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Active Learning Through Discussion in E-Learning Wahyuningsih, Daru
International Journal of Active Learning Vol 1, No 1 (2016): April 2016
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (449.442 KB) | DOI: 10.15294/ijal.v1i1.7733

Abstract

Active learning is generally made by a lecturer in learning face to face. In the face to face learning, lecturer can implement a variety of teaching methods to make students actively involved in learning. This is different from learning that is actuating in e-learning. The main characteristic of e-learning is learning that can take place anytime and anywhere. Special strategies are needed so that lecturer can make students play an active role in the course of e-learning. Research in order to obtain the result that certain strategies can make an active student in course of e-learning was conducted using quasi-experimental research. This study is imposed on three courses in Study Program of Physics Education (Program Studi Pendidikan Fisika) of Sebelas Maret University (Universitas Sebelas Maret) that are the Geophysics, Learning Technology, and Measurement courses. In all three subjects, the researchers apply a strategy and then analyzed the results through statistical data of each course of e-learning. Based on the research, it is showed that students can conduct active learning by means of discussions in e-learning.How to CiteWahyuningsih, D. (2016). Active Learning Through Discussion in E-Learning. International Journal of Active Learning, 1(1).
Increasing Competency 4C using The G-Suite Application for Education Legowo, Budi; Kusharjanta, Bambang; Sutomo, Artono Dwijo; Mulyadi, Mulyadi; Wahyuningsih, Daru
International Journal of Active Learning Vol 4, No 2 (2019): October 2019
Publisher : International Journal of Active Learning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (312.178 KB) | DOI: 10.15294/ijal.v4i2.21073

Abstract

4C competencies (Communication, Collaboration, Critical Thinking and Problem Solving, Creativity and Innovation) is the learning achievement needed at this time. Learning in the Industrial Revolution 4.0 era provides an opportunity to increase 4C competencies without space and time limits, by utilizing information and communication technology. This study aims to use the G-Suite for Education as a substitution of learning models and or strategies to improve 4C competence in the Wawasan Pedagogi Course in the Physics Study Program of Mathematics and Natural Science Faculty of Sebelas Maret University. The research mechanism includes two strand cycles, namely learning with a student-centered learning (SCL) approach as follows: 1). Classical and 2). Online using G-Suite for Education. Reflections from the two research cycles show students could  follow both classical (face-to-face) and online learning strategies, in the delivery of material and or assessment of learning outcomes.
Effect of PjBL Model of Diorama Project Making on Student's Creative Thinking Ability and Curiosity on The Matter of Biodiversity Muliawati, Septia; Wahyuningsih, Daru; Khasanah, Annisa Nur
Journal of Biology Learning Vol 5 No 2 (2023): September 2023
Publisher : Universitas Veteran Bangun Nusantara Sukoharjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jbl.v5i2.5730

Abstract

This research aims to see the influence of the PjBL model for making dioramas on: (1) Creative Thinking Ability; (2) Curiosity on biodiversity material. This research uses a quasi-experimental quantitative research design, using a group design posttest-only. The sample in this study was class VIIB (control) with a total of 30 students and class VIIG (experiment) with a total of 32 students at SMPN 3 Sukoharjo, Central Java, Indonesia in the 2022/2023 academic year. Data collection on creative thinking abilities was carried out using the test method esssay and for curiosity using a non-test in the form of a questionnaire. The results of the research state that: (1) students' creative thinking abilities using the PjBL model have a significant effect compared to students using the conventional model taught at school. The average score for each class was 73.20 (experimental); 63 (control); (2) curiosity (curiosity) with the PjBL model also has a significant effect compared to students who use the conventional model taught at school with an average score of 70.97 (experiment); 64.91 (control).
Development of Online Learning Management in Physics Learning Technology Course Wahyuningsih, Daru; Sukarmin, Sukarmin
Schrödinger: Journal of Physics Education Vol. 6 No. 2 (2025): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/sjpe.v6i2.1584

