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Development Of Hots-Based Assessment in the Curriculum to Increase Critical Thinking Skills of Elementary School Students Yeni Yusella; Oktaviani Adhi Suciptaningsih; Made Duananda Kartika Degeng
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 6 No. 7 (2023): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiip.v6i7.2036

Abstract

HOTS is an important aspect of learning. Higher order thinking skills are the process of analyzing, reflecting, giving arguments (reasons), applying concepts to different situations, and creating. Given the importance of the HOTS position in learning, teachers need to have knowledge and competencies that can help in developing the higher-order thinking skills of their students. This study aims to develop a qualified HOTS-based assessment instrument so that elementary school teachers can use it to develop students' thinking skills. This research is a research and development with the stages of the ADDIE model: (1) Analyze, (2) Design, (3) Develop, (4) Implement, and (5) Evaluate. The results of this study show that the HOTS-based assessment instrument developed for fifth grader is valid, practical, and reliable so that it is suitable for use in training fifth grader to do HOTS-based questions. The validation results of material experts and linguists show that the HOTS-based assessment instrument developed is valid.
Religious Education and Spirituality From Student’s Perspectives In The Digital Era: Theory, Perception, And Understanding Erly Lumban Gaol; Made Duananda Kartika Degeng; Saida Ulfa; I Nyoman Sudana Degeng
Edukasi Islami : Jurnal Pendidikan Islam Vol 12, No 04 (2023): Edukasi Islami: Jurnal Pendidikan Islam
Publisher : Sekolah Tinggi Agama Islam Al Hidayah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30868/ei.v12i04.5450

Abstract

Spirituality in education has recently become an interesting topic and discussion in the field, demanding theory, practice, and even appreciation and real action. Education in Indonesia, especially religious education and Spirituality, as early as possible becomes the foundation and dimension of life with a fragmented understanding of experience and encounters with religious traditions. This article aims to investigate students’ understandings, both theory and perception, of Spirituality and religious education in the context of education. In-depth, structured, and semi-structured interviews were conducted for 120 students using a qualitative research design. They were led in this situation by using a Google form as a lens to gauge their comprehension of the research focus. The research results have shown some points. First, Spirituality and religious education are ill-defined abstract concepts. Second, there is a correlation between Spirituality and religious instruction. Third, religion and Spirituality are like an esophagus, an oasis in the digital age. Spirituality and religious education are polarized contextually.
Enhancing Early Childhood Financial Literacy Through FinSOLEkid Indonesia: A Comparative Study of Digital Platforms Fitriah, Nurlaeli; Degeng, Made Duananda Kartika; Degeng, I Nyoman Sudana; Praherdhiono, Henry
Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini Vol. 8 No. 3 (2023)
Publisher : Program Studi Pendidikan Islam Anak Usia Dini, Fakultas Ilmu Tarbiyah dan Keguruan, UIN Sunan Kalijaga, Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jga.2023.83-06

Abstract

This study investigates the impact of FinSOLEkid Indonesia, a game-based educational application, on financial literacy among early childhood learners aged 5-6 years. Utilizing a quasi-experimental design with two experimental groups, one using a PC version and the other an Android version, the study aims to determine the effectiveness of digital platforms in enhancing financial understanding. Subjects were chosen through purposive sampling based on their interaction with money, comprehension of in-game instructions, and ability to use digital devices. Data collection involved multiple-choice tests tailored with game elements and visual aids to suit the developmental stage of the participants. The analysis, conducted using the Kruskal-Wallis test and N-Gain scores, revealed that the PC version of FinSOLEkid Indonesia was more effective in augmenting financial knowledge than its Android counterpart and conventional methods. However, the suitability of the application for children under the age of 5-6 remains questionable due to the presence of written instructions. The study highlights the importance of selecting appropriate educational media and content for early childhood. It suggests that such technology-enhanced learning tools, while effective, need to be tailored to the developmental needs of the learners. These findings offer insights into the potential of digital learning platforms in early childhood education, emphasizing the need for age-appropriate design and content in educational technology.
How does the Problem-Based Learning with Chatbot AI Enhance Learning Outcomes? Wibowo, Setyo Ajie; Degeng, Made Duananda Kartika; Praherdhiono, Henry; Faizah, Intan
Madrasah: Jurnal Pendidikan dan Pembelajaran Dasar Vol 16, No 2 (2024): Madrasah: Jurnal Pendidikan dan Pembelajaran Dasar
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/mad.v16i2.23357

Abstract

This study aims to determine the effect of problem-based learning models with chatbot AI on learning outcomes in Class IV at SDN 1 Genteng, Banyuwangi, East Java. This type of research uses a quantitative approach with a quasi-experimental research method and a non-equivalent control group design. Non-probability sampling was used. The population and sample consisted of 33 students in class IV-A as the experimental class and 39 in class IV-B as the control class in SDN 1 Genteng, Banyuwangi, East Java. The data-collection instrument used a written test using multiple choices and descriptions. Data analysis techniques using SPSS Statistics 21. The study showed that problem-based learning models with chatbot AI affected learning outcomes. Other results using problem-based learning models with chatbot AI differ from those obtained using conventional models. The improved learning outcomes based on the N-Gain score of problem-based learning models with chatbot AI is 56.1545, and that of conventional models is 21.0266. Using problem-based learning models with chatbot AI is likely effective in elementary school learning.
Pengaruh Hybrid Learning Dengan Model Kolaboratif Berbasis Masalah Terhadap Hasil Belajar Bahasa Indonesia Widowati, Lusy Ayu; Kuswandi, Dedi; Degeng, Made Duananda Kartika
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 6, No 2 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v6i22023p084

