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Mengukur Kemampuan Pembelajaran Melalui Penggunaan Media Video Animasi Cahyono, Budi Tri; Suparmi, Suparmi; Prihatin, Relly; Sukmawati, Fatma; Santosa, Eka Budhi
Edukasi Islami: Jurnal Pendidikan Islam Vol. 12 No. 04 (2023): Edukasi Islami: Jurnal Pendidikan Islam
Publisher : Sekolah Tinggi Agama Islam Al Hidayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30868/ei.v12i04.5008

Abstract

Pembelajaran yang dilakukan secara manual akan membentuk pemahaman secara abstrak, dimana persepsi penjelasan menurut pemahaman secara pribadi. Pemanfaatan media pembelajaran yang berbasis teknologi digital mutlak diperlukan untuk meningkatkan pemahaman pembelajaran secara visual dan akan menghasilkan pemahaman yang sama dan dapat dilakukan penjelasan berulang. Metode yang digunakan dalam penelitian dengan melakukan uji coba produk, pengembangan produk dan implementasi produk. Penelitian ini diawali dari model pembelajaran dilakukan secara manual, kemudian ditambahkan penggunaan teknologi digital dengan memanfaatkan media audio visual dalam menyampaikan pembelajaran. Tantangan utama adalah mengupgrade kemampuan digital untuk menguasai infrastruktur teknologi digital dan menyampaikan secara benar. Siklus yang dilakukan sebanyak 2 tahap dengan mengoptimalkan pendidik yang berada di Kelompok Kerja Guru Gugus Laweyan sebagai responden. Tahap I pendidik masih kurang percaya diri dalam melakukan: 1. analisis media pembelajaran yang digunakan, 2. membuat desain media pembelajaran yang digunakan, 3. membuat media pembelajaran berbentuk audio visual animasi. 4. melaksanakan menyampaikan materi media pembelajaran, 5. melaksanakan evaluasi dari hasil pembelajaran. Hasil yang diperoleh yaitu 98% pendidik merespon model pembelajaran media audio visual animasi dengan baik, sehingga pada tahap ke II responden melakukan hal yang sama, respon yang diperoleh, responden memberikan apresiasi dengan baik. 
Pengembangan Media Video Animasi Berbasis Android untuk Meningkatkan Sikap Peduli Lingkungan Saefudin, Achemat; Setiawan, Abdul Haris; Sukmawati, Fatma
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 11: Special Issue No. 1 (2023)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v11i1.8132

Abstract

Kurangnya sikap peduli lingkungan menjadi sangat penting untuk mencegah kerusakan lingkungan. Seiring berkembangnya teknologi, cara mengajarkan sikap semakin berinovasi, contohnya dengan bantuan video animasi berbasis android. Penelitian ini bertujuan untuk mengembangkan video animasi berbasis android untuk meningkatkan sikap kepedulian lingkungan. Studi ini merupakan penelitian dan pengembangan (R&D) dengan model ADDIE. Subjek penelitian ini adalah 32 peserta didik kelas 5 SDN Malo, Bojonegoro. Teknik pengambilan data menggunakan kuesioner penilaian video animasi dan sikap peduli lingkungan. Analisis data menggunakan analisis deskriptif. Hasil penelitian menunjukkan bahwa video animasi berbasis android sangat layak untuk diimplementasikan dalam pembelajaran dengan tujuan meningkatkan sikap peduli lingkungan berdasarkan penilaian ahli materi (92,65%), ahli media (84%), guru (94,80%), dan peserta didik (91,30%). Temuan penelitian ini menunjukkan bahwa penggunaan video animasi berbasis android dapat meningkatkan sikap peduli lingkungan dengan penyampaian informasi dan konsep-konsep lingkungan yang menarik dan mudah dimengerti. Hasil penelitian ini dapat menjadi pertimbangan untuk mengintegrasikan teknologi dan inovasi pembelajaran lainnya untuk meningkatkan aspek-aspek lainnya di lingkungan sekolah maupun luar sekolah.
PENGEMBANGAN BAHAN AJAR BIOLOGI BERBASIS CONTEXTUAL TEACHING LEARNING Sukmawati, Fatma
Jurnal Penelitian Ilmu Pendidikan Vol. 7 No. 2 (2014): September-November
Publisher : Fakultas Ilmu Pendidikan, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (845.57 KB) | DOI: 10.21831/jpipfip.v7i2.4918

