Claim Missing Document
Check
Articles

Found 26 Documents
Search

DEVELOPMENT OF DIGITAL-BASED TEACHING MATERIALS USING FLIPBOOK APPLICATION Pakonglean, Grace; Liggih, I Ketut; Pratama, Muh. Putra
Indonesian Journal of Educational Technology Vol 3 No 2 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i2.5145

Abstract

SMA Negeri 7 Tana Toraja is a high school located in Bonggakaradeng District, Tana Toraja Regency. Printed teaching materials are used in the learning process of students without the use of technology that will increase students' insight so that students are still very monotonous and less interesting, this happens in class XI.2 in Informatics subjects, especially in the Social Impact of Informatics material. Therefore, it is necessary to develop digital-based teaching materials using a flipbook application in class XI.2. This study aims to (1) describe the need for the development of digital-based teaching materials using a flipbook application in class XI.2 of informatics subject at SMA Negeri 7 Tana Toraja, (2) find out the design of the development of digital-based teaching materials using a flipbook application in class XI.2 of informatics subject at SMA Negeri 7 Tana Toraja, (3) find out the level of validity and practicality of the development of digital-based teaching materials using a flipbook application in class XI.2 of informatics at SMA Negeri 7 Tana Toraja. The results of validation by media experts on digital-based teaching materials obtained a percentage of 84.44% in the "Very Feasible" category and the results of validation by material experts obtained a percentage of 83.63% in the "Very Feasible" category. The results of the practicality test were the results of the teacher's response percentage of 90% in the "Very Practical" category. The results of the students' responses were obtained with a percentage of 84.55% in the "Very Practical" category.
Development of an Android-based Computer Based Test (CBT) In Middle School H., Nurhikmah; Gani, Hamsu Abdul; Pratama, Muh. Putra; Wijaya, Hengki
Journal of Education Technology Vol. 5 No. 2 (2021): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v5i2.33527

Abstract

Teachers still use a semi-conventional evaluation process. Namely, the exam process is carried out by utilizing social media to send students' exam results manually on paper. This kind of evaluation process is less effective and efficient, both in terms of time, the method used and examining exam results which takes a long time and is inaccurate. This study aims to develop a Computer Based Test based on Android. This research method is Research and Development, which is focused on developing a Computer Based Test based on smartphones, especially Android. The development model used refers to the Alessi and Trollip development model. The research subjects were 30 students and 1 mathematics teacher. The instrument used to collect data is a questionnaire. Data collection techniques used are observation, interviews, questionnaires or questionnaires, tests, and documentation. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of the study were the results of validation by material experts obtained an average score of 3.7 (very valid). By media, experts obtained an average score of 3.8 (very valid) so that the Computer Based Test could be tested in the field to determine the practicality where the practicality level met criteria with efficient results. This means that it can be stated that the Android-based Computer Based Test is efficient in the evaluation/exam process on mathematics subjects. Based on the feasibility test of the Computer Based Test, it can be concluded that the use of the Computer Based Test is feasible to be used as a medium for evaluating learning in mathematics subjects.
PKM SOSIALISASI DESAIN BAHAN AJAR DIGITAL BAGI GURU DI SMA TORAJA UTARA Rigel Sampelolo; Hans Lura; Muh. Putra Pratama
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 7, No 2 (2023): December
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v7i2.1770

