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DEVELOPMENT OF “INTRODUCTION TO NETWORKING” LEARNING MATERIALS FOR CLASS XI TKJ IN SMKN 1 KAMAL USING UNITY 3D Sophan, Mochammad Kautsar; Arif, Muchamad; Hendrawan, Yonathan Ferry; Mardiyah, Indah Rodiatun
Asia Pacific Journal of Management and Education (APJME) Vol 1, No 1 (2018): Asia Pacific Journal of Management and Education
Publisher : AIBPM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32535/apjme.v1i1.102

Abstract

This research is based on the condition in which printed books and modules were not enabling enough for the students to study the Introduction to Networking materials. The results were the students’ lack of learning motivation and low learning outcomes. One alternative to improve the motivation and interest in learning is using Unity 3D for learning resources. For this research, ADDIE (Analysis, Design, Development, Implementation, and Evaluation) was used as the development model. The new materials were tested to XI grade TKJ students of SMKN 1 Kamal. Results obtained from survey on small group trials were 93% and for large group trials were 90%. After they were converted to the table of achievement level and qualification, the results acquired very high qualification of 90% -100% with highly feasible description.
Pengaruh Model Pembelajaran Project Based Learning Dengan Pendekatan TPACK Terhadap Hasil Belajar Siswa Pada Materi Jaringan WLAN Auria, Vivia; Arif, Muchamad; Ningsih, Puji Rahayu
EDUTIC Vol 10, No 1: November 2023
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v10i1.22942

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran project based learning dengan pendekatan TPACK terhadap hasil belajar siswa pada materi jaringan WLAN, berserta aktivitas keterlaksanaan pembelajaran dan respon siswanya. Penelitian ini menggunakan metode kuantitatif dengan model penelitian eksperimen.  Populasi yang digunakan sebanyak 60 siswa kelas X TKJ di SMKN 1 Sepulu, dimana 30 siswa kelas X TKJ 1 sebagai kelas eksperimen dan 30 siswa kelas X TKJ 2 sebagai kelas kontrol. Peneliti menggunakan pretest, posttest, wawancara, observasi, dan angket untuk mengumpulkan data. Berdasarkan hasil penelitian diperoleh,(1) Terdapat pengaruh model pembelajaran project based learning dengan pendekatan TPACK dengan hasil belajar siswa(ranah kognitif) berdasarkan uji siggnifikan dengan hasil thitung lebih dari ttabel atau 2,284 lebih dari 2,048, sehingga H­­a diterima.(2) Aktivitas pelaksanaan pelaksanaan pembelajaran menggunakan model project based learning dengan pendekatan TPACK menunjukkan hasil baik.aktivitas guru memperoleh presentase 85,62% dengan kategori “baik” dan aktivitas siswa memperoleh presentase 86,93% dengan kategori “baik”.(3) Respon siswa pada pembelajaran dengan model project based learning dengan pendekatan TPACK memperoleh presentase 83,53% berkategori baik dari siswa. Sehingga dapat disimpulkan bahwa terdapat pengaruh model pembelajaran project based learning dengan pendekatan TPACK terhadap hasil belajar siswa pada mata pelajaran jaringan WLAN kelas X TKJ di SMKN 1 Sepulu
Hubungan Minat dan Motivasi Belajar dengan Hasil Belajar Siswa pada Materi Gerbang Logika Lahagu, Desti Inul Fandi; Arif, Muchamad
EDUTIC Vol 12, No 1: 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v12i1.30025

