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ANALISIS RESPON DAN KEAKTIFAN MAHASISWA TERHADAP PEMBELAJARAN DARING MENGGUNAKAN ZOOM Kurnia, Ulfa Isni; Alfina; Kurniawansah, Alfi; Lusi Novita Batubara, Sandra; Setiawan, Susilo; HS, Asril
Jurnal Pendidikan Teknologi Informasi (J-Diteksi) Vol. 2 No. 2 (2023): Jurnal Pendidikan Teknologi Informasi (J-Diteksi)
Publisher : Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/diteksi.v2i1.1099

Abstract

Analysis of student response and activity in daring learning using zoom aims to see and describe the process of daring learning , so an analysis of student responses and activeness is needed during the brave learning process so that learning objectives are met even though the learning process is not carried out directly or face to face. The research method used is a type of qualitative research with a phenomenological approach. The subjects used were Information Technology Education students at Aisyah Pringsewu University. Data collection techniques used are interviews, observations and field notes. Research is done boldly. The data analysis technique uses the Miles & Huberman model which consists of three stages, namely data reduction, data display, and verification. The results of the study show that the zoom application can support the learning process of challenges, students respond well during the learning process of challenges but sometimes there are problems with the signal/network, and students are active during the learning process by conducting questions and answers during discussions.
Pelatihan Blender Untuk Pengembangan Media Pembelajaran Augmented Reality (AR) Bagi Mahasiswa Kurnia, Ulfa Isni; Septasari, Dita; Awaliyani, Ikna
Jurnal Pengabdian Masyarakat Bangsa Vol. 3 No. 7 (2025): September
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v3i7.2882

Abstract

Pelatihan ini bertujuan untuk meningkatkan kompetensi mahasiswa pendidikan dalam mengembangkan media pembelajaran berbasis Augmented Reality (AR) menggunakan perangkat lunak Blender. Dengan pesatnya perkembangan teknologi, AR menjadi solusi inovatif untuk menciptakan pengalaman belajar interaktif dan imersif. Metode pelatihan meliputi workshop, praktik langsung, dan pendampingan dalam pemodelan 3D, animasi, serta integrasi AR dengan aplikasi pendukung seperti Unity atau Spark AR. Peserta diajarkan langkah-langkah pembuatan objek 3D, tekstur, dan interaktivitas sederhana untuk materi pembelajaran. Evaluasi dilakukan melalui hasil projek mahasiswa. Hasil pelatihan menunjukkan peningkatan dalam keterampilan teknis mahasiswa serta kemampuan merancang media AR yang relevan. Pelatihan ini membuka peluang pemanfaatan teknologi AR dalam pembelajaran sekaligus mempersiapkan calon pendidik yang adaptif terhadap era digital.
Optimizing Craft Learning Experiences Through Mobile Learning Media Development with iSpring Suite: Solutions to Barriers to Student Understanding in Learning Kurnia, Ulfa Isni; Lathifah, Afra; Urfan, Izzan Muhammad; Sholihah, Farasyatun Danis
Journal of Innovation in Educational and Cultural Research Vol 6, No 4 (2025)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v6i4.2413

Abstract

Craft learning is an essential component of the education curriculum; however, students often encounter challenges in understanding and applying craft concepts effectively. This study aims to address these barriers by developing mobile learning media using iSpring Suite, leveraging its interactive features to enhance student engagement and comprehension. The research adopts the Instructional Development Institute (IDI) model, ensuring a structured approach to integrating instructional design, technology, and craft content. A quasi-experimental method was employed, involving pre-test and post-test assessments to measure learning improvements among students. The findings indicate that students who utilized the iSpring Suite-based mobile learning media demonstrated significantly higher comprehension and engagement levels than those using traditional lecture methods. A paired sample t-test (p 0.05) with an N-gain analysis revealed a moderate improvement (0.50) and an effect size analysis (1.80), confirming a substantial impact on learning outcomes. These results suggest that mobile learning media can effectively bridge gaps in craft education by providing flexible access to materials and fostering interactive learning experiences. The study contributes to educational technology by highlighting the potential of mobile learning in vocational and skill-based education, offering insights for further research and implementation in diverse learning contexts.
Penerapan Model Pembelajaran Discovery Learning Untuk Meningkatkan Hasil Belajar Mahasiswa Pada Mata Kuliah Matematika Diskrit Kurnia, Ulfa Isni; Lathifah, Afra; Rizki, Fahlul; Alfina, Alfina
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 6, No 1 (2024): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v6i1.29632

