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Evaluating OPEN-MURDER Scenario Impact on Vocational Education: Mengevaluasi Dampak Skenario OPEN-MURDER pada Pendidikan Kejuruan Permadani, Nahdia Putri; Sri Untari, Rahmania
Indonesian Journal of Innovation Studies Vol. 25 No. 2 (2024): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i2.1101

Abstract

This study investigates the impact of the OPEN-MURDER scenario on the learning outcomes of 36 Software Engineering program students in Vocational Schools (SMK). Utilizing a quasi-experimental design, pretest-posttest assessments were conducted to measure learning outcomes before and after implementing OPEN-MURDER, focusing on mood, understanding, recall, digest, expand, and review. Results show a significant improvement, with pretest scores averaging 71.72 and posttest scores 89.53 (p < 0.05). The findings underscore OPEN-MURDER's positive influence on SMK students' learning outcomes, suggesting its potential as an effective teaching model to enhance motivation, problem-solving skills, and classroom engagement. Future research could explore comparative analyses with control groups and encourage educators to adopt OPEN-MURDER for innovative teaching practices. Highlight: OPEN-MURDER Evaluation: Assesses impact on vocational students' learning outcomes. Experimental Design: Utilizes pretest-posttest method to measure effectiveness. Positive Influence: Shows significant improvement in student learning outcomes post-implementation. Keywoard: Open-Murder Scenario, Learning Outcomes, Vocational Schools, Quasi-Experimental Design, Teaching Model.
Pendampingan Pengembangan Media Pembelajaran Berbasis Teknologi Informasi dan Tata Kelola Sekolah Bagi Guru SMA Muhammadiyah Porong Fitria Nur Hasanah; Akbar Wiguna; Rahmania Sri Untari; Cindy Cahyaning Astuti
BERBAKTI: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 03 (2026): ISSUE FEBRUARI
Publisher : PT. Mifandi Mandiri Digital

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

Abstract

Tata kelola sekolah dapat didefinisikan sebagai penyebarluasan hasil penelitian ilmiah bersifat original. Tata kelola sekolah dilakukan sebagai bentuk kontribusi pada peningkatan kualitas Pendidikan. Tata kelola sekolah bukan hanya wajib dilakukan oleh dosen, tetapi juga wajib dilakukan oleh guru pada pengembangan profesi berkelanjutan untuk dapat disebut sebagai guru professional. Permasalahan yang dialami sekolah sebagai mitra kegiatan pengabdian kepada masyarakat adalah rendahnya pengetahuan informasi guru SMK terhadap tata cara tata kelola sekolah, baik administrasi maupun SOP.  Hal ini dibuktikan dengan belum tersedianya SOP tentang manajemen sekolah.  Tata kelola sekolah merupakan salah satu kegiatan yang sangat penting bagi guru.  Solusi yang ditawarkan berdasarkan uraian permasalahan mitra yang telah dideskripsikan adalah melakukan pelatihan tata kelola sekolah berupa pelatihan tata kelola sekolah. Melalui kegiatan pelatihan tata kelola sekolah dapat menambah wawasan dan keterampilan guru dalam hal tata kelola yang meliputi administrasi dan manajemen sekolah. Melalui kegiatan pengabdian ini guru dapat mengetahui tata cara, prosedur dan kebijakan terkait dengan manajemen sekolah.
Virtual Reality (VR) Literacy in Human Digestive System Learning on Learning Passion: A Project Based Learning (PjBL) Scenario Untari, Rahmania Sri; Wiguna, Akbar; Astuti, Cindy Cahyaning; Nur Hasanah, Fitria; Wulandari, Fitria Eka; Sabirov, Bobur
Jurnal Ilmu Pendidikan Vol 31, No 2 (2025): December
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um048v31i2p%p