Abstract

Keberhasilan dalam proses belajar dapat dilihat dari hasil belajar yang dicapai oleh siswa. Namun, ada beberapa faktor yang mempengaruhi rendahnya hasil belajar pada materi gerbang logika kelas X TKJ di SMK Negeri 2 Bangkalan, yaitu rendahnya minat dan motivasi belajar siswa. Penelitian ini bertujuan untuk mengetahui (1) hubungan minat belajar dengan hasil belajar, (2) hubungan motivasi belajar dengan hasil belajar, (3) hubungan minat belajar dan motivasi belajar dengan hasil belajar siswa kelas X TKJ pada materi gerbang logika. Penelitian ini termasuk jenis penelitian kuantitatif, populasi dalam penelitian ini adalah kelas X TKJ 1 dan kelas X TKJ 2 Axioo yang terdiri dari 54 siswa, kemudian pengambilan sampel menggunakan non-probability sampling jenis sampling total. Sampel penelitian sebanyak 54 siswa. Data diperoleh dengan cara menyebarkan kuesioner dan tes untuk mendapatkan hasil belajar siswa. Berdasarkan hasil penelitian diperoleh (1) thitung = 10,0273 lebih besar dari ttabel = 2,00665 menunjukan ada hubungan yang signifikan antara minat belajar dengan hasil belajar dengan koefisien determinasi sebesar 65,91%, (2)  thitung = 10,1450 lebih besar dari ttabel = 2,00665 menunjukan ada hubungan yang signifikan antara motivasi belajar dengan hasil belajar dengan koefisien determinasi sebesar 66,43%, (3) thitung = 78,6233 lebih besar dari ttabel = 3,18 menunjukan ada hubungan yang signifikan antara minat belajar dan motivasi belajar dengan hasil belajar siswa dengan koefisien determinasi sebesar 75,51.
Development of an Educational RPG Genre Game for Greedy Algorithm Material in 11th Grade Informatics Students Ni'mah, Ana Tsalitsatun; Toyybah, Khafidotun; Sari, Ariesta Kartika; Fahmi, Muhammad Naufal; Arif, Muchamad; Ramansyah, Wanda
EDUTIC Vol 12, No 2: 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v12i2.31965

Abstract

This research is motivated by the difficulties of grade XI students of SMA Negeri 1 Bangkalan in understanding the greedy algorithm material in Informatics subjects. This material requires computational thinking skills because it combines theory with programming code. Learning that only relies on PowerPoint presentations before practice makes the classroom atmosphere less interesting and tends to be boring. As a solution, an RPG genre educational game was developed as a learning medium for greedy algorithm material in grade XI Informatics. The development of this game uses the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of the analysis showed that there was no game-based learning media for this material, so the development was carried out as a learning innovation. The game that was developed received a very feasible assessment by media experts 93% of lecturers and 96% of teachers and material experts 99% of teachers and 93% of lecturers. Trials on individual, small, and large groups showed feasibility levels of 96%, 93%, and 95%, respectively. Based on these results, it can be concluded that this educational game is very good to be used as a learning medium for greedy algorithm material at the high school level.
THE DESIGN AND EFFICACY OF INTERACTIVE DIGITAL SIMULATIONS FOR PRESCHOOL COGNITIVE DEVELOPMENT: INTEGRATING PIAGET’S PREOPERATIONAL THEORY AND MAYER’S MULTIMEDIA PRINCIPLES Junaedi, Lukman; Arif, Muchamad; Virdaus, Varia Virdania; Rofiyarti, Fitri; Faviandhani, Qausya
MOTORIC Vol 9 No 2 (2025): Volume 9 No 2 Desember 2025
Publisher : Universitas Narotama

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

Abstract

Early Childhood Education (ECE) plays a critical role in shaping foundational cognitive skills, particularly during the preoperational stage (ages 2–7 years) as theorized by Jean Piaget. Children in this phase learn optimally through active, symbolic manipulation and play. However, the global shift towards digital learning necessitates a robust instructional design framework to overcome the limitations of passive media and mitigate the risks of cognitive overload often associated with poorly structured digital content. This study addresses the urgent need for empirically validated, theory-driven digital learning tools for ECE by systematically integrating Piaget’s developmental rationale with Richard E. Mayer’s Cognitive Theory of Multimedia Learning (CTML). The research employed a systematic Research and Development (R&D) approach using the five-phase ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The analysis phase defined specific cognitive targets (e.g., shape, number, and color recognition) suitable for preoperational learners. The design and development phases strictly implemented key CTML principles, such as the Coherence Principle (eliminating extraneous materials like non-essential background music) and the Modality Principle (using audio narration instead of on-screen text to prevent dual-channel overload), thereby optimizing cognitive processing efficiency for young learners. The intervention—an interactive digital simulation designed around these principles—was implemented with a sample of ECE children in Indonesia. The efficacy of the intervention was evaluated using a pre-test post-test quasi-experimental design. The results demonstrated a statistically significant improvement in the cognitive performance of the treatment group (p < 0.05). Specifically, children exposed to the CTML-designed simulation showed an average cognitive gain of 25% to 30% in targeted skills (classification, counting, and problem-solving) compared to their baseline scores. This substantial gain validates the combined theoretical approach. The study concludes that the effectiveness of digital media in ECE is not inherent to the technology itself but is directly proportional to the rigor of the instructional design, confirming that minimizing extraneous cognitive load through Mayer's principles enables more efficient assimilation and accommodation of new knowledge, aligning perfectly with Piagetian demands for active learning. Future research should explore the long-term retention effects and integrate more immersive technologies like Augmented Reality (AR).10Keywords: Interactive Digital Learning; Cognitive Development; Piaget's Preoperational Stage; Multimedia Learning Principles. Keywords: Interactive Digital Learning; Cognitive Development; Piaget's Preoperational Stage; Multimedia Learning Principles
Trends in Corpus Linguistics Research: A Bibliometric Analysis (2004-2024) Virdaus, Varia Virdania; Lestari, Gunarti Dwi; Yulianingsih, Wiwin; Rosyanafi, Rofik Djalal; Arif, Muchamad; Mohamad, Hamidah Binti
Journal of Pedagogy and Education Science Vol 5 No 01 (2026): Article in Press - Journal of Pedagogy and Education Science
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.jpes.001505