Abstract

Discrete mathematics learning is an important part of higher education, especially in the context of computer science and information technology. Several studies have shown that many students face difficulties in solving complex mathematical problems, which constitute a significant challenge in the learning process. Therefore, it is important to apply a comprehensive learning approach and pay attention to student needs, because this can help overcome weaknesses related to understanding discrete mathematics and improve interest or motivation. The results of this research highlight the potential of the Discovery Learning model as an effective approach in improving discrete mathematics learning. The practical implication of this research is that integrating the Discovery Learning model in discrete mathematics learning design can increase student engagement and their academic achievement. Thus, future studies could further explore the long-term impact of implementing this model or compare it with the use of other learning approaches.
Perancangan Aplikasi Bahasa Inggris pada Smartphone Berbasis Android Kurnia, Ulfa Isni; Kurniawansah, Alfi
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v5i1.27632

Abstract

The making of this application is motivated by the problem of the lack of use of smartphones as a medium of learning in the world of education. Where smartphones are more widely used for social media than used for learning media. Learning media on smartphones can be called mobile learning. Mobile learning that will be designed is an English learning application, especially learning tenses and verbs. The purpose of making this final project is to design an Android application whose features are expected to facilitate users in learning tenses and knowing verbs practically on English learning applications. In developing this application using the Unified Modeling Language (UML) model and the Android-based java programming language with the Eclipse Juno Integrated Development Environment (IDE). Produced an English Learning application, especially learning tenses and knowing verbs based on Android which has features to display tenses material, verb search and practice reading, tenses and listening questions practically in learning English so that it can help users learn more easily, effectively and efficiently and can learn anywhere and anytime. It is hoped that this application can provide convenience for users in learning English, especially tenses and verbs, so that users can learn anywhere and anytime and maximize the use of smartphones as learning media in the world of education.
Perencanaan Arsitektur Sistem Informasi Sekolah dengan Pendekatan Togaf-Adm dalam Penerapan Standar Nasional Pendidikan Rizki, Fahlul; Kurnia, Ulfa Isni; Alfina, Alfina; Priyono, Priyono
Infotek: Jurnal Informatika dan Teknologi Vol. 7 No. 1 (2024): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v7i1.23072

Abstract

To help the School achieve SNP, enterprise architecture modeling brings its business strategy and technology together. The Open Group Architecture Framework (TOGAF) can be used as the framework to organize the structures and objects related to the organization in architectural modeling. A method, such as the Architecture Development Method (ADM), is also used to determine the Enterprise Architecture in detail.The goal of information system architectural design analysis is to get a clear image of the information system and better communicate to users how it will operate. In this study, a generic architectural model design connected to the organization's vision and goal was generated using the TOGAF technique as a tool for building and designing enterprise architecture. The study's findings point to a connection between various types of architecture, starting with business architecture, application architecture, and information system architecture, which can create a framework for constructing and developing integrated information systems in schools that can be used as a guide by all organizational units. The outcomes of combining the three primary activities' information system planning and application efforts will be used as tools to support the school's vision, purpose, and goals.
Efektifitas Metode Pembelajaran Student-Centered Pada Masa Pandemi Covid-19 Di Universitas Aisyah Pringsewu. Kurnia, Ulfa Isni; Latuny, Johannes
Jurnal Pendidikan Teknologi Informasi (J-Diteksi) Vol. 1 No. 1 (2022): Jurnal Pendidikan Teknologi Informasi (J-Diteksi)
Publisher : Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/diteksi.v1i1.603

Abstract

The COVID-19 pandemic has disrupted the learning process in the classroom. Where the learning process must still be carried out but should not be gathered/busy. This makes the learning process change online. The learning process is still carried out online or in other words it is done online. To make the atmosphere of the online learning process active, educators can innovate in the learning process. One that can be used is the Student Centered Learning (SCL) method. Researchers see the effectiveness of the SCL learning method implemented in the online learning process. The research method used is a descriptive qualitative approach. The research subjects are students of Information Technology Education Study Program. The results of this study are that the SCL method has been applied well by the PTI study program, including changes in learning patterns in students, changes in teaching patterns, the occurrence of an interactive, active and dynamic learning atmosphere.
Pembelajaran Online Menggunakan MOOC di Pendidikan Jenjang Tinggi Lathifah, Afra; Isni Kurnia, Ulfa; Henrianti Priyono, Felani
Jurnal Pendidikan Teknologi Informasi (J-Diteksi) Vol. 3 No. 1 (2024): Jurnal Pendidikan Teknologi Informasi (J-Diteksi)
Publisher : Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/diteksi.v3i1.1443

