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Needs Analysis of Development Immersive Technology In Microteaching Practices Centauri , Beta; Gunarta, I Ketut; Widyaningrum, Retno
International Journal of Progressive Mathematics Education Vol. 4 No. 2 (2024)
Publisher : Universitas Muhammadiyah Prof. DR. HAMKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/ijopme.v4i2.11494

Abstract

Microteaching, as a core component in teacher education, plays an essential role in preparing prospective teachers to develop professional teaching competencies. However, in the Educational Technology Study Program at FKIP Palangka Raya University, immersive-based learning media such as Augmented Reality (AR) have not yet been applied. This study aims to conduct a needs analysis to examine the feasibility and potential of AR in microteaching practice. Data were collected through questionnaires, observations, and interviews involving 60 students and 9 educators. Quantitative data were analyzed using percentage formulas, while qualitative data from interviews were thematically interpreted to capture educators’ perspectives. The findings show that 75% of educators considered the use of AR in microteaching very important, while 53.8% of students rated it as important. Interviews further revealed that AR is perceived as an engaging medium to enrich learning experiences, although financial limitations remain a major challenge. Despite these constraints, both educators and students demonstrated strong interest in adopting AR to make microteaching more interactive, enjoyable, and effective in enhancing cognitive abilities and learning outcomes. This study highlights the importance of needs analysis as a foundation for developing AR-based learning media in microteaching and provides insights for future design and implementation in teacher education programs.  
PENDEKATAN REALISTIC MATHEMATICS EDUCATION (RME) UNTUK MENINGKATKAN KEMAMPUAN PEMECAHAN MASALAH MATEMATIKA Widyaningrum, Retno; Khudlori, Ahmad
Ibriez : Jurnal Kependidikan Dasar Islam Berbasis Sains Vol 9 No 1 (2024)
Publisher : Universitas Islam Negeri Kiai Ageng Muhammad Besari Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/ibriez.v9i1.596

Abstract

Learning mathematics is very important in everyday life. However, there are still many obstacles in the mathematics learning process, one of which is obstacles to solving mathematical problems. In an effort to overcome this, researchers conducted research on mathematics learning using the Realistic Mathematics Education (RME) approach. This research aims to determine the implementation of the Realistic Mathematics Education (RME) approach, determine students' mathematical problem solving abilities after implementing the Realistic Mathematics Education (RME) approach, and determine the effectiveness of the Realistic Mathematics Education (RME) approach to improve mathematical problem solving abilities. This research uses a quantitative research approach with a quasi-experimental type of research. Data collection was carried out by observation and tests. The sample in this study used a cluster random sampling technique. The research data was processed and hypothesis testing was carried out in the form of the Independent t Test and the N-Gain Test. The results of this research are (1) the Realistic Mathematics Education (RME) approach at the first meeting was 83% and 91% was implemented at the second meeting. (2) Students' mathematical problem solving abilities after being given the Realistic Mathematics Education (RME) approach obtained an average score of 89.43. (3) The independent t test hypothesis shows that there are differences in mathematical problem solving abilities in the control and experimental classes. In the N-Gain test the control class obtained a score of 28% and the experimental class 64%. So it can be concluded that the Realistic Mathematics Education (RME) Model is quite effective in improving students' mathematical problem solving abilities.
The Influence Of Bullying On Mental Health And Self-Confidence Of Students At Madrasah Ibtidaiyah Muawanul Islam Uteran Zahra, Bahezta Lama'a; Widyaningrum, Retno
Child Kingdom : Jurnal Pendidikan Anak Usia Dini Vol 2 No 2 (2024): October
Publisher : LP3M STAI MA'ARIF MAGETAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53961/childom.v2i2.144