Abstract

The urgency of this research arises from the challenges of teaching abstract concepts in science, such as the human digestive system, which often results in shallow understanding and low student motivation due to conventional 2D representations. This study investigates the effectiveness of integrating Virtual Reality (VR) literacy in Project-Based Learning (PjBL) scenarios to significantly improve students' learning enthusiasm compared to conventional e-module-based PjBL. This study uses a Quasi-Experimental Design with a Pre-Test-Post-Test Control Group Design and is framed within the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model. The dependent variable, learning enthusiasm, is measured using a validated scale based on the Vallerand Dualistic Model. Data are analyzed using a Two-Way Factorial Analysis of Variance (ANOVA), including assumption testing and Effect Size calculation. The final results show a significant mean difference in learning enthusiasm between the experimental group (VR-PjBL) and the control group (E-module-PjBL). These findings clearly demonstrate that VR literacy, when combined with PjBL, provides an immersive, personalized, and experience-based environment that acts as a powerful catalyst for intrinsic motivation and sustained enthusiasm for science learning.
Peningkatan Literasi Digital Masyarakat Melalui Pelatihan Koding Dasar dan Penerapan Kecerdasan Artifisial untuk Pembelajaran Hasanah, Fitria Nur; Untari, Rahmania Sri; Wachidah, Kemil; Tamara, Clarisa Seliya; Rohmatulloh, Muhammad Aziz; Haq, Adam Nurul
Abditeknika Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): April 2026
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abditeknika.v6i1.12052

Abstract

Perkembangan teknologi digital menuntut guru sekolah dasar untuk memiliki literasi digital yang baik, khususnya dalam pemanfaatan koding dasar dan kecerdasan artifisial (KA) sebagai bagian dari pembelajaran abad ke-21. Program pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi digital guru melalui pelatihan koding dasar dan penerapan KA dalam pembelajaran di SD Muhammadiyah 1 Candi Labschool UMSIDA. Kegiatan pengabdian dilaksanakan pada tanggal 27 Januari 2026 dengan peserta semua guru di sekolah dasar. Pengabdian  ini dilaksanakan dengan metode pelatihan berbasis workshop dengan tahapan pemaparan materi, diskusi, praktik langsung, dan presentasi produk. Teknik pengumpulan data melalui pretest-postest, observasi aktivitas peserta, serta analisis hasil karya yang diunggah melalui Google Form. Hasil pelatihan menunjukkan adanya peningkatan pemahaman peserta terhadap konsep dasar koding dan pemanfaatan KA dalam pembelajaran, yang ditunjukkan dari kenaikan skor rata-rata peserta dari pretest sebesar 73.43 menjadi posttest sebesar 88.91, sehingga peningkatan pretest-posttest sebesar 15.48%. Selain itu, dapat dilihat melalui antusiasme tinggi peserta dalam mengembangkan media pembelajaran digital berbasis game dengan bantuan KA. Program ini dinilai berhasil dalam meningkatkan kompetensi pedagogik berbasis teknologi dan mendorong inovasi pembelajaran yang lebih kreatif dan interaktif di sekolah dasar.   The development of digital technology requires elementary school teachers to have good digital literacy, especially in the use of basic coding and artificial intelligence (AI) as part of 21st-century learning. This community service program aims to improve teachers' digital literacy through basic coding training and the application of AI in learning at Muhammadiyah 1 Candi Labschool Elementary School, UMSIDA. The community service activity was carried out on January 27, 2026, with all elementary school teachers participating. This service was carried out using a workshop based training method with stages of material presentation, discussion, direct practice, and product presentation. Data collection techniques were through pretest-posttest, observation of participant activities, and analysis of work uploaded via Google Form. The results of the training showed an increase in participants' understanding of the basic concepts of coding and the use of AI in learning, as indicated by an increase in the average score of participants from a pretest of 73.43 to a posttest of 88.91, resulting in a pretest-posttest increase of 15.48%. In addition, it can be seen through the high enthusiasm of participants in developing game based digital learning media with the help of AI. This program is considered successful in improving technology based pedagogical competencies and encouraging more creative and interactive learning innovations in elementary schools.
Application Development 2013 Curriculum Report : Pengembangan Aplikasi Raport Kurikulum 2013 Mochammad Hasyim Asy’Ari; Rahmania Sri Untari; Fitria Nur Hasanah
Academia Open Vol. 5 (2021): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.5.2021.1946

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In SMA Dian Indonesia the report card data entry process is still constrained by the complexity of the application flow that is used. Each subject teacher gives a grade to the homeroom teacher to be processed into a report card. This made it difficult for the homeroom teacher to process the data provided by the subject teacher so that the process of processing report cards was hampered."This study aims to determine the process of developing the 2013 Curriculum Report Card Processing Application at Dian Indonesia High School. Based on the results of the analysis, it was obtained 90% in the very feasible category by media experts, and from the teacher the average validity was obtained 80.7% with the feasible category. So it can be concluded that the development of the 2013 Curriculum Report Card Processing Application is very suitable for use at Dian Indonesia High School.
Open Problem Based Learning (OPBL) Learning Model on Student Learning Outcomes in Operating System Lessons At Vocational High School: Model Pembelajaran Open Problem Based Learning (OPBL) Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Sistem Operasi di SMK Rifkah Umami Indah Lestari; Rahmania Sri Untari
Academia Open Vol. 4 (2021): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.4.2021.3069