Abstract

Purpose of the study: Development of online learning management in Physics Learning Technology course. Methodology: The research method used is the development research method with the research subjects of students of the Department of Physics Education, Faculty of Teacher Training and Education, Sebelas Maret University, Surakarta, Indonesia. Data were collected using an open questionnaire method and analyzed using a method of concluding from the opinions expressed by students participating in the course. Main Findings: The development of an online learning management model for the Physics Learning Technology course in the Physics Education Study Program at Sebelas Maret University was carried out through the stages of planning, organizing, implementing, and supervising to achieve learning objectives. Planning involved preparing a blended learning-based course syllabus. Organizing included arranging the necessary materials, media, and learning tools. Implementation followed the planning and organizing stages, while supervision was conducted by analyzing student responses. The results show that all seven learning objectives were achieved, including the ability to collaborate, manage time, use online learning applications, select appropriate materials, complete assignments on time, rewrite information from library sources, and properly cite references. Novelty/Originality of this study: Online learning management of Physics Learning Technology course can be done by learning of designing, organizing, actuating, and controlling according to learning objectives.
STUDI KEBUTUHAN PENGEMBANGAN E-MODUL AJAR BERBASIS STEAM UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KOMPUTASIONAL DAN KREATIF PESERTA DIDIK Haqiqi, Haqiqi; Titian, Kharisma; Wahyuningsih, Daru; Suryana, Risa
Proceeding Seminar Nasional IPA 2025
Publisher : LPPM UNNES

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk menganalisis kebutuhan guru terhadap pengembangan e-modul ajar berbasis STEAM untuk meningkatkan kemampuan berpikir komputasional dan kreatif peserta didik. Penelitian menggunkaan metode campuran sekuensial ekplanatori dengan teknik pengumpulan data melalui kuesioner kepada 30 guru sesuai dengan kriteria dan wawancara kepada 10 guru fisika di SMA wilayah Kabupaten Ponorogo yang dipilih secara acak. Hasil analisis menunjukkan 66,67% Guru fisika sangat setuju dan 33% setuju bahwa pengembangan e-modul ajar berbasis STEAM diperlukan. Hasil ini mengindikasikan adanya kebutuhan terhadap perangkat ajar yang mampu terintegrasi dengan unsur STEAM guna mendukung pengembangan kemampuan berpikir komputasional dan kreatif peserta didik.
Assistance in the Development of Deep Learning–Based Instructional Tools for Junior High School Science Teachers in Pacitan Regency Sarwanto, Sarwanto; Sunarno, Widha; Sukarmin, Sukarmin; Pujayanto, Pujayanto; Ekawati, Elvin Yusliana; Wahyuningsih, Daru; Permatasari, Indhah; Astuti, Linda Dwi
Jurnal Pengabdian UNDIKMA Vol. 7 No. 1 (2026): February
Publisher : LPPM Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jpu.v7i1.17262

Abstract

This community service program aims to support junior high school science teachers across Pacitan Regency in developing instructional tools grounded in deep learning principles. The program adopted a Participatory Action Research (PAR) approach implemented through systematic training and mentoring activities involving 74 science teachers. The activities were organized into two main sessions. The first session focused on enhancing teachers’ conceptual understanding and providing practical guidance in designing deep learning–oriented instructional tools. During this stage, participants developed initial drafts that emphasized higher-order thinking skills, inquiry-based learning strategies, and the integration of digital media. The second session consisted of collaborative evaluation and refinement of the drafts through feedback from facilitators and fellow participants. The evaluation process employed facilitator assessment instruments to examine the alignment of the instructional tools with deep learning principles, along with participant questionnaires to document teachers’ perceptions and learning experiences. Quantitative data obtained from the questionnaires were analyzed using descriptive statistics, while qualitative feedback from facilitators and participants was examined to support the interpretation of the findings. As a result, each participant produced a finalized deep learning–based instructional tool tailored to the specific needs of their classroom context. The findings indicate that 95.67% of participants rated the program as very good, and 93.4% reported an increased understanding of deep learning concepts. To ensure the sustainability of the program outcomes, all finalized instructional tools will be compiled into a single volume and submitted for ISBN registration. Overall, this initiative enhanced teachers’ pedagogical and technological competencies and provides a replicable model of professional development for other science education contexts.
Development of Online Learning Management in Physics Learning Technology Course Wahyuningsih, Daru; Sukarmin, Sukarmin
Schrödinger: Journal of Physics Education Vol. 6 No. 2 (2025): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/sjpe.v6i2.1584