Abstract

Pengabdian masyarakat ini bertujuan untuk meningkatkan kemampuan guru-guru di Sekolah Menengah Atas (SMA) Toraja Utara dalam merancang bahan ajar digital yang efektif dan menarik. Pendidikan di era digital menuntut guru untuk memahami dan menguasai alat-alat desain grafis dan teknologi pendidikan guna mengoptimalkan pembelajaran. Pendekatan pengabdian ini melibatkan serangkaian sosialisasi dan pelatihan bagi guru-guru SMA dalam penggunaan perangkat lunak desain grafis, alat pembuatan konten e-learning, dan strategi pendidikan berbasis teknologi. Workshop, diskusi, dan pelatihan langsung menjadi sarana utama dalam transfer pengetahuan dan keterampilan kepada para pendidik. Hasil dari pengabdian ini menunjukkan peningkatan kemampuan guru dalam merancang bahan ajar digital yang lebih menarik dan efektif. Guru-guru menjadi lebih percaya diri dalam menggunakan alat-alat desain grafis dan teknologi pendidikan untuk menciptakan konten pembelajaran yang berkualitas. Dampak positif juga terlihat dalam peningkatan minat belajar siswa dan hasil pembelajaran yang lebih baik. Pengabdian ini bertujuan untuk memberikan kontribusi positif dalam peningkatan kualitas pendidikan di tingkat SMA, menghadirkan inovasi dalam proses pembelajaran, dan membantu guru dalam memenuhi tuntutan era pendidikan digital. Melalui upaya ini, diharapkan guru-guru di SMA dapat lebih siap menghadapi tantangan pendidikan di era digital dan menginspirasi siswa untuk mencapai potensi terbaik mereka.  Abstract. This community service aims to improve the ability of teachers in Senior High Schools (SMA) North Toraja to design effective and attractive digital teaching materials. Education in the digital era requires teachers to understand and master graphic design tools and educational technology to optimize learning. This service approach involves a series of socialization and training for high school teachers in the use of graphic design software, e-learning content creation tools, and technology-based education strategies. Workshops, discussions, and hands-on training were the main means of transferring knowledge and skills to the educators. The results of this service showed an increase in teachers' ability to design more attractive and effective digital teaching materials. Teachers became more confident in using graphic design tools and educational technology to create quality learning content. Positive impacts are also seen in increased student learning interest and better learning outcomes. This service aims to make a positive contribution to improving the quality of education at the high school level, bringing innovation to the learning process, and assisting teachers in meeting the demands of the digital education era. Through these efforts, it is hoped that high school teachers can be better prepared to face the challenges of education in the digital era and inspire students to achieve their best potential.
MENGEMBANGKAN MATERI PEMBELAJARAN INTERAKTIF DENGAN CANVA UNTUK PENDIDIKAN DI SMP Muh. Putra Pratama; Rigel Sampelolo; Topanus Tulak
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 7, No 2 (2023): December
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v7i2.1843

Abstract

Pendidikan adalah salah satu pilar utama pembangunan masyarakat dan negara. Dalam konteks pendidikan di Sekolah Menengah Pertama (SMP), materi pembelajaran yang menarik dan interaktif dapat meningkatkan kualitas proses belajar mengajar. Saat ini, teknologi telah menjadi bagian integral dari pendidikan, dan alat desain grafis seperti Canva memberikan peluang baru untuk menciptakan materi pembelajaran yang menarik dan berdaya tarik. PKM bertujuan untuk mengembangkan materi pembelajaran interaktif dengan menggunakan platform desain grafis Canva dalam konteks pendidikan di SMP. Metodologi pengembangan materi pembelajaran melibatkan analisis kebutuhan siswa, perancangan materi, dan implementasi dalam lingkungan kelas. Hasil PKM ini menunjukkan bahwa penggunaan Canva dalam mengembangkan materi pembelajaran di SMP memberikan manfaat yang signifikan dalam meningkatkan minat siswa terhadap pembelajaran. Materi pembelajaran yang dirancang dengan baik menggunakan Canva mampu meningkatkan keterlibatan siswa dan membantu mereka memahami konsep pembelajaran dengan lebih baik. Selain itu, pendekatan ini juga memberikan kesempatan bagi guru untuk lebih berkreasi dalam mengajar. Melalui penerapan inovatif ini, diharapkan dapat meningkatkan kualitas pendidikan di tingkat SMP dan memberikan kontribusi positif bagi perkembangan pendidikan di masa depan.  Abstract. Education is one of the main pillars of community and state development. In the context of junior high school education, engaging and interactive learning materials can improve the quality of the teaching and learning process. Nowadays, technology has become an integral part of education, and graphic design tools such as Canva provide new opportunities to create interesting and engaging learning materials. The PKM aims to develop interactive learning materials using the Canva graphic design platform in the context of junior high school education. The methodology of developing learning materials involves analyzing student needs, designing materials, and implementation in a classroom environment. The results of this PKM show that the use of Canva in developing learning materials in junior high school provides significant benefits in increasing students' interest in learning. Well-designed learning materials using Canva are able to increase student engagement and help them understand learning concepts better. In addition, this approach also provides an opportunity for teachers to be more creative in teaching. Through this innovative application, it is expected to improve the quality of education at the junior high school level and make a positive contribution to the development of education in the future.
PENGARUH SISTEM PEMBELAJARAN BERBASIS PROYEK PADA KINERJA SISWA SMP Tumba, Mey; Putra Pratama, Muh.; Ervianti; Hasni
Indonesian Journal of Educational Technology Vol 3 No 1 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i1.2796