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Online learning during the pandemic has an impact on student learning scores decreasing. The purpose of this study is to improve the results of student learning scores. The research model used by the researcher is experimental quantitative. The results showed that there was an influence between the pretest using the problem based learning model and the posttest using the open problem based learning model that occurred in the XMM4 class, where this class would be given a treatment before and after applying the Open Problem Based Learning learning model. The teacher will give a problem and students will solve the problem based on their understanding of the analysis, where students are given the freedom to convey their respective arguments through questions related to computer operating system subjects. With the increasing value of learning, Open Problem Based Learning is an appropriate learning model for teachers of SMK Yapalis Krian.
Development E-Module Flipbook-Based in Basic Programming Subjects in Vocational High School: Pengembangan E-Modul Berbasis Flipbook Pada Mata Pelajaran Pemrograman Dasar di SMK Muhammad Surya Abadi Abd Hakam; Rahmania Sri Untari
Academia Open Vol. 4 (2021): June
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.4.2021.3093

Abstract

The use of learning media flipbook as learning material for students is a solution to better understand the material when the learning process takes place. This study aims to determine the development and feasibility of a-based E-Modul flipbook in basic programming subjects at SMK YAPALIS Krian. This type of research is Research and Development (R&D) using the development model Analysis, Design, Development, Implementation, Evaluation (ADDIE). The feasibility test was carried out by material experts and media experts and the results of the students' responses, the results of the validity of this study obtained a percentage of 95% with the "Very Eligible" category for the media and 95% with the "Very Eligible" category for the material, and a percentage of 84% with “Very Eligible” category for student responses. Based on these results we can conclude that E module based flipbook on the subjects of basic programming is very suitable as an alternative of learning media in SMK YAPALIS Krian.
Development of Android-Based E-Modules in Basic Computer and Networking Subjects for Class 10 Vocational High School Students: Pengembangan E-Modul Berbasis Android Pada Mata Pelajaran Komputer dan Jaringan Dasar Untuk Siswa SMK Kelas 10 Izzathy Aisyah Efendi; Rahmania Sri Untari
Academia Open Vol. 7 (2022): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.7.2022.4166

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The use of android-based learning facilities as teaching materials for students is a solution to facilitate understanding of practicum material in online learning. This study aims to determine the development and feasibility of an Android-based E-module in computer and basic network subjects at SMK 1 Antarctica, Sidoarjo. This type of research is Research and Development (R&D) using the Analysis, Design, Development, Implementation, Evaluation (ADDIE) development model. The feasibility test was carried out by media experts and material experts as well as the results of student responses, the results of the validity of this study obtained a percentage of 94% in the "Very Eligible" category for the media and a percentage of 92% with the "Very Eligible" category for the material, and a percentage of 81% with the category " Very Eligible” for the students' responses. Based on these results, it can be concluded that Android-based E-modules in basic computer and network subjects are very feasible to be used as alternative learning media. Highlights: Android-based E-modules facilitate understanding of practicum material in online learning. The ADDIE development model is used for the research and development of the Android-based E-module. Feasibility tests conducted with media experts, material experts, and student responses indicate high suitability for alternative learning media. Keywords: Android-based learning facilities, E-module, online learning, research and development, feasibility.
Development of E-modules as Learning Modules in Vocational High Schools: Pengembangan E-modul Sebagai Modul Pembelajaran di Sekolah Menegah Kejuruan Siti Uswatun Khasanah; Rahmania Sri Untari
Academia Open Vol. 7 (2022): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.7.2022.4168