Abstract

Purpose of the study: Development of online learning management in Physics Learning Technology course. Methodology: The research method used is the development research method with the research subjects of students of the Department of Physics Education, Faculty of Teacher Training and Education, Sebelas Maret University, Surakarta, Indonesia. Data were collected using an open questionnaire method and analyzed using a method of concluding from the opinions expressed by students participating in the course. Main Findings: The development of an online learning management model for the Physics Learning Technology course in the Physics Education Study Program at Sebelas Maret University was carried out through the stages of planning, organizing, implementing, and supervising to achieve learning objectives. Planning involved preparing a blended learning-based course syllabus. Organizing included arranging the necessary materials, media, and learning tools. Implementation followed the planning and organizing stages, while supervision was conducted by analyzing student responses. The results show that all seven learning objectives were achieved, including the ability to collaborate, manage time, use online learning applications, select appropriate materials, complete assignments on time, rewrite information from library sources, and properly cite references. Novelty/Originality of this study: Online learning management of Physics Learning Technology course can be done by learning of designing, organizing, actuating, and controlling according to learning objectives.
Developing Video Tutorial-Based Learning Media to Enhance Users' Understanding of Spada UNS Ngadimin, Ngadimin; Sakroni, Sakroni; Wahyuningsih, Daru
Teknodika Vol 21, No 1 (2023): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v21i1.67042

Abstract

This study aims to develop video tutorial-based learning media to increase the Online Learning System (Spada) use at Universitas Sebelas Maret, Surakarta. This media development was based on feedback, suggestions, and preliminary survey findings, showing that 24% of the 80 respondents who utilized Spada UNS said there were not enough tutorials for the software. The research method employed was research development (R&D) with development procedures referring to the ADDIE model (Analysis, Design, Development, Implementation, and Evaluations) developed by Dick and Carry. The feasibility of learning media was assessed by media and material experts who were members of the PPTIuP LPPMP UNS peer group. Data collection instruments encompassed questionnaires, literature studies, documentation, and interviews. Data analysis results from the feasibility test then used the Likert scale. On the https://spada.uns.ac.id page, under the "Video Tutorial" menu, are links to the outcomes of the learning media development in the form of video tutorials on utilizing Spada UNS. The video tutorial passed the "Very Good" criteria and is feasible to use as a learning medium to improve the knowledge of Spada UNS users, according to the feasibility test findings on the video tutorial as a whole from the three elements assessed, which earned a percentage of 90%.
Pengaruh Model Pembelajaran Engineering Design Process (EDP) Berbasis Stem terhadap Keterampilan Berpikir Kritis Siswa SMP Sapphira, Alamanda Primavera Vania; Wahyuningsih, Daru; Sari, Meida Wulan
INKUIRI: Jurnal Pendidikan IPA Vol 12, No 3 (2023): INKUIRI: Jurnal Pendidikan IPA
Publisher : Magister Pendidikan Sains Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/inkuiri.v12i3.79316

