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Identifikasi Kesulitan Guru di Kabupaten Gowa dalam Mengembangkan Bahan Ajar Digital Andromeda Valentino Sinaga
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 5, No 3 (2021): September (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v5i3.23719

Abstract

The purpose of this research is to identify what are the obstacles for teachers in developing digital teaching materials. This research is descriptive qualitative research with a survey method. The data analysis technique uses quantitative data with a descriptive approach. Based on survey research conducted on 50 teachers in Gowa Regency, the results showed that 96% of teachers used student books and teacher books as teaching materials, 62% of teachers had developed their own teaching materials, by making them in ms. word and then converting them into pdf files, as many as 80% of teachers find it difficult to develop digital teaching materials. This data is reinforced by 70% of teachers who have never participated in workshops or training activities. The results of the data also show that there are obstacles faced by teachers, namely teachers find it difficult to spend time because they think that there are many teaching materials on the market (which are ready to use), are constrained by inadequate facilities and infrastructure, do not have qualified technological capabilities, feel complicated in developing teaching materials, takes time and money, and does not know how to develop digital teaching materials. From the results of this study, it can be seen that teachers, who are respondents in this study, still lack the awareness to improve their ability to master the technology so that they can develop digital teaching materials that can be used in learning according to their needs.
The Development of Blended Learning in Learning Evaluation Subject in Universities in Makassar City Arnidah Arnidah; Syamsiah D; Andromeda Valentino Sinaga; Dedy Aswan
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 3 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (782.435 KB) | DOI: 10.35445/alishlah.v14i3.1296

Abstract

The purpose of this research is to develop a blended learning-based learning model in the Learning Evaluation Course. The research study implemented Research and Development approach. In this case, the researcher developed a product in universities using the Ken Peffers model. This model consists of five stages, namely identifying problems, determining goals and solutions, designing and developing products, demonstrating products, evaluating products, and communicating products. In this development procedure, the researcher demonstrated the product through some steps, including production, validation, and trial. The product was trialed through individual tests performed by exerts of media and learning material and course lecturers. Individual and small group trials were conducted to identify products and to improve the suitability of the learning objectives, materials, and media. The findings obtained from validation performed by experts of material and media indicate that the product developed is valid and practical to be tested. 
PENERAPAN METODE MONTESSORI DALAM MENGEMBANGKAN CALISTUNG SISWA DI KELAS 1 SDN KADUDAMPIT Raida Namira Aulia; Andi Fatimah Husayma; Andromeda Valentino Sinaga
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 1 (2023): Volume 09 No 01, Maret 2023
Publisher : STKIP Subang

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Abstract

The study aims to answer questions: 1) how to apply the montessori method to teachers to apply it to first - grade students in the kadudampit state school; 2) how could calistung 1 - year students in the country's sd be bdampit in KBM (teaching learning activities) before using the montessori method; 3) how could calistung 1 student in the country's kadudampit be capable after using the montessori method; 4) there is a significant difference between calistung 1b students' ability in experiment class before and after using the montessori method and a control class that does not use the montessori method. The method used in this study is pseudo experiments. Instruments used in this research data collection include interviews, observations, and class action research (PTK). The samples taken in this study are 1b students as an experimental class and 1a as a control class. Calistung students' performance on KBM before being fully operational would be minimal. And students' abilities in calistung development in the appeal classes have been increased. Thus there is a significant difference between students' ability to speak in the development of the calistung in the experimentation class and the control class. The results of this study were reinforced based on the results of post-test done by offering a reflection of learning. The study concludes that the ability of calistung students in the 1b primary school of the cadudampit who had conducted experiments increased significantly and differentiated after being treated by the montessori methods. Lower-class teachers, especially teachers in first class can use the montessori method as an alternative to the method used on KBM implementation to improve calistung students' capabilities and should be conducted advanced studies of the montessori method in other learning to prove the effectiveness of the montessori method that is applied to other learning.
Peranan Teknologi dalam Pembelajaran untuk Membentuk Karakter dan Skill Peserta Didik Abad 21 Andromeda Valentino Sinaga
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3324

