress, sleep duration, financial stress, GPA, and family mental health history. Data preprocessing included feature selection, handling of missing values, and normalization. The dataset was split into training and testing sets at a 75:25 ratio. Model training was conducted using the R programming language with the application of Laplace smoothing. Result: The Naive Bayes model achieved an accuracy of 77.66%, a specificity of 84.21%, and a sensitivity of 68.42%, indicating strong predictive performance, particularly in identifying depressive cases. Financial and academic stress were identified as the most influential factors. Conclusion: Despite its simplicity, the Naive Bayes algorithm proves to be an effective tool for initial screening of students at risk of depression, offering valuable support for educational institutions in delivering timely mental health interventions.
Design and Development of Virtual Reality Media on Computer System Learning to Enhance Students' Cognitive Abilities Wahyudin; Akbar, Anthonio; Nugraha, Eki; Riza, Lala Septem; Nazir, Shah
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.94553

Abstract

The quality of education in Indonesia remains a significant concern, as reflected in the PISA survey, which ranks Indonesia 72nd out of 77 participating countries. One contributing factor is the limited development of Higher Order Thinking Skills (HOTS) among students, particularly in cognitive, psychomotor, and affective domains. This study aims to design and develop Virtual Reality (VR) media integrated with a Self-Directed Learning (SDL) model to enhance students' cognitive abilities in computer system learning. Employing a Research and Development (R&D) approach with the ADDIE model, this experimental research involved 33 students and applied a One Group Pre-test Post-test design. Data were collected through cognitive tests and student response questionnaires, and analyzed using paired sample t-tests and N-Gain calculations. The results indicated a significant improvement in students' cognitive abilities, with overall conceptual gains categorized as moderate and positive student responses toward the VR media. These findings suggest that SDL-based VR media can effectively foster students’ cognitive development, encourage active, independent learning, and serve as an innovative instructional solution to address educational quality challenges. The study implies that immersive technology integration, when paired with appropriate learning models, holds substantial potential in enhancing students' higher-order thinking skills in the digital era.