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EVALUASI PENGGUNAAN KONTEN H5P PADA LEARNING MANAGEMENT SYSTEM UNIVERSITAS NEGERI PADANG; PERSPEKTIF MAHASISWA Mohamad Amin; Ta’ali Ta’ali; Asrul Huda; Dedy Irvan
EDUTECH Vol 21, No 3 (2022)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v21i3.51801

Abstract

 Moodle has provided a variety of plugins to accommodate the needs of online learning activities. One of them is H5P which can increase the interactivity of content presented in the Learning Management System (LMS). Based on monitoring through the UNP Executive Information System (SIE), only 0.085% used H5P out of 10,593 course sessions. The results of observations showed that sessions using H5P also show that there is an inappropriate use of H5P. This needs to be evaluated with the aim of revealing the student's perspective on the use of H5P and the obstacles that students face while using H5P-based content. This research is a descriptive study using a non-experimental design with a cross-sectional quantitative approach conducted at Universitas Negeri Padang. The research sample selected using the purposive sampling method was given a questionnaire that assessed aspects of the usability, integration, impact, and characteristics of the H5P content. The results show that the student's perspective on H5P as an interactive learning medium to support the LMS of Universitas Negeri Padang is very positive both in terms of usability, integration, impact, and characteristics of the material, although there are still students who think that it is not optimal because of the obstacles students face. Therefore, in order to optimize the use of H5P content for students, lecturers, and universities, it is important to consider issues related to networks, devices, technical use of H5P, work orders, navigation, and time as summarized in this study.Moodle telah menyediakan beragam plugin untuk mengakomodasi kebutuhan aktivitas pembelajaran online. Salah satunya adalah H5P yang dapat meningkatkan interaktivitas konten yang disajikan di Learning Management System (LMS).  Berdasarkan pantauan melalui sistem, hanya 0,085% yang menggunakan H5P dari 10.593 sesi mata kuliah. Hasil observasi terhadap sesi mata kuliah yang menggunakan H5P juga menunjukkan bahwa ada penggunaan H5P yang kurang tepat. Hal ini perlu dievaluasi dengan tujuan mengungkap bagaimana perspektif mahasis terhadap penggunaan H5P dan kendalah yang mahasiswa hadapi selama menggunakan konten berbasis H5P. Penelitian ini merupakan penelitian deskriptif menggunakan desain non-eksperimental dengan pendekatan kuantitatif cross sectional yang dilakukan di Universitas Negeri Padang. Sampel penelitian yang dipilih dengan metode purposive sampling diberikan angket yang menilai aspek kegunaan, integrasi, dampak, dan karakteristik konten H5P. Hasilnya menunjukkan bahwa  perspektif mahasiswa terhadap H5P sebagai media pembelajaran interaktif untuk mendukung LMS Universitas Negeri Padang sangat positif baik dari aspek kegunaan, integrasi, dampak dan karakteristik materi, meskipun masih terdapat mahasiswa yang menilai tidak maksimal karena kendala yang mahasiswa hadapi. Jadi, untuk optimalisasi penggunaan konten H5P mahasiswa, dosen, dan perguruan tinggi penting mempertimbangkan masalah terkait jaringan, perangkat, teknis penggunaan H5P, perintah kerja, navigasi, dan waktu seperti yang dirangkum pada penelitian ini.
The Effectiveness of Augmented Reality-Based Simulation Media for Fiber Optic Splicing in Vocational Network Technology Education Annisa Saputri; Ta’ali Ta’ali; Giatman Giatman; Yeka Hendriyani
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.11448

Abstract

This study aimed to develop and evaluate an Augmented Reality (AR)-based simulation media for teaching fiber optic splicing in vocational network technology education. Using a Research and Development (R&D) approach with the 4D model (Define, Design, Develop, Disseminate), the product was validated by experts and tested for practicality and effectiveness through a one-group pretest–posttest design. The media obtained high validity scores (Aiken’s V = 0.85 for media and 0.97 for material), was categorized as very practical by teachers (98.31%) and students (89.52%) and showed significant improvement in learning outcomes (N-gain = 0.7115; p < 0.05). Unlike previous AR studies that mainly focus on conceptual science learning, this research integrates procedural vocational skills simulation with mobile-based AR to address limited access to expensive splicing equipment. The findings indicate that AR-based simulation can effectively enhance students’ procedural understanding and support technology-integrated vocational pedagogy