Abstract

The role of technological developments in learning has such a big impact. The existence of technology provides opportunities to broaden and enrich students' learning experiences. Technological developments have positive and negative impacts and provide challenges, especially in education. 21st-century learning requires students to have the characters and skills that are relevant to the digital era so that students will be ready to enter the industrial world. For this reason, in 21st-century learning, it is necessary to familiarize 21st-century skills, namely 4C, which includes Communication, Collaboration, Critical Thinking and Problem Solving, and Creative and Innovative. Achieving 21st-century skills can be done by improving the quality of learning, and the role of educators in implementing 21st-century learning is very important to create a better future for students. In addition, teachers must also have the latest skills and innovations in dealing with 21st-century learning.
PENGEMBANGAN MEDIA VIDEO PEMBELAJARAN IPS BERBASIS ANIMASI PADA KELAS VII SMP NEGERI 2 ANGKONA LUWU TIMUR Nabilla Ayu Setyawati; Arnidah Arnidah; Andromeda Valentino Sinaga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.13013

Abstract

The use of Class VII Social Science learning media at SMP Negeri 2 Angkona, East Luwu Regency in its implementation has not been maximally used as a learning tool because it is only limited to the use of learning package source books / digital books from the Ministry of Education and Culture. These books are in the form of texts that tend to be informative, so that the teaching and learning process carried out in the classroom is still monotonous and still stuck with the lecture method which only gives students explanations about the material being taught. Based on this, this study aims to (1) describe the level of social studies learning video media needs based on animation; (2) design a valid animated learning video media; (3) determine the validity and practicality of social studies learning video media based on animation. This research uses an R&D (Research and Development) approach by adapting the interactive multimedia development and design model developed by Alessi and Trollip. This research was conducted at SMP Negeri 2 Angkona, East Luwu Regency. The subjects of this study were 25 students with details: 5 students for small group trials and 20 students for large group trials, and 1 subject teacher. Data collection used a small group trial questionnaire, a large group trial questionnaire and supporting documents in this study. The data analysis method consists of qualitative descriptive analysis and descriptive statistical analysis. The results showed that: (1) needs analysis is at the required level; (2) learning video media developed in the form of animation-based learning video media in Social Science subjects in Class VII; (3) product feasibility based on content/material validation with very valid results, media validation with very valid results; small group trials with practical results; large group trials with results in the very practical category, and subject teacher responses with results in the very practical category. The conclusion from the results of this study, the level of needs analysis of animation-based learning video media is in the needed category, the product in the form of MP4 video has been declared valid and practical.
PENGEMBANGAN APLIKASI MANAJEMEN PROYEK UNTUK PENERAPAN TOTAL QUALITY CONTROL MANAGEMENT (TQCM) PADA ORGANISASI HIMATEP FIP UNM Maghfirah As Sa’adah; Arnidah; Andromeda Valentino Sinaga
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 04 (2023): Volume 09 No. 04 September 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i04.1748

Abstract

Manajemen proyek yang dibutuhkan mampu dikelolah secara digital sehingga mudah diperoleh rekam jejak digitalnya dengan demikian baseline program atau proyek yang dilaksanakan dan direncanakan mudah dievaluasi. Penelitian ini bertujuan untuk 1) mengetahui tingkat kebutuhan aplikasi manajemen proyek, 2) mendesain aplikasi manajemen proyek, 3) mengetahui tingkat validitas dalam penggunaan aplikasi, 4) mengetahui tingkat kepraktisan dalam penggunaan aplikasi. Penelitian ini dilakukan dengan menggunakan pendekatan R&D (Research and Development). Penelitian ini dikembangkan dengan menggunakan model Borg and Gall. Penelitian ini dilakukan dengan enam tahap yaitu potensi dan masalah, mengumpulkan informasi, desain produk, validasi desain, perbaikan desain, dan uji coba produk (uji kepraktisan). Penelitian ini dilakukan di Sekretariat HIMATEP FIP UNM. Subjek dari penelitian ini adalah 22 orang mahasiswa dan 2 orang validator yang terdiri dari validator materi/isi dan validator media. Teknik pengumpulan data dengan menggunakan teknik wawancara dan angket. Hasil penelitian ini menunjukkan bahwa 1) identifikasi tingkat kebutuhan media manajemen proyek berada pada kualifikasi dibutuhkan, 2) desain aplikasi manajemen proyek menggunakan aplikasi Trello, 3) hasil pengujian kevalidan media Trello oleh ahli materi/isi berada pada kualifikasi valid dan ahli media/desain berada pada kualifikasi sangat valid, 4) hasil yang diperoleh untuk mengukur kepraktisan produk dengan melakukan uji coba terhadap kelompok kecil yang menunjukkan hasil kualifikasi praktis kemudian melanjutkan uji coba kelompok besar yang menunjukkan kualifikasi sangat praktis. Berdasarkan hasil analisis tersebut dapat disimpulkan bahwa media berbentuk Trello valid dan praktis digunakan dalam memanajemen proyek.
PENGEMBANGAN MEDIA POSTER PENDIDIKAN KARAKTER DI SEKOLAH PENDIDIKAN ANAK USIA DINI DUSUN SALU PATTUNG KABUPATEN MAMUJU Irmayanti Laurentius; Farida Febriati; Andromeda Valentino Sinaga
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 9 No. 5 (2023): Volume 09 No. 05 Desember 2023
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v9i5.2503