Abstract

Abstract Parents concerns about bullying behavior in the school environment certainly cannot be underestimated, for this reason it is necessary to conduct research related to the phenomenon of bullying among Madrasah Ibtidaiyah Mawanul Islam Uteran students, to determine whether there is bullying and its impact on students' mental health and self-confidence. This study uses a type of quantitative research with the help of the SmartPLS tool. So as to obtain the following research results, the act of bullying has a significant influence on the mental health and self-confidence variables of students at Madrasah Ibtidaiyah Mawanul Islam Uteran. The high t-statistic value (mental health: 30.900, self-confidence: 43.426) and low p-value (mental health: 0.000, self-confidence: 0.000) indicate that the act of bullying meets the necessary statistical requirements. The results of the inner model test also showed high R-Square values (mental health: 0.803, self-confidence: 0.860), indicating a significant and high influence of bullying actions on both variables. Keywords: Bullying, Mental Health, and Self-Confidence Abstrak Kekhawatiran orang tua terhadap perilaku bullying di lingkungan sekolah tentunya tidak dapat dipandang sebelah mata, untuk itu perlu dilakukan penelitian terkait fenomena bullying di kalangan siswa Madrasah Ibtidaiyah Mawanul Islam Uteran, untuk mengetahui ada tidaknya tindakan bullying serta dampaknya terhadap kesehatan mental dan kepercayaan diri siswa. Penelitian ini menggunakan jenis penelitian kuantitatif dengan dibantu dengan perangkat SmartPLS. Sehingga memperoleh hasil penelitian sebagai berikut, tindakan bullying memiliki pengaruh yang signifikan terhadap variabel kesehatan mental dan kepercayaan diri peserta didik di Madrasah Ibtidaiyah Mawanul Islam Uteran. Nilai t-statistic yang tinggi (kesehatan mental: 30,900, kepercayaan diri: 43,426) dan nilai p-value yang rendah (kesehatan mental: 0,000, kepercayaan diri: 0,000) menunjukkan bahwa tindakan bullying memenuhi syarat statistik yang diperlukan. Hasil uji inner model juga menunjukkan nilai R-Square yang tinggi (kesehatan mental: 0,803, kepercayaan diri: 0,860), mengindikasikan pengaruh tindakan bullying yang signifikan dan tinggi terhadap kedua variabel tersebut. Kata Kunci: Bullying, Kesehatan Mental, dan Kepercayaan Diri
Ragam Storyboard Untuk Produksi Media Pembelajaran Imbar Nursetyo, Kunto; Ariani, Diana; widyaningrum, retno; syahyani, regita
Jurnal Pembelajaran Inovatif Vol. 4 No. 1 (2021): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.041.14

Abstract

The media producer must be able to design the message and then simultaneously visualize the idea of the message before continuing it at the next production stage of various media formats that may be developed for learning. As for seeing the needs of the Education Technology study program students related to the production of learning media, the researcher determined the purpose of this study was to produce a variety of storyboards for the production of instructional media. The ADDIE development framework is used in this development research, while the procedures in this model are carried out linearly or a work process will occur continuously. The following are the steps that will be carried out in this research: Analysis (Analyze.), Design (Design), Development (Implementation), Implementation (Implementation), Evaluation (Evaluation). The output in the form of a storyboard for digital media production is the result of this development, which consists of two storyboard template formats based on linear and non-linear presentation flows. Mahasiswa sebagai media developer harus mampu mendesain pesan kemudian secara simultan melakukan visualisasi ide dari pesan tersebut sebelum melanjutkannya pada tahap produksi selanjutnya dari beragam format media yang mungkin dikembangkan untuk pembelajaran. Adapun melihat kebutuhan dari para mahasiswa terkait produksi media-media pembelajaran, maka dengan ini peneliti menentukan tujuan dari penelitian ini adalah menghasilkan ragam storyboard untuk produksi media pembelajaran. Model pengembangan yang digunakan pada penelitian pengembangan ini adalah dengan menggunakan framework ADDIE, adapun pada ADDIE ini dilakukan secara linear atau akan terjadi proses kerja yang dilakukan secara kontinyu prosesnya. Berikut langkah-langkah yang akan dilakukan dalam penelitian ini: Analisis (Analyze.), Desain (Design), Pengembangan (Development), Implementasi (Implementation), Evaluasi (Evaluation). Hasil dari penelitian pengembangan ini adalah produk berupa storyboard untuk produksi media digital berdasarkan alur penyajian yang terdiri dari dua format template storyboard linear dan non-linear.
Pengembangan Buku Hypercontent untuk Mata Kuliah Evaluasi Program di Prodi Teknologi Pendidikan FIP UNJ Mulyadi; Widyaningrum, Retno; Imbar Nursetyo, Kunto; Ardiansyah, Acep Ahmad
Jurnal Pembelajaran Inovatif Vol. 6 No. 2 (2023): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.062.05

Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan produk berupa buku hypercontent untuk mata kuliah Evaluasi Program di Prodi TP FIP UNJ. Pengembangan ini dilakukan berdasarkan hasil pengamatan peneliti yaitu masih kurangnya referensi sumber belajar mahasiswa pada mata kuliah Evaluasi Program khususnya di prodi TP FIP UNJ. Pengembangan buku hypercontent ini mengacu pada model pengembangan produk menurut Rowntree. Model Rowntree merupakan sebuah model yang di desain untuk menghasilkan sebuah bahan ajar tertentu. Menurut Rowntree dalam pengembangan bahan ajar terdapat tiga tahapan, yaitu tahap perencanaan, tahap persiapan penulisan, dan tahap penulisan dan penyuntingan. Evaluasi pada penelitian ini menggunakan evaluasi formatif dengan melibatkan dua ahli yaitu ahli materi dan ahli media serta pengguna yaitu mahasiswa prodi TP FIP UNJ. Pada penelitian pengembangan tahap 1 ini menghasilkan prototipe Buku Hypercontent Evaluasi Program yang terdiri dari 11 bab dan 314 halaman yang disajikan dalam bentuk cetak dengan menggunakan spesifikasi sampul soft cover dan kertas paper book. Abstract This development research aims to produce a product as a hypercontent book for the Program Evaluation course in the TP FIP UNJ. This development was carried out based on the results of the researcher's observations, namely the need for reference learning resources for students in the Program Evaluation course, especially in TP FIP UNJ. The development of this hypercontent book refers to the product development model, according to Rowntree. The Rowntree model is a model designed to produce a particular teaching material. According to Rowntree, there are three stages in developing teaching materials: the planning stage, the writing preparation stage, and the writing and editing stage. This study used formative evaluation by involving two experts, material experts and media experts, and users, namely TP FIP UNJ students. This phase 1 development research produced a prototype of the Program Evaluation Hypercontent Book consisting of 11 chapters and 314 pages presented in printed form using soft cover specifications and paper book paper.
Pengembangan Video Pembelajaran Interaktif Asking and Offering Help: di SMAN 62 Jakarta Zianadezdha, Asfara; suprayekti, suprayekti; Widyaningrum, Retno
Jurnal Pembelajaran Inovatif Vol. 7 No. 1 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.071.09

Abstract

Penelitian pengembangan ini bertujuan untuk menghasilkan produk pembelajaran berupa video pembelajaran interaktif Asking and Offering Help untuk peserta didik kelas X di SMA Negeri 62 Jakarta dalam rangka memfasilitasi pembelajaran bahasa Inggris di dalam kelas. Pengembangan video pembelajaran didasarkan pada analisis kebutuhan dan tujuan pembelajaran. Video pembelajaran interaktif merupakan media pembelajaran yang baru dibandingkan dengan media pembelajaran yang sebelumnya digunakan, yaitu media presentasi. Proses pengembangan video pembelajaran interaktif ini menerapkan model pengembangan 4D. Model pengembangan 4D terdiri atas empat tahapan utama, yaitu tahap pendefinisian, tahap desain, tahap pengembangan, dan tahap penyebarluasan. Penelitian pengembangan ini menghasilkan video pembelajaran interaktif yang dapat diakses melalui tautan dan dimuat pada poster. Dalam proses pengembangannya, video pembelajaran interaktif ini telah melalui penilaian ahli media pembelajaran dan ahli materi pelajaran. Dan sudah melalui serangkaian uji coba pengguna, yaitu uji coba one to one, small group, dan field test. Melalui serangkaian proses ini, maka video pembelajaran interaktif adalah media yang dapat digunakan untuk memfasilitasi pembelajaran Asking and Offering Help.
Pengembangan Online Course Pada Mata Pelajaran Administrasi Infrastruktur Jaringan Bagi Siswa Kelas XI Di SMKN 53 Jakarta Jurusan TKJ: Pengembangan Online Course Mochamad, Ardhani; Utomo, Erry; Widyaningrum, Retno
Jurnal Pembelajaran Inovatif Vol. 7 No. 1 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.071.06