Abstract

The problem in this study is the influence of project-based learning systems on student performance in science subjects. The purpose of this study to be achieved is to find out how much influence the application of a learning model based on student performance in VII SMP 1 Buntao'. This study aims to determine the effect of project-based learning systems on student performance and (2) examine the influence of project-based learning systems on student performance. This pseudo-experimental research uses a post-test-only control group design. The study population was grade VII students at SMP Buntao, and there were as many as 175 people, consisting of 5 classes. A sample of 2 (two) classes consisting of 35 people each was obtained by random group sampling. The independent variable is a learning system that consists of two dimensions, namely project-based learning and conventional learning, while the dependent variable is student performance. Questionnaire sheets and tests collected data. The data were analysed with inferential statistics. The research hypothesis was tested with Manova using the program SPSS 16.0 for Windows. The conclusions of the research are: (1) There is a positive influence of project-based learning systems on student performance; (2) The project-based learning system positively influences the performance of junior high school science education students.
Web-Based Online Library Design to Improve Student Literacy Baan, Anastasia; Ervianti; Putra Pratama, Muh.
Journal of Education Technology Vol. 8 No. 4 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i4.76132

Abstract

The current obstacles are that awareness of reading books is decreasing along with the development of the online world, especially in the world of education, and interest in reading is decreasing directly by visiting the library. Therefore, this study develops a virtual library as a web that can be accessed anytime and anywhere. The purpose of this study is development research that starts from needs analysis and needs identification, designing and developing a web-based online library, validity and practicality tests, and effectiveness through product implementation and evaluation trials. This stage refers to the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation) for this study to the development stage. The subjects in this study were two material experts and two media experts. The trial subjects were students of the Faculty of Teacher Training and Education. Data collection techniques used questionnaires, documentation, and interviews. This study used a data collection instrument in the form of a questionnaire. Data analysis techniques used qualitative descriptive analysis and quantitative descriptive analysis. The study's results, namely the validation of Media Experts, showed very feasible criteria. Based on user responses, the responses are in the very practical category. It was concluded that user responses strongly agreed with the use of online libraries in improving literacy. The research implies that the results can be used as a basis for developing future policies and strategies for library services. This includes determining the technology and service development focus most relevant to user needs.
Pelatihan Penggunaan Baamboozle Sebagai Media Game Edukasi Untuk Meningkatkan Motivasi Belajar Putra Pratama, Muh.; Dewi, Resnita; Situru, Roberto Salu
To Maega : Jurnal Pengabdian Masyarakat Vol 8, No 2 (2025): Juni 2025
Publisher : Universitas Andi Djemma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35914/tomaega.v8i2.3237

Abstract

Pengabdian masyarakat ini bertujuan untuk meningkatkan motivasi belajar siswa melalui pelatihan pemanfaatan aplikasi game edukasi Baamboozle di lingkungan sekolah. Kegiatan ini diarahkan pada penerapan teknologi pendidikan inovatif untuk memberikan pengalaman belajar yang lebih interaktif dan meningkatkan partisipasi siswa. Pelatihan ini dilaksanakan dengan melibatkan guru-guru sebagai fasilitator dan siswa sebagai peserta di sebuah sekolah menengah. Metode pelatihan melibatkan pemaparan konsep dan tata cara penggunaan aplikasi Baamboozle, serta simulasi interaktif dalam lingkungan kelas. Selain itu, dilakukan pemantauan dan evaluasi terhadap partisipasi siswa selama periode pelatihan. Data dikumpulkan melalui observasi, wawancara, dan penilaian sebelum dan sesudah penerapan aplikasi. Hasil pengabdian masyarakat ini menunjukkan peningkatan yang signifikan dalam motivasi belajar siswa setelah mengikuti pelatihan menggunakan aplikasi Baamboozle. Siswa menunjukkan minat yang lebih tinggi terhadap materi pembelajaran, keterlibatan aktif dalam diskusi kelas, dan peningkatan pemahaman konsep-konsep pelajaran. Guru-guru juga memberikan umpan balik positif terkait perubahan perilaku belajar siswa. Penerapan aplikasi game edukasi Baamboozle sebagai sarana meningkatkan motivasi belajar siswa menjadi model yang dapat diadopsi oleh sekolah-sekolah lain. Temuan ini memberikan sumbangan konstruktif terhadap inovasi dalam pendidikan, khususnya dalam mengoptimalkan penggunaan teknologi pendidikan untuk meningkatkan kualitas pembelajaran di tingkat sekolah menengah.
Learners’ Affection and Cognition: Their Interrelationship in Learning English Lilis Natalia Totong; Markus Deli Girik Allo; Eka Prabawati Rum; Muh. Putra Pratama
Indonesian TESOL Journal Vol. 6 No. 2 (2024): Indonesian TESOL Journal (October)
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/itj.v6i2.7738