Abstract

Learning media is closely related to the learning process. Learning media is a tool used by educators or teachers in delivering learning materials so that they are easily understood by students. With the media, the learning process is more interesting and not monotonous. This research and development produces a product in the form of character education poster media at the Early Childhood Education school in Salu Pattung Hamlet, Mamuju Regency. The purpose of this development research is to determine the level of need for character education poster media, to determine the design of character education poster media and to determine the level of validity and practicality of character education poster media. This research uses the type of R&D (Research and Development) research. This research uses the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). This research was conducted at PAUD Salu Pattung Hamlet, Mamuju Regency. The data sources in this study were 2 validators consisting of material validators and media validators, 7 students and 2 teachers. Data were collected through material expert validation, media validation, limited trial, field trial and teacher response. The results of the observation before this research was conducted stated that poster media is needed in the character education process. While the validation by material and media experts was at a very good qualification, the limited trial and field trial received very good qualifications and the teacher's response was also at a very good qualification. The conclusion of this study is that the level of need for poster media products is needed and has been valid and practical for use in early childhood character education.
PENGEMBANGAN VIDEO PEMBELAJARAN PADA MATA PELAJARAN IPS KELAS VIII SMP NEGERI 4 PITU RIAWA KAB. SIDENRENG RAPPANG Karmila; Pattaufi; Andromeda Valentino Sinaga
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 10 No. 2 (2024): Volume 10 No. 02 Juni 2024
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v10i2.2806

Abstract

The development of digital technology today has a significant impact on world of education. The use of technology facilitates the process of learning and creating The learning atmosphere is not boring and monotonous. This study uses R&D (Research and Development) research and development methods. This study Aims to 1) Know the level of learning video media needs, 2) Design learning video media, 3) knowing the validity / feasibility of learning video media, 4) Know the level of practicality of learning video media. This research was developed by using the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). This research was conducted at SMP Negeri 4 Pitu Riawa Sidenreng Rappang District. The subjects of this study were 20 grade VIII students, 1 person teacher, and 2 validators consisting of material/content validators and media validators. Data collection using needs identification questionnaire, material/content validation questionnaire, media validation questionnaire, individual trial questionnaire, large group/field trial questionnaire and questionnaires of subject teacher responses. The results of this study are: 1) Results obtained from identifying the level of student needs to be in the required category, 2) Design learning video media using the Doratoon application, the resulting product in the form of an animated video containing the opening, content of the material and practice questions, 3) Results obtained from material / content validation and media validation is in the very valid category, 4) to test The level of practicality of the product is carried out individual trials, large group / field trials and teacher responses. From individual trials and teacher responses are in the very category Good while in large group / field trials are in the good category. Based on the results of this study, it can be concluded that the product has been developed by researchers is valid / feasible and practical to use in the learning process.
The OPTIMALISASI TEKNOLOGI DIGITAL DALAM PENGUATAN MODERASI BERAGAMA Sinaga, Andromeda Valentino; Sianipar, Rimma; Novia, Lely; Mustikawati, Yunitari; Radhiyani, Fitri
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 2 No 05 (2024): OKTOBER 2024
Publisher : Media Inovasi Pendidikan dan Publikasi