Abstract

Penelitian pengembangan ini bertujuan untuk mengembangkan produk pembelajaran berupa online course untuk memfasilitasi peserta didik SMK kelas XI Jurusan Teknik Komputer dan Jaringan. Peneltian pengembangan ini dilakukan menggunakan prosedur pengembangan ILDF (Integrative Learning Design Framework) dengan melalui tahapan eksplorasi, penyusunan, dan evaluasi. Tahapan evaluasi yang dilakukan berbentuk evaluasi formatif dengan metode penyebaran kuesioner kepada expert review (ahli materi dan ahli media), kemudian dilakukan uji coba kepada mahapeserta didik melalui evaluasi one-to-one dan small group. Berdasarkan hasil evaluasi dari ahli materi menunjukkan hasil “Sangat Baik” dengan nilai 3,85/4,00. Berdasarkan hasil evaluasi dari ahli media pembelajaran menunjukkan hasil “Sangat Baik” dengan nilai 3,70/4,00. Berdasarkan hasil evaluasi one-to-one menunjukkan hasil “Sangat Baik” dengan nilai 3,66/4,00. Dan berdasarkan hasil evaluasi small group menunjukkan hasil “Sangat Baik” dengan nilai 3,54/4,00. This development research aims to develop learning products in the form of online courses to facilitate class XI vocational school students majoring in Computer and Network Engineering. This development research was carried out using the ILDF (Integrative Learning Design Framework) development procedure through the stages of exploration, preparation and evaluation. The evaluation stage carried out is in the form of a formative evaluation using the method of distributing questionnaires to expert reviewers (material experts and media experts), then trials are carried out on student students through one-to-one and small group evaluations. Based on the evaluation results from material experts, the results were "Very Good" with a score of 3.85/4.00. Based on the evaluation results from learning media experts, it shows "Very Good" results with a score of 3.70/4.00. Based on the results of the one-to-one evaluation, it shows "Very Good" results with a score of 3.66/4.00. And based on the small group evaluation results, the results were "Very Good" with a score of 3.54/4.00.
Pengembangan Video Interaktif “Materi Cedera” Pertolongan Pertama di PMR SMAN 5 Jakarta Puspitarini Ngazis, Cahyani; Widyaningrum, Retno; Nursetyo, Kunto Imbar
Jurnal Pembelajaran Inovatif Vol. 7 No. 2 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.072.01

Abstract

Penelitian pengembangan ini menghasilkan video interaktif “Cedera” untuk anggota palang merah remaja SMAN 5 Jakarta. Model pengembangan menggunakan Hannafin & Peck terdiri tiga tahap yaitu analisis kebutuhan, desain, pengembangan dan implementasi serta evaluasi dan revisi di setiap tahapnya. Hasil pengembangan ini adalah 1 video pengantar dan 4 video interaktif ”Cedera”. Evaluasi formatif yang dilakukan yaitu review oleh 3 ahli dan pengguna. Hasil uji kelayakan produk diperoleh skor 3,80 dari ahli materi, skor 4,00 dari ahli pembelajaran, dan skor 3,80 dari ahli media. Dari ketiga perolehan skor termasuk kategori sangat baik. Selain itu, dilakukan uji coba one-to-one melibatkan 3 anggota dan uji coba Small group dengan melibatkan 9 mahasiswa yang terbagi menjadi 3 kelompok mendapat skor 3,84 kategori sangat baik. Berdasarkan hasil data yang diperoleh dalam penelitian ini, dapat disimpulkan bahwa video interaktif “cedera” yang dihasilkan sudah dapat digunakan.
Gamifikasi Berbasis Website Untuk Mata Kuliah Manajemen Sistem Informasi Di Program Studi S1 Teknologi Pendidikan FIP UNJ Menggunakan Model Integrative Learning Design Framework (ILDF). Ariani, Diana; Widyaningrum, Retno; Suprayekti
Jurnal Pembelajaran Inovatif Vol. 7 No. 2 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.072.04

