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Level of Computational Thinking and Technological Literacy Skills to Improve pre-Service Teacher Learning Innovation Eka Budhi Santosa; Fatma Sukmawati
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 1 (2024): March
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

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.
Penerapan Aplikasi Vocalizzo Lite Sebagai Media Pembelajaran Untuk Meningkatkan Keterampilan Menyanyi Siswa di SMP Negeri 3 Grogol Wulandari Wulandari; Leo Agung; Eka Budhi Santosa
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 12, No 2 (2024): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

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

Abstract

Bernyanyi merupakan kegiatan yang dapat dilakukan oleh semua orang, akan tetapi untuk dapat bernyanyi dengan  baik diperlukan teknik dan latihan solfegio dengan benar. Tujuan dari penelitian ini untuk mengetahui bagaimana Aplikasi Vocalizzo Lite dapat membantu meningkatkan kemampuan solfegio siswa dalam bernyanyi. Metode penelitian yang digunakan dalam penelitian ini menggunakan penelitian kuantitatif.Sampel yang digunakan dalam penelitian ini dilakukan oleh 15 responden yang dipilih secara acak . Teknik pengumpulan data menggunakan survey  melalui angket serta menggunakan teknik analisis data deskriptif. Hasil dari penelitian ini sebanyak 95,6 % responden menyatakan aplikasi sudah sesuai dengan indicator dan tujuan pembelajaran, 93% responden setuju aplikasi ini membantu memudahkan untuk berlatih bernyanyi dengan benar, 93% responden menyatakan evaluasi pada aplikasi ini sangat baik. Berdasarkan data tersebut dapat diketahui bahwa aplikasi Vocalizo Lite sangat membantu siswa dalam berlatih bernyanyi secara mandiri, sehingga prestasi belajar meningkat.
Teachers’ perceptions and competencies in implementing individualized education program in inclusive primary schools Tsalitsa Ifrocha; Slamet Subiyantoro; Eka Budhi Santosa
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 10, No 1 (2026): April 2026
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jdc.v10i1.114481

Abstract

The implementation of inclusive education in elementary schools requires teachers to be prepared not only in terms of attitude, but also in terms of pedagogical competence in translating the individual needs of students into learning practices. This study aims to analyze teachers' perceptions and competencies in implementing Individualized Education Programs (IEPs) in inclusive elementary schools, as well as to examine the gap between perceptions and implementation practices in the classroom. The research used a qualitative approach with a case study design conducted at SD Negeri Nayu Barat 1 Surakarta. The research subjects consisted of three class teachers and the school principal, who were selected using purposive sampling. Data were collected through the SACIE-R questionnaire, learning observations, in-depth interviews, and IEP document analysis. The data were then analyzed using the Miles and Huberman interactive model. The results showed that teachers' perceptions of inclusive education were in the moderate to high category, but this was not in line with their IEP implementation competencies. A gap was found between perception and practice, influenced by mediating factors such as teachers' professional initiative, involvement in assessment, and structural factors such as the limited number of special assistant teachers and the high administrative burden on classroom teachers. These findings emphasize the importance of strengthening pedagogical competence and institutional support so that IEP implementation does not stop at administrative compliance but functions as a meaningful learning instrument.
Virtual Reality as a Media for Learn Animal Diversity for Students Fatma Sukmawati; Eka Budhi Santosa; Triana Rejekiningsih; Suharno; Taufiq Subhanul Qodr
Jurnal Edutech Undiksha Vol. 10 No. 2 (2022): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v10i2.50557

Abstract

In the educational process, students face various problems, one of which is the difficulty in understanding the material due to its complexity of the material. New technology-based media are being introduced that help students in the learning process, such as virtual reality (VR). This research aims to produce a product in the form of virtual reality development media as a learning medium for animal diversity. This type of research is developed using a 4D model design. The data collection method uses non-test with research instruments, namely expert validation questionnaires and user validation questionnaires. As well as data analysis techniques using descriptive analysis to describe the results of questionnaires distributed to experts, practitioners, and students as research subjects consisting of media experts, material experts, practitioners, and students. The results of the product feasibility tests carried out on media experts, material experts, and students get many positive responses. So it can be concluded that the virtual reality media of animal diversity is suitable for learning. This media makes it easy for students to understand the variety of animals and provides an attraction for students so that an increased desire to learn arises.
Unpacking the Layers: A Comparative Insight into Differentiated Instruction Strategies for Deeper Learning Across Educational Contexts Ratna Juwita; Fatma Sukmawati; Eka Budhi Santosa; Budi Tri Cahyono; Relly Prihatin; Suparmi Suparmi; Jovita Ridhani; Sari Trisnaningsih
Action Research Journal Indonesia (ARJI) Vol. 7 No. 3 (2025): Action Research Journal Indonesia (ARJI)
Publisher : PT. Pusmedia Group Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61227/arji.v7i3.510