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model Engineering Design Process (EDP) berbasis STEM terhadap keterampilan berpikir kritis siswa SMP. Metode penelitian yang digunakan merupakan penelitian kuantitatif dengan metode Quasi Experimental Design. Desain penelitian ini menggunakan rancangan Posttest Only Group Design, dimana kelas eksperimen mendapat perlakuan model EDP berbasis STEM dan kelas kontrol mendapat perlakuan model Kontekstual. Populasi penelitian adalah siswa kelas VIII SMP Negeri 4 Surakarta tahun ajaran 2022/2023 berjumlah total sembilan kelas. Sampel penelitian diambil menggunakan teknik cluster random sampling dan didapatkan dua kelas sampel. Data utama penelitian berupa nilai posttest keterampilan berpikir kritis siswa yang dianalisis menggunakan uji-t Mann Whitney. Hasil uji hipotesis nilai posttest memiliki nilai signifikansi < 0,05 sebesar 0,027 yang menunjukkan bahwa secara signifikan, terdapat pengaruh penerapan model Engineering Design Process (EDP) berbasis STEM terhadap keterampilan berpikir kritis siswa SMP.This study aims to find the impact of the STEM-based Engineering Design Process (EDP) model on JHS students' critical thinking skills. This study used a quantitative research with the Quasi Experimental Design method. The design of this study used the Posttest Only Group Design, with the experimental class receiving STEM-based EDP model treatment and the control class receiving contextual model treatment. The study population using class VIII students of JHS 4 Surakarta 2022/2023, which consisted of nine classes. The study sample using two classes which selected using cluster random sampling technique. The main research data is in the form of posttest scores of students' critical thinking skills which are analyzed using the Mann Whitney t-test. The results of hypothesis test have a significanceThe results of hypothesis test have a significance  value of less than 0.05 which indicates that there is an impact of the STEM-based EDP model on the critical thinking skills of JHS student.
PENGEMBANGAN MEDIA PEMBELAJARAN DARING BERBASIS APLIKASI SMART APPS CREATOR (SAC) UNTUK MENINGKATKAN HASIL BELAJAR KOGNITIF SISWA Rianti, Rima Reniesa Pelita; Karyanto, Puguh; Wahyuningsih, Daru
INKUIRI: Jurnal Pendidikan IPA Vol 11, No 2 (2022): INKUIRI: Jurnal Pendidikan IPA
Publisher : Magister Pendidikan Sains Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/inkuiri.v11i2.58704

Abstract

Tujuan penelitian ini adalah mengembangkan media pembelajaran online berbasis Smart Apps Creator (SAC) dan mengetahui keefektifan pengembangan media pembelajaran online berbasis Smart Apps Creator (SAC) terhadap peningkatan hasil belajar kognitif siswa. Metode penelitian yang digunakan adalah Research and Development dengan jenis penelitian pre-experimental design dengan menggunakan one group pretest-posttest design. Subjek penelitian adalah siswa kelas VIII SMP IT Nur Hidayah Surakarta yang berjumlah 12 siswa. Sumber datanya adalah validasi ahli materi dan ahli media, respon guru dan siswa terhadap media pembelajaran, serta hasil pretes-postes untuk mengukur peningkatan hasil belajar kognitif. Teknik pengumpulan data dengan menggunakan studi kepustakaan, wawancara, angket dan tes dilakukan sebelum dan sesudah diberi perlakuan. Teknik analisis data dilakukan secara deskriptif kuantitatif. Secara keseluruhan hasil kelayakan ahli materi memiliki persentase 93,33% dan ahli media 95% memenuhi kriteria sangat layak. Respon guru terhadap produk media pembelajaran memiliki persentase 90,2% dan 91,85% respon siswa yang memenuhi kriteria sangat layak. Nilai n-gain sebesar 0,83 yang menunjukkan adanya peningkatan hasil belajar kognitif siswa sebelum dan sesudah diberikan perlakuan. Berdasarkan hasil penelitian dapat disimpulkan bahwa pengembangan pembelajaran online dengan media pembelajaran berbasis aplikasi Smart Apps Creator (SAC) layak digunakan dalam proses pembelajaran dan efektif dalam meningkatkan hasil belajar kognitif siswa.The purpose of this study is to develop online learning media based on the Smart Apps Creator (SAC) and determine the effectiveness development of online learning media based on the Smart Apps Creator (SAC) to improve students cognitive learning outcomes. The research method is Research and Development with the type of research is pre-experimental design using one group pretest-posttest design. The research subjects were 12 students of class VIII SMP IT Nur Hidayah Surakarta. Source of data are the validation of material experts and media experts, teacher and student responses to learning media, and pretest-posttest results to measure the increase in cognitive learning outcomes. Data collection techniques using library studies, interviews, questionnaires and tests were carried out before and after being given treatment. The data analysis technique was carried out in a quantitative descriptive. Overall, the results of feasibility material experts have a percentage of 93.33% and 95% media experts meet the criteria are very feasible. The teacher’s response to learning media products has a percentage of 90.2% and 91.85% of student responses meet the criteria are very feasible. The n-gain score is 0.83 which indicate that there is a increase in students cognitive learning outcomes before and after being given treatment. Based on the results of the study, it can be concluded that the development of online learning using learning media based on the Smart Apps Creator (SAC) application is feasible to use in the learning process and is effective in improving students cognitive learning outcomes.