Abstract

Penelitian pengembangan ini bertujuan untuk: 1) menghasilkan produk berupa media Smart Box. 2) Menguji keefektifan penggunaan produk pengembangan media Smart Box untuk Siswa kelas 4 di SDN Cijujung 01 Kabupaten Bogor. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model 4D, Thiagarajan (1974). Pengumpulan data menggunakan wawancara, angket, dan test, dengan subjek melibatkan satu guru kelas 4D dan 34 siswa kelas 4D SDN Cijujung 01 Kabupaten Bogor. Analisis data menggunakan teknil analisis data kualitatif dan kuantitaif. Hasil penelitian ini adalah uji coba small group dengan nilai 63,37% kategori “efektif”, uji coba field test dengan nilai 66,59% kategori “efektif”, hasil angket respon uji coba small group dengan skor 97,1% kategori “sangat valid”, hasil angket uji coba field test dengan skor 95,2% kategori “sangat valid”. Kesimpulan Hasil penelitian adalah: (1) Media Smart Box dapat meningkatkan pemahaman belajar siswa kelas 4 di SDN Cijujung 01 Kabupaten Bogor, dan (2) Media Smart Box efektif digunakan sebagai media pembelajaran “Pendidikan Pancasila” di kelas 4.
Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students Suprayekti; Kunto Imbar; Della Nuari; Ariani, Diana; Widyaningrum, Retno; Kustandi, Cecep
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v25i2.34717

Abstract

The lack of practice questions given by the teacher resulted in students having difficulties in operating multiplication. This study aims to produce an android-based gamification application as a medium to support the learning process in operating multiplication material for third grade elementary school students. This development research uses the Rapid Prototyping model. The subjects involved in this study consisted of 2 material experts, 1 instructional design expert, 1 media expert, 3 students for individual trials, 9 students for small group trials, and 15 students for field trials. Data collection methods used are unstructured interviews and questionnaires. The gamification development process is carried out through 5 stages, namely (a) needs analysis and content analysis, (b) determining objectives, (c) building prototypes, (d) utilizing prototypes, (e) system installation and maintenance. The results of the expert review showed improvement, the results of individual trials and small group trials for all aspects received a positive response but there were 3 suggestions for improvement in the small group test, and the results of the field trial of 15 students had achieved a score above the minimum completeness criteria. Based on the results of this analysis, it can be concluded that Android-based gamification media can be used as enrichment for independent learning for third grade elementary school students.
Co-Authors Adithya Sudiarno Ahmad Ahid Mudayana Amardhani, Athaa Faishal Aminuyati Aniqotul Azizah, Noris Ardiansyah, Acep Ahmad Ariani, Diania Ariani, Diania Arief Rahman Arifiani, Siska Ariyanto, Renaldi Jafras Azzahro, Suryo Alvin Basuki Wibawa Bimantara, Alvin Cahyaningratri, Amina Jasmine Cecep Kustandi Centauri , Beta Citra Kusuma Dewi Della Nuari Devi, Priesta Mayestika Karunia Dewi, Dyah Santhi Diana Ariani Diana Ariani, Diana Dilansari, Vina Annisa Ega Rizkiyah, Ega Erry Utomo Fatul Fauziah, Asmah Rohma Febiyana, Christi Ferry Setiawan Fikri, Muhammad Naufal Gani, Rayhan Sultan Hikmah, Syafaqoh Mahdiyatul I Ketut Gunarta Imam Mustaqim Imbar Nursetyo, Kunto Irfanda, Mohammad Zehan Istighfarin, Rahmatul Izzati, Leni Nurul Kandriasari, Annis Khudlori, Ahmad Kresnaldi, Fariz Dwika Kunto Imbar Kunto Imbar Nursetyo Kusherawati, Ermi Kusuma, Oksa Wijaya Marsofiyati Maryani, Anny Moch Sukardjo Mochamad, Ardhani Muhammad Japar MULYADI Muslim, Suyitno Ni’mah, Zahrotun Nursetyo, Kunto Imbar Okta Putra Setio Ardianto, Okta Putra Setio Oktavia, Lora Permatahati, Stella Aldora Devi Prabowo, Afriyan Randhi Pratama, Arga Putra Pratama, Maulana Yoga Prawiradilaga, Dewi Salma Prawiradilaga, Dewi Salma Puspitarini Ngazis, Cahyani Putri, Malfa Liya Qohar, Henryco Syah Rahmat, Stephanus Turibius Ratna Sari Dewi Rizqi Nazhifah, Ghina Rosya, Kamila Nur Setiyowati, Fitri Nuraini Sholah, Adam Fajrus Situmorang, Robinson Sofian Rizal Sri Gunani Partiwi Suprayekti Suprayekti, Suprayekti Syahrial, Zulfiati syahyani, regita Wimbadi, Ardan Zahra, Bahezta Lama'a Zianadezdha, Asfara