Abstract

Cognition is often used to find out how far someone has mastered the material that has been taught by educational goals. In addition to mastery of teaching materials, cognition is also influenced by affection. Students' affection in learning English varies, there are students who show good affection, namely students feel happy and are active in taking part in the learning process. There are also those who show an affection that is not happy with the learning process, has an indifferent affection (apathy), is not active, talks to themselves and does not pay attention to the teacher's explanation. This study aims to determine how the correlation between the learners’ affection and cognition in learning English. This type of research is correlational research. The population of this study were all eighth-grade students at Makale Christian Junior High School, which amounted to 168 students. The sampling technique used was cluster random sampling. Based on the cluster random sampling technique, the class used as a sample is class VIII A as many as 32 students. The instrument used in this research is to use a questionnaire and a test. Pearson Product Moment correlation test is used to determine the correlation between affection and cognition. Based on the correlation test, the correlation coefficient value is 0.144. Because the value of r count is lower than the value of r table (0.140 < 0.286) then there is a negative correlation between learners’ affection and cognition which are in the exceptionally low category. This means that the lower the student's affection the lower the result of learning English.
The Impact of Short Video Content in Instagram Reels in Learning English Datu, Serti Tandi; Allo, Markus Deli Girik; Shilfani, Shilfani; Pratama, Muh. Putra
Jurnal Studi Guru dan Pembelajaran Vol. 6 No. 3 (2023): September - Desember 2023
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.6.3.2023.6305

Abstract

This study investigates the impact of Instagram Reels on English language learning among students of the English Department at Universitas Kristen Indonesia Toraja (UKI Toraja). Recognizing the growing role of digital media in education, the research aimed to explore how students perceive and utilize short video content as a learning tool. A qualitative research design was employed, with participants selected through purposive and snowball sampling to ensure that those interviewed had direct experience engaging with Instagram Reels for learning purposes. Data were collected through semi-structured interviews, which provided detailed insights into students’ experiences, preferences, and reflections on the use of Reels in supporting their English learning. The findings revealed that students frequently interacted with Reels that introduced new vocabulary, demonstrated correct pronunciation, and provided tips for everyday conversation. They emphasized that the short and visually appealing format of Reels made learning more enjoyable and easier to access compared to traditional learning resources. Many participants also noted that the use of humor, subtitles, and real-life contexts in the videos helped them better understand and retain language structures. In addition, students expressed that Reels played a role in boosting their confidence to practice speaking, as the content often provided authentic examples from native or fluent speakers. Despite these positive outcomes, students acknowledged that Instagram Reels should not replace formal instruction. They considered Reels a supplementary tool that supports, rather than substitutes, structured learning activities such as classroom discussions, lectures, and guided practice. The integration of Reels into a broader learning strategy was seen as most effective for enhancing both motivation and skill development. Based on these findings, the study recommends that educators consider integrating social media platforms like Instagram into language learning programs. Such integration has the potential to increase student engagement, foster independent learning, and improve overall learning outcomes.
Microlearning-Based Mobile Learning Module in Optimizing Learning Management System (LMS) Lolang, Enos; Putra Pratama, Muh.
Jurnal Pendidikan Indonesia Vol 14 No 2 (2025): June
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpi-undiksha.v14i2.90779

Abstract

In higher education institutions, one of the main challenges faced by students is how to understand complex lecture material, especially in computer application courses. This study aims to create a mobile learning module based on microlearning that is integrated with a Learning Management System (LMS) to improve the effectiveness of learning in computer application courses. This study is a development research. The subjects of this study were 40 students from the educational technology program, with a purposive sampling technique and the sample size determined using the Slovin method. The analysis results showed that the majority of students preferred mobile devices for learning and favored video-based media, followed by interactive simulations. The data also revealed that 95% of students had adequate internet access, while 5% faced challenges. The developed microlearning modules cover various computer application topics, such as Microsoft Word, Excel, and PowerPoint, presented through video-based content, interactive simulations, and practical exercises integrated into SPADA. The feasibility test of the modules by subject matter experts and media experts showed that the developed modules meet the criteria for high feasibility. The integration of microlearning modules into the LMS provides learning flexibility and supports a more inclusive, interactive, and effective learning process. This research makes a significant contribution to technology-based learning innovation in higher education, particularly in addressing learning challenges in the digital age.