Abstract

Penelitian ini bertujuan untuk mengembangkan bahan ajar Biologi berbasis Contextual Teaching Learning sehingga dapat mengekfektifkan pembelajaran Biologi bagi siswa SMA. Metode penelitian ini adalah penelitian dan pengembangan. Hasil yang diperoleh: 1) Prosedur yang digunakan sebagai berikut: penelitian dan pengumpulan data, perencanaan, pengembangan draft, uji coba lapangan awal, merevisi hasil uji coba, uji coba lapangan, penyempurnaan produk hasil uji lapangan, uji pelaksanaan lapangan, penyempurnaan produk akhir, dan implementasi; 2) berdasarkan analisis diperoleh skor rata-rata post test kelas X-9 (buku teks) adalah 66,9 dan skor rata-rata post test kelas X-7 (bahan ajar biologi berbasis CTL) adalah 79,4 dan t hitung F hit = 2.67 > 1.67 = F tabel, dapat disimpulkan bahwa penggunaan bahan ajar biologi berbasis CTL mampu mengefektifkan pembelajaran dalam pembelajaran mata pelajaran biologi di SMA Al-Islam 1 Surakarta
Level of Computational Thinking and Technological Literacy Skills to Improve pre-Service Teacher Learning Innovation Santosa, Eka Budhi; Sukmawati, Fatma
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 1 (2024): March
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i1.10872

Abstract

This study aims to assess the extent to which teachers' technology literacy skills contribute to their ability to implement innovative teaching methods through computational thinking. This study used a quasi-experimental method with a 2x2 factorial design. This research used 84 samples of prospective teacher students from the Educational Technology Study Program. The instrument used questionnaires to assess the level of instructional innovation demonstrated by aspiring teachers, utilizing three indicators: the utilization of interactive learning media, the incorporation of information technology, and the diversity of learning resources. The statistical method employed to examine the hypothesis is a two-way analysis of variance (two-way ANOVA). The results of this study showed significant correlation between the level of students' Instructional Learning Innovation skills and Computational Thinking; the statistical analysis reveals a p-value greater than 0.05. Additionally, the research findings indicate that the level of Technological Literacy Skills has an impact on Instructional Innovation Learning skills. This research made significant contributions, such as the introduction of the Computational Thinking Level, which enables teachers to enhance their capacity to create effective learning strategies that align with the most recent advancements in technology. Technological Literacy Skills assist educators in incorporating digital tools and resources into the educational process, fostering a cutting-edge and dynamic classroom setting.
Virtual Reality-Based Learning about "Animals Recognition" and Its Influence on Students' Understanding Sukmawati, Fatma; Santosa, Eka Budhi; Rejekiningsih , Triana
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.v25i2.36106

Abstract

The development of Educational technology has experienced a rapid increase which has consciously contributed positively to the motivation for learning achievement, as well as virtual reality media which can bring reality into learning activities. The aim of this research is to produce virtual reality media for learning to know animal’ diversity. This research type is Research and Development with the ADDIE’ developing model which consists 5 steps : 1. Analysis, 2. Design, 3. Development, 4. Impelmentation, 5. Evaluation. The research subject consists of media experts, material experts, teachers, and 27 elementary school second-grade students. Data collection techniques consist of tests and non-tests, with interview guidelines, questionnaires, and test instruments for data analysis tailored to each instrument using average, descriptive, and n-gain. Research results show that Virtual Reality products are declared suitable for use as learning media and are effective in increasing students' understanding of animal introduction for elementary school students. The results of assessments by media experts, material experts, and teachers also showed that these media belong to the category of "appropriate" to be used as learning media. In addition, the media is also included in the "effective" category to help students understand material about animal recognition based on n-gain analysis.
Ability to Solve Complex Social Problems of Prospective Teachers according to Gender and Computational Thinking Budhi Santosa, Eka; Sukmawati, Fatma
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (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.v25i3.38749

Abstract

Entering the 21st century, computational thinking has become a basic skill that all students must have. This research aims to determine gender differences in learning outcomes to solve social problems, differences in students' levels of computational thinking by gender, and the influence of students' levels of computational thinking on learning outcomes in solving social problems. This research uses a descriptive verification method with a quantitative analysis approach. The number of research subjects was 256 students, who came from the Faculty of Teacher Training and Education, Sebelas Maret University. The quantitative data analysis used is based on the results of computational thinking ability tests using the Wilcoxon Test. Further analysis of this research uses K-Means for clustering, while analysis of the relationship between variables uses Spearman's rho. This research shows that there is an influence of gender on learning outcomes for solving social problems, there is no significant relationship between students' level of computational thinking and gender, and there is a significant influence of students' level of computational thinking on learning outcomes for solving social problems. The results of this research show that the two factors above play a large role in influencing student learning outcomes. This capability works in synergy with the computational level of thinking. With the right efforts, growing computational thinking skills can improve students' ability to solve various learning problems.
The Effect of Teachers' Level of Self-Regulated Learning and Internet Self-Efficacy on Teaching Innovation in the Constructivist Curriculum Budhi Santosa, Eka; Sukmawati, Fatma; Juwita, Ratna; Prihatin, Relly; Tri Cahyono, Budi; Suparmi
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 2 (2024): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