Abstract

Indonesian teachers, especially in Central Java, encountered challenges in crafting differentiated activities to create deeper learning form students. They include being able to determine students’ prior knowledge and readiness, along with what works best for how learners like to learn (themselves using delivery and assessment methods) in related to individual learners. The research was conducted to explore kindergarten, elementary and secondary school teachers (n = 112) practices about implementation of differentiated instruction for deeper learning in public and private schools n= 35 using descriptive qualitative method. The data collection technique was carried out with Self-Reported Essays, Video-Taped DI Practices and Interviews at the Teacher Appreciation event in Indonesia. The findings revealed that the most frequently used in all levels are giving explanation, providing additional support, and set goals. Furthermore, important variations in the selection of materials, goal introduction, prior knowledge activation, adapted instruction, grouping, adapted materials and varied assessment were also found across levels. This article suggests that teacher professional development be focused on strengthening differentiated teaching practices through classroom supervision programs and practical workshops. Areas of development that need to be carried out include understanding the concept of DI, the application of techniques such as flexible grouping and formative assessment, the design of differentiated lesson plans, and the use of adaptive learning media and supporting technologies.
The Effect of Digital Gamified Learning on Fifth Graders’ Critical Thinking in Fraction Arithmetic: A Motivation-Based Moderation Study Widhia Purnawan; Karsono Karsono; Eka Budhi Santosa
The Eastasouth Journal of Learning and Educations Vol. 4 No. 02 (2026): The Eastasouth Journal of Learning and Educations (ESLE)
Publisher : Eastasouth Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/esle.v4i02.1075

Abstract

Elementary students’ limited critical thinking in fraction arithmetic remains a persistent concern, particularly when mathematics instruction emphasizes procedural computation rather than reasoning, justification, and evaluation. Digital gamified learning offers a promising alternative, yet its effectiveness may depend on students’ motivational characteristics. This research aimed to examine the effect of digital gamified learning on fifth graders’ critical thinking in fraction arithmetic and to determine whether learning motivation moderated this effect. A quantitative quasi-experimental design with a non-equivalent pretest–posttest control group and a 2 × 2 factorial structure was employed. The participants were 89 fifth-grade students from four public elementary schools in Cepogo District, Boyolali Regency, Central Java, Indonesia. The experimental group received digital gamified learning using Wayground, whereas the control group received PowerPoint-based instruction. Data were collected using a critical thinking test and a learning motivation questionnaire, both of which demonstrated acceptable validity and reliability. The results showed that students in the experimental group achieved a higher mean gain score than those in the control group. Factorial ANCOVA further revealed significant effects of instructional media, learning motivation, and their interaction on students’ posttest critical thinking scores. Students with high learning motivation benefited most from digital gamified learning, although low-motivation students also showed meaningful improvement. These findings imply that digital gamification can serve as an effective instructional strategy for enhancing mathematical critical thinking when it is pedagogically aligned with reasoning-based tasks, immediate feedback, and motivationally responsive learning support.
A Roblox-Based VR Game in Chemistry: Development and Impact on Student Learning Besse Firanita Astari; Sri Yamtinah; Eka Budhi Santosa
Jurnal Pendidikan Kimia FKIP Universitas Halu Oleo Vol. 11 No. 1 (2026): April 2026
Publisher : Jurusan Pendidikan Kimia Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/jpkim.v11i1.223

Abstract

This study developed and evaluated Mol Concept Adventure, a Roblox-based Virtual Reality (VR) game for teaching the mole concept in high school chemistry. The development followed the 4D model and involved 256 students and three teachers from three public schools in Southeast Sulawesi, Indonesia. The product was refined through expert validation and iterative testing. Expert judgment confirmed high content validity (Aiken’s V > 0.80), while psychometric analyses established adequate construct validity and reliability of the research instruments. A quasi-experimental study involving 160 students demonstrated high practicality, as reflected in positive evaluations from students and teachers. Moreover, the experimental group (n = 87) showed significantly greater improvements in problem-solving skills (N-Gain = 61.03% vs. 18.3%; p < .001) and higher learning motivation (p = .029) than the control group (n = 73) receiving conventional instruction. Overall, the findings indicate that the developed Roblox-based VR game is a valid, reliable, practical, and effective instructional tool for enhancing both cognitive and affective outcomes in high school chemistry learning.  
The Use of Social Media Tik Tok in Character-Based Indonesian Language Learning Siva Hidayatul Qirom; Retno Winarni; Eka Budhi Santosa
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 8, No 4 (2025): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v8i4.109845