Abstract

Pembelajaran adalah perbuatan, upaya, atau cara mengajar yang dilakukan oleh pendidik untuk menyampaikan ilmu pengetahuna. Abad 21 ini menunjukkan adanya pengaruh yang besar pada dunia pendidikan. Tren pembelajaran yang sedang terjadi adalah pembelajaran jarak jauh yang memanfaatkan berbagai teknologi. Pembelajaran jarak jauh biasanya berkaitan dengan e-learning, virtual learning, LMS (Learning Management System), ataupun MOOC (Massive Open Online Course). Kata “masif” yang digunakan dalam MOOC mengacu pada jumlah siswa, kursus, konten kursus, dan materi yang digunakan yang tidak terbatas. MOOC biasanya ditemukan pada pendidikan jenjang tinggi. Metode penulisan yang digunakan adalah tinjauan pustaka. Proses pencarian artikel dilakukan dengan menggunakan kata kunci, seperti “MOOC”, “higher education”, “online learning” dari berbagai sumber data terpercaya. Hasil penelitian ini menunjukkan bahwa hasil kinerja pembelajaran yang baik dengan menggunakan MOOC, ada beberapa faktor yang membuat MOOC berhasil dalam pembelajaran, dan terdapat pula tantangan dari penggunaan MOOC. Oleh karena itu, pemanfaatan MOOC yang dilakkan secara optimal dapat memberikan potensi dalam menghasilkan pendidikan yang berkualitas bagi mahasiswa.
Analisis Penerimaan Mahasiswa Terhadap Articulate Storyline Menggunakan Model TAM Lathifah, Afra; Isni Kurnia, Ulfa; Hertati, Elvani; Yudha Pratama, Rendy
Jurnal Pendidikan Teknologi Informasi (J-Diteksi) Vol. 3 No. 2 (2024): Jurnal Pendidikan Teknologi Informasi (J-Diteksi)
Publisher : Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/diteksi.v3i2.1587

Abstract

The use of technology in the educational context continues to grow in line with advances in information technology. Articulate Storyline has emerged as a widely used learning media development tool. This phenomenon provides an opportunity to further examine how students accept the use of Articulate Storyline. By using the TAM (Theory of Acceptance Model), the research results show that Articulate Storyline is assessed positively because of its ease of use and benefits by the majority of students. However, some students still expressed uncertainty or were neutral regarding the intention to use Articulate Storyline consistently. Factors such as individual characteristics, previous technology experience, and learning environment can also be taken into consideration in understanding student acceptance of learning technology.
EFEKTIVITAS PENGGUNAAN FIGMA SEBAGAI ALAT PROTOTYPING DALAM MATA KULIAH INTERAKSI MANUSIA DAN KOMPUTER Alfina, Alfina; Lathifah, Afra; Kurnia, Ulfa Isni
Jurnal Pendidikan Teknologi Informasi (J-Diteksi) Vol. 3 No. 2 (2024): Jurnal Pendidikan Teknologi Informasi (J-Diteksi)
Publisher : Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/diteksi.v3i2.1629

Abstract

Penggunaan Figma sebagai alat prototyping telah menjadi pilihan yang populer di kalangan desainer UI/UX dan tim pengembangan produk. Dalam konteks pendidikan, penggunaan Figma membantu mahasiswa dalam mengembangkan keterampilan desain grafis, interaksi manusia-komputer, dan teknologi informasi. Pada penelitian ini metode kuantitatif digunakan dengan menyebarkan kuesioner. Data dikumpulkan dan dianalisis menggunakan teknik statistik deskriptif. Hasil penelitian menunjukkan bahwa mahasiswa merespons positif terhadap penggunaan Figma. Mereka menganggap Figma mudah dipelajari, intuitif, dan mendukung berbagai jenis prototipe (learnability). Selain itu, Figma dinilai fleksibel dalam menyesuaikan desain dan memungkinkan kolaborasi yang mudah (flexibility). Mahasiswa juga menganggap Figma handal dengan jarang mengalami masalah teknis dan dapat diakses dengan baik (robustness). Sikap positif terhadap Figma tercermin dalam keyakinan mereka terhadap kemampuan desain yang ditingkatkan (attitude). Oleh karena itu, Figma dapat dikatakan efektif sebagai alat prototyping dalam mata kuliah Interaksi Manusia dan Komputer, terutama bagi mahasiswa yang baru mengenal platform tersebut. Penelitian selanjutnya dapat memperluas sampel dan melacak perkembangan keterampilan desain mahasiswa secara lebih terperinci.