Abstract

A person's dependence on technology that can occur outside and within the scope of the school, students are required to be smart in filtering information obtained from cyberspace. The first objective of this research is to produce a product in the form of an e-module as a learning module in SMK and the second objective is to determine the development and feasibility of the e-module that has been developed. The development model used is the ADDIE model which consists of five stages of analysis, design, development, implementation and evaluation. The results of the analysis carried out by the researcher is that there are problems in the learning process, namely when learning the teacher distributes material in the form of different media. This becomes a problem for students and teachers in the learning process. Like opening from one application to another, it makes students feel difficult when learning takes place, so learning becomes less effective. Based on the results of the development, it was found that the development of e-modules as learning modules in Vocational High Schools was recognized for its feasibility as a learning medium. The results of the media validator get a percentage of 88% with a very decent category, the results of material expert validation get a percentage of 80% with a decent category and student responses get a score of 88% with a very decent category. Highlights: Growing dependence on technology calls for improved information filtering skills. E-module development using the ADDIE model ensures a systematic approach. High feasibility of the e-module is supported by media and material expert validation, as well as positive student responses. Keywords: dependence on technology, e-module, learning module, ADDIE model, feasibility.
Development of Crimping Trainer Learning Media in Basic Computer and Networking Subjects at Senior High School: Pengembangan Media Pembelajaran Trainer Crimping pada Mata Pelajaran Komputer dan Jaringan Dasar di Sekolah Menengah Atas Muhammad Irfan Jazuli; Rahmania Sri Untari
Academia Open Vol. 7 (2022): December
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/acopen.7.2022.5055

Abstract

This study develops a novel trainer learning media for computer subjects and basic networking, targeting class XI Computer and Network Engineering students. Employing the Research and Development (R&D) approach with the ADDIE model, the study demonstrates the suitability of the developed media through expert assessments. Validation scores of 90% and 93% from media and material experts respectively affirm its effectiveness. The trainer learning media enhances computer and network learning at SMK Yapenas Gempol, class XI, contributing to educational technology advancement in the field. Highlights: Development of innovative learning support: This study focuses on developing a trainer learning media with new innovations, aiming to enhance the learning experience for computer subjects and basic networking. Feasibility assessment: The research employs the ADDIE model and involves experts' evaluation to determine the suitability of the developed learning media for classroom implementation, with high validation scores obtained from both media and material experts. Implications for Computer and Network Engineering education: The findings of this study have significant implications for the field of Computer and Network Engineering, contributing to the advancement of educational technology and providing a valuable tool to support teaching and learning processes. Keywords: Trainer learning media, computer subjects, basic networking, Research and Development (R&D), feasibility.
Co-Authors Agustina, Sheila Akbar Wiguna Al Qur’ani, Adisti Andhiarini, Rugaya Meis Andhita, Krisna Angga Dwi Mulyanto Anita Puji Astutik Arnita Fentrin Pratama Asy’Ari, Mochammad Hasyim Aulina, Choirun Nisa Chandrika Rahmania Cahyani Chendi Pirwanto Putra Cholifah Ifah Cindy Cahyaning Cindy Cahyaning Astuti Dicka Y Kardono Dilara, Aliya Farah Dini Nurul Hidayah Ellyana Hawa Elma Yunita Ermawati Zulikhatin Nuroh Evie Destiana Fika Megawati Firdaus Su’udiah Fithrotuzzahra, Kamila Fitria Eka Wulandari Fitria Nur Hasanah Fitria Nur Hasanah Fitria Nur Hasanah Fitria Nur Hasanah Hajidorloh, Aneefah Haq, Adam Nurul Isnaini, Elsah Izzathy Aisyah Efendi Kemil Wachidah Leily Salsabillah A Agustina Mahardika Darmawan Kusuma Wardana Masfufah, Ayu Nikmatul Meilinda, Isna Meis Andhiarini, Rugaya Mochamad Rizal Yulianto Mochammad Hasyim Asy’Ari Mohommad Suryawinata Muhammad Afifuddin Al Islami Muhammad Arief Rohman Muhammad Fuad Bayhaki Muhammad Irfan Jazuli Muhammad Irfan Jazuli Muhammad Surya Abadi Abd Hakam Mukhson, Muh. Anis Mulyadi Mulyadi Nida’, Khoirotun Noly Shofiyah Nuansa Bayu Segara Nugroho, Oktavianto Ashror Nur Hasanah, Fitria Nuril Lutvi Pangesti, Atira Diyah Pangestu, Bagus Aji Agung Permadani, Nahdia Putri Pratama, Arnita Fentrin Putri, Angelica Maylani Rachmat Firdaus Rahma, Aulia Rakhmat Auliya Hidayat Resita Adelia Firmandasari Rifkah Umami Indah Lestari Rindiani Rindiani Rohmatulloh, Muhammad Aziz Sabirov, Bobur Saputra, Yofanka Eko Ardian Shanina Sharatol Ahmad Shah Siti Mutoharoh Siti Uswatun Khasanah Su’udiah, Firdaus Su’udiah, Firdaus Syahrul R, Syahrul Tamara, Clarisa Seliya Taurusta, Cindy Vevy Liansari Wafi, Akhmad Hasbul Yian Agustin Prihantini Yusrinda, Rahma