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

Abstract

Sosialisasi ini berfokus pada optimalisasi teknologi digital dalam penguatan moderasi beragama di kalangan masyarakat, khususnya mahasiswa, dengan menggunakan metode deskriptif kualitatif. Moderasi beragama merupakan konsep penting yang menekankan sikap toleransi, keseimbangan, dan penghargaan terhadap keragaman dalam kehidupan beragama. Di era digital yang semakin berkembang, teknologi memiliki potensi besar untuk menjadi alat yang efektif dalam menyebarkan nilai-nilai moderasi ini. Sosialisasi ini bertujuan untuk mengeksplorasi bagaimana teknologi digital, seperti media sosial, platform pendidikan daring, dan aplikasi digital, dapat digunakan secara optimal untuk memperkuat pemahaman dan penerapan moderasi beragama. Pengumpulan data dilakukan melalui wawancara mendalam, observasi, serta kajian literatur terkait penggunaan teknologi dalam konteks keagamaan. Subjek penelitian terdiri dari mahasiswa yang aktif menggunakan teknologi digital dalam kegiatan keagamaan dan penyebaran nilai-nilai moderasi. Hasil sosialisasi menunjukkan bahwa penggunaan teknologi digital dapat secara efektif meningkatkan kesadaran dan pemahaman tentang moderasi beragama. Media sosial dan platform digital memungkinkan penyebaran pesan moderasi secara lebih luas dan cepat, menjangkau berbagai lapisan masyarakat, termasuk generasi muda. Namun, tantangan yang muncul meliputi adanya konten-konten yang bersifat ekstremisme yang juga tersebar luas di media digital. Oleh karena itu, diperlukan pendekatan strategis dalam menggunakan teknologi ini untuk memastikan pesan moderasi beragama dapat tersampaikan dengan baik. Sosialisasi ini merekomendasikan pengembangan lebih lanjut program-program edukasi digital yang berfokus pada moderasi beragama, serta peningkatan literasi digital di kalangan pengguna, untuk mendukung upaya penguatan moderasi beragama di tengah kemajuan teknologi.
OPTIMALISASI KEMAJUAN TEKNOLOGI DESAIN MEDIA GRAFIS UNTUK BERKARYA Sinaga, Andromeda Valentino; Hukom, Julham; Syafir, Muhammad Isnawan; Zaum, Syahrul; Arsal, Ulfah Widyastuti
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 2 No 05 (2024): OKTOBER 2024
Publisher : Media Inovasi Pendidikan dan Publikasi

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

Abstract

Sosialisasi ini membahas kemajuan pesat dalam teknologi dalam beberapa dekade terakhir, terutama munculnya teknologi digital seperti kecerdasan buatan (AI), internet, dan teknologi komunikasi. Inovasi-inovasi ini telah berdampak signifikan dalam berbagai bidang, termasuk komunikasi, pendidikan, dan kesehatan. Teknologi telah memfasilitasi konektivitas global, platform pembelajaran daring seperti Zoom dan Google Classroom, serta perangkat medis berbasis AI dan telemedicine, yang meningkatkan efisiensi di berbagai sektor. Dalam konteks pengabdian kepada masyarakat, studi ini menyoroti bagaimana universitas menerapkan "Tri Dharma" perguruan tinggi, dengan fokus pada kegiatan sosial. Kegiatan sosialisasi "Optimalisasi Kemajuan Teknologi Desain Grafis untuk Berkarya" bertujuan untuk memberdayakan individu dengan alat dan pengetahuan untuk meningkatkan keterampilan desain grafis mereka, terutama dengan memanfaatkan teknologi terkini. Inisiatif ini diselenggarakan melalui format daring menggunakan Zoom, memberikan platform interaktif dan informatif bagi peserta, termasuk siswa dan profesional kreatif, untuk mempelajari tren dan alat terbaru dalam desain grafis. Sesi ini juga bertujuan untuk menginspirasi kreativitas, meningkatkan keterampilan profesional, dan mendorong penggunaan teknologi untuk meningkatkan produktivitas. Hasilnya menunjukkan bahwa peserta memperoleh wawasan berharga mengenai teknologi desain terbaru dan termotivasi untuk menerapkan alat ini guna meningkatkan hasil karya kreatif mereka. Sosialisasi ini juga berfungsi sebagai platform jaringan bagi para profesional di bidang desain grafis, yang berkontribusi pada pengembangan komunitas dan pertumbuhan profesional.