Abstract

This bibliometric study analyzes changes in corpus linguistics research from 2004 to 2024, emphasizing discourse analysis, digital literacy, and educational technology. Despite being the crucial tool for language analysis, corpus linguistics is frequently not taught in teacher preparation programs. Literacy has evolved digitally as a result of the growing prevalence of computers and the internet. Research indicates that educators must improve their technological proficiency. Using an analysis of 128 papers from the Scopus database, this study looks at the gaps in the extensive body of scientific literature on corpus linguistics. Studies indicate that scientific output has increased significantly in recent years, particularly since 2018. Papers are currently the most widely used publication format. The United States excels at assisting and cooperating with other nations. According to the investigation, Robert C. Meurant and Rodney H. Jones were the primary authors and had the highest number of citations and contributions, respectively. Traditional language methods are no longer the main focus of research; instead, an interdisciplinary framework that combines digital technology and education has taken its place. As a result, there is now a close connection between instruction and online and data resources. According to the research, literacy in corpus linguistics is now seen as a skill influenced by contemporary teaching strategies, the accessibility of data, and student engagement in the classroom.
SENSORY-BASED LEARNING TO ENHANCE CONCENTRATION IN AUTISTIC CHILDREN Yuniarti, Lusia Renita; Arif, Muchamad
E-Jurnal SPIRIT PRO PATRIA Vol 11 No 2: September 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat / Narotama University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/spirit.v11i2.3555

Abstract

Children with autism spectrum disorder (ASD) often struggle with concentration due to sensory processing challenges, affecting their learning and emotional regulation. This study aimed to examine the implementation of a sensory-based learning model to enhance concentration in children with ASD who also exhibit moderate intellectual disability. Conducted at SLB Harapan Bunda, Surabaya, Indonesia, the research applied a qualitative case study approach, collecting data through observation, interviews, and documentation between May and June 2025. Results show that structured sensory activities—including vestibular, proprioceptive, tactile, and motor exercises such as balance tasks, trampoline jumping, swing therapy, and coordination training—significantly improved attention span, emotional regulation, and classroom engagement. Concentration increased from 3–5 minutes to 15–20 minutes, and impulsive behaviors were reduced. These findings demonstrate that sensory-based learning effectively supports autistic children’s readiness to learn and classroom participation. Successful implementation depends on teacher expertise, appropriate facilities, and collaboration with parents.
Revolutionizing Listening Practice: Integrating Autoproctor Google Forms for Scalable English Learning in Large EFL Classrooms Arif, Muchamad; Lestari, Gunarti Dwi; Widodo; Kristanto, Andi; Virdaus, Varia Virdania; Ghanad, Anahita
Journal of Pedagogy and Education Science Vol 5 No 01 (2026): Article in Press - Journal of Pedagogy and Education Science
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.jpes.001538

Abstract

This study explores the integration of AutoProctor-enabled Google Forms to enhance English listening comprehension in large EFL classrooms. The research aims to address challenges of academic integrity and scalability faced by university instructors in technology-limited contexts. Employing a descriptive mixed-method design, data were collected from 95 undergraduate students and one lecturer through questionnaires and semi-structured interviews. The results indicate that the integration of AutoProctor in listening activities improved students’ motivation, confidence, and comprehension, while also ensuring a fair testing environment through automated proctoring features. Participants appreciated the platform’s automated grading, immediacy of feedback, and accessibility for independent practice. However, technical limitations such as unstable connectivity and restricted access to premium features occasionally constrained learning efficiency. The study highlights that AutoProctor-based Google Forms constitute a viable and integrity-oriented innovation for large-scale English learning, supporting both learner autonomy and sustainable digital pedagogy. The findings also offer implications for the broader use of AI-assisted assessment in EFL instruction.