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

Abstract

In the era of modern education, innovation in teaching is a crucial aspect for improving learning quality. This study aims to find out the extent to which Internet Self-Efficacy (ISE) of teachers affects learning innovation in the constructivist curriculum and the extent to which Self-Regulated Learning (SRL) affects teachers in making learning innovations in the constructivist curriculum. The research method used is quantitative with a survey approach. Data was collected through a questionnaire filled out by 97 junior high school teachers in Central Java who implemented a constructivist curriculum. Based on the results of the regression analysis, it was found that in the condition that teachers have a high level of Internet self-efficacy, self-regulated learning (SRL) has a significant effect on the learning innovations that are carried out by teachers.  Another condition is the influence of SRL with low teacher ISE on teacher learning innovation. In the condition of low self-efficacy levels, SRL indicators of metacognitive skills, time management, and environmental settings did not have a significant effect on teachers' learning innovation. These findings indicate that teachers with high levels of self-regulated learning (SRL) and internet self-efficacy tend to be more innovative in implementing teaching methods that are in accordance with the principles of constructivism. The implications of this study emphasize the importance of developing teachers' self-regulated learning (SRL) and internet self-efficacy skills through continuous training and professional development programs to improve the quality of teaching in constructivist curricula.
How Is It Done: A Qualitative Analysis of Teachers Strategies in Meeting the Challenges of Differentiated Instruction Juwita, Ratna; Sukmawati, Fatma; Santosa, Eka Budhi; Cahyono, Budi Tri; Prihatin, Relly; Suparmi, Suparmi
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 3 (2024): 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.v26i3.49907

Abstract

Differentiated Instruction (DI) is considered an important but challenging task which many teachers feel unprepare. A list of requisite skill of DI is needed to eliminate teachers’ unpreparadness. This study aimed to explore requisite skills for DI implementation and to identify best practices across various school levels. Using 112 self-reported essays, subsequent interviews, videotaped DI practices, and experts meeting, this article employed Cognitive Task Analysis (CTA) to capture a description of the knowledge that experts use to carry out differentiations. The result revealed that CTA of DI implementation contained four essential skills in the preparation phase, nine skills in the implementation phase, and two skills in the evaluation phase. Despite of highly different contexts of school levels, this study found similarities in DI practices across all levels. This study contributes to the existing body of knowledge on DI by highlighting the effectiveness of CTA in identifying and implementing DI strategies across different educational levels. Future research should explore the long-term impacts of DI on student achievement and engagement, as well as investigate DI practices in different educational settings.
The Impact of Augmented Reality on Visual-Spatial Ability Development: Systematic Literature Review Pratama, Alvonda Rizqi; Efendi, Agus; Sukmawati, Fatma
Proceeding of International Conference on Biology Education, Natural Science, and Technology 2025: Proceeding of International Conference on Biology Education, Natural Science, and Technology
Publisher : Universitas Muhammadiyah Surakarta

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

Abstract

Visual-spatial ability is an essential cognitive skill in supporting learning in science, technology, engineering, and mathematics (STEM). The purpose of this study is to analyze the effect of augmented reality technology on the development of students' visual-spatial abilities through a Systematic Literature Review (SLR) approach. This study is based on 13 relevant articles published in reputable journals for the period 2020–2024. The results of the study show that augmented reality has a significant impact on creating interactive and immersive learning experiences. This technology allows students to visualize complex spatial concepts more easily while increasing motivation and engagement in learning. The use of augmented reality also supports students in understanding spatial-based materials more effectively, making it one of the relevant technological innovations to advance modern education. This study confirms that augmented reality has great potential to improve the quality of visual-spatial-based learning. These findings provide a strong basis for integrating augmented reality into various educational contexts to support the application of technology in innovative and effective learning.
Augmented Reality for Chemistry Education: Systematic Literature Review (SLR) and Visualization Setiawan, Riky; Santosa, Eka Budhi; Sukmawati, Fatma
Proceeding of International Conference on Biology Education, Natural Science, and Technology 2025: Proceeding of International Conference on Biology Education, Natural Science, and Technology
Publisher : Universitas Muhammadiyah Surakarta

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

Abstract

The integration of immersive technologies into science education provides an innovative pathway for addressing abstract concepts, particularly within chemistry learning. This paper delivers a systematic review of literature concerning the integration of Augmented Reality (AR) in chemistry education, emphasizing molecular structure visualization and improved interactivity in learning processes. The review followed the PRISMA protocol, utilizing articles indexed in Scopus between 2020 and 2025. Out of 81 initial studies identified, ten satisfied the inclusion criteria and were further examined with bibliometric approaches. Findings highlight an increasing research focus on AR-based chemistry instruction, covering mobile learning, gamified environments, and molecular simulations. Major contributing countries included Germany, Switzerland, and Indonesia, with key subject domains spanning social sciences, computer science, and chemistry. Keyword mapping further indicates that AR is positioned as a pivotal element within the digital education landscape. These insights underline the transformative capacity of AR in redefining chemistry education toward a more flexible, interactive, and student-centered model.