Abstract

This literature review is motivated by the rapid development of digital technology and the increasingly widespread use of social media among students, especially TikTok social media, which has presented opportunities as well as challenges in the world of education, especially in learning Indonesian in elementary schools based on instilling character values. This study aims to evaluate the results of research related to the use of TikTok in supporting Indonesian language learning and shaping students' character. The study method used is a literature review of various scientific articles in the last five years that discuss the relationship between TikTok use, learning motivation, language skills, and student character.  The results of the study show that TikTok can increase students' motivation, learning engagement, and speaking skills, as well as foster character values such as self-confidence, social awareness, and creativity. However, the findings also indicate that without proper supervision, the use of TikTok can have negative impacts such as the use of non-standard language and decreased polite behavior. Therefore, a planned pedagogical strategy is needed as well as the active role of teachers and parents in filtering and interpreting the content consumed and produced by students. In conclusion, TikTok has the potential to be an innovative learning media that supports language literacy and character building if used wisely and educatively.
Development of Gamification Learning Media Solfegio to Improve Singing Skills for Junior High School Students in Sukoharjo Wulandari Wulandari; Leo Agung S.; Eka Budhi Santosa
Kalam Cendekia: Jurnal Ilmiah Kependidikan Vol 13, No 1 (2025): Kalam Cendekia: Jurnal Ilmiah Kependidikan
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jkc.v13i1.95521

Abstract

Penelitian yang berjudul Pengembangani Mediai Pembelajaran Gamifikasi Solfegio untuk Meningkatkan Keterampilan Bernyanyi padai Siswa SMP di Sukoharjo ini bertujuan untuk: 1) Mendeskripsikan dan menganalisis  pembelajaran pada matapelajaran Seni Budaya di SMP Negeri 3 Grogol; 2) Mengembangkan media pembelajaran  Gamifikasi  Solfegioi di SMP iNegeri 3 Grogol; 3) Mengujii keefektifan penggunaan media pembelajaran Gamifikasi Solfegio dalam meningkatkani iketerampilan bernyanyi siswa SMP Negeri 3 Grogol. Penelitianiipengembangan media pembelajaran ini menggunakan prosedur ADDIE. Uji keefektifan produk pengembangan menggunakaniiN-Gain. Hasil penelitian melalui uji sampel bebas (Mann-Whitney) menunjukkan adanya perbedaan nilai rata-rata hasil  belajar bernyanyi post-test kelompok eksperimen  sebesar 87,20 sedangkan hasil posttest kelompok control sebesar 66,57 dengan nilai signifikansi  sebesar 0,001&lt;0,05.Hasil uji N-Gain sebesar 0,7277, masuk dalam  kategori  yang  memiliki  keefektifan yang  tinggi. Media pembelajaran Gamifikasi Solfegio terbukti efektif untuk meningkatan ketrampilan siswa bernyanyi di SMP Negeri 3 Grogol, dengan demikian melalui strategi  pengembangan gamifikasi  ini siswa  menjadi  lebih  termotivasi  untuk  belajar.
School-Based Mental Health Literacy Interventions in Guidance and Counseling Services: Ecological Determinants, Barriers, and Outcomes Tika Mustikawati; Sunardi Sunardi; Eka Budhi Santosa
Jurnal Humanitas: Katalisator Perubahan dan Inovator Pendidikan Vol 12 No 3 (2026): September
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jhm.v12i3.35449

Abstract

The numerous cases of adolescent mental health disorders that go undetected and are poorly handled are currently an urgent issue in education. This study aims to examine the urgency of improving students' mental health literacy through counselling services at SMP Negeri 20 Surakarta, while identifying main constraints in its implementation. The research method uses a qualitative descriptive approach, collecting data through direct observation and in-depth interviews with Guidance and Counselling teachers focusing on seventh-grade students. Data analysis is conducted using the Miles and Huberman interactive model, which includes three steps: data reduction, data display, and drawing conclusions. The results show that mental health literacy education at SMP Negeri 20 Surakarta remains minimal, unprogrammed, and lacks adequate learning resources. This condition is worsened by psychological barriers where students prefer to internalise their emotional problems rather than consult. The combination of limited programs and students' closed attitudes causes school mental health handling to be less effective. This study concludes that the services provided by BK teachers are not yet optimal due to the absence of standard literacy guidelines. Consequently, the school requires changes toward a more open, adolescent-friendly counselling system, with full support from school management and parents.