Abstract

The ability to collaborate and solve problems is a skill that is much needed in the 21st century. Therefore, the independent curriculum places great emphasis on learning methods that allow students to collaborate to solve problems. In fact, currently in hybrid learning practices these two skills are a necessity. This study aims to determine differences in student learning outcomes that are taught in a hybrid way with face-to-face learning using problem-based collaborative models in understanding inspirational story texts. The method used in this study was a quasi-experimental design with a pretest-posttest control group design. Sampling technique with cluster random sampling. The experimental class received a hybrid learning treatment with a problem-based collaborative model, while the control class received face-to-face learning treatment with a problem-based collaborative model. Data collection techniques using tests. To find out the differences in student learning outcomes, the independent sample t test was used, with statistically significant test results, the null hypothesis was rejected, where there were differences in the average learning outcomes of the experimental group and the control group.AbstrakKemampuan berkolaborasi dan memecahkan masalah merupakan kecakapan yang sangat dibutuhkan di abad 21. Karena itu, kurikulum merdeka sangat menekankan metode pembelajaran yang memungkinkan siswa berkolaborasi untuk memecahkan masalah. Bahkan, saat ini dalam praktik pembelajaran hybrid kedua kecakapan tersebut adalah keniscayaan. Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar siswa yang dibelajarkan secara hybrid dengan pembelajaran tatap muka menggunakan model kolaboratif berbasis masalah dalam memahami teks cerita inspiratif. Metode yang digunakan dalam penelitian ini adalah quasi experiment dengan desain pretest-posttest control group design. Teknik pengambilan sampel dengan cluster random sampling. Kelas eksperimen mendapat perlakuan hybrid learning dengan model kolaboratif berbasis masalah, sedangkan kelas kontrol mendapatkan perlakuan pembelajaran tatap muka dengan model kolaboratif berbasis masalah. Teknik pengumpulan data dengan menggunakan tes. Untuk mengetahui perbedaan hasil belajar siswa digunakan uji independent sample t, dengan hasil uji signifikan secara statistik, maka hipotesis nol ditolak, dimana ada perbedaan rata-rata hasil belajar kelompok eksperimen dan kelompok kontrol.
Dampak Keterampilan Dan Sikap Guru Sekolah Dasar Pasca Pelatihan Dan Pendampingan Desain Pembelajaran Humanistik Darwisy, Ivanka Harits; Praherdhiono, Henry; Degeng, Made Duananda Kartika
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 7, No 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v7i22024p079

Abstract

The purpose of this study is to determine the impact of skills and attitudes of elementary school teachers after training and Humanistic mentoring. In today's rapidly developing educational era, changes in learners are bound to occur. So there needs to be a renewal in the educational process by teachers, so that education is in accordance with the nature of education that exists to humanize humans (humanization). Humanistic Coaching is training that focuses on teachers in implementing humanistic principles in education holistically. This study used quantitative methods to measure changes in teacher performance before and after participation in the Humanistic Coaching program. The results showed that in general the improvement felt by teachers who had received mentoring and training for 2 years there was a change in skills and attitudes.  The change in skills and attitudes is the result of a fairly long process. It is necessary for leaders and management to continue to accompany teachers who are in the process of experiencing gradual change. This is important for teachers in other places to know in order to be able to deal with diverse learners.AbstrakTujuan dari penelitian ini adalah mengetahui dampak keterampilan dan sikap guru sekolah dasar pasca pelatihan dan pendampingan Humanistik. Dalam era pendidikan saat ini yang sangat berkembang pesat, perubahan pada pebelajar pasti terjadi. Maka perlu adanya pembaharuan dalam proses pendidikan oleh guru, sehingga pendidikan sesuai dengan hakikat pendidikan yang ada untuk memanusiakan manusia (humanisasi). Coaching Humanistik adalah pelatihan yang memfokuskan pada guru dalam mengimplementasikan prinsip-prinsip humanistik dalam pendidikan secara holistik. Penelitian ini menggunakan metode kuantitatif untuk mengukur perubahan dalam kinerja guru sebelum dan sesudah partisipasi dalam pendampingan program Coaching Humanistik. Hasil penelitian menunjukkan bahwa secara umum peningkatan yang dirasakan oleh guru yang telah menerima pendampingan dan pelatihan selama 2 tahun ada perubahan keterampilan dan sikap.  Perubahan keterampilan dan sikap tersebut merupakan hasil dari proses yang cukup panjang. Perlu bagi pimpinan dan manajemen untuk terus bersama mendampingi para guru yang sedang berproses mengalami perubahan yang bertahap. Hal ini menjadi penting untuk diketahui oleh guru di tempat lainnya agar mampu menghadapi pebelajar yang beraneka ragam.
Pengembangan Pembelajaran Gamifikasi Berbasis Proyek Software Multimedia Interaktif Azman, Muhammad Khairul; Soepriyanto, Yerry; Degeng, Made Duananda Kartika
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 6, No 4 (2023)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v6i42023p198

Abstract

This development research aims to produce a project-based gamification learning design in manufacturing software interactive multimedia. This study uses the ADDIE development model (Analysis, Design, Development, Implementation and Evaluation) with five stages developed by Molenda. Learning design trials were conducted on first-year students majoring in Educational Technology at State University of Malang in the Interactive Multimedia material for Visual Programming courses. The results of the development of this learning design have been validated by learning design experts and learning gamification experts with the results stating that the learning design developed is valid so that it can be used in the next stage. After being validated by learning design experts and learning gamification experts, field trials were carried out on respondents. The results of trials that have been carried out show that project-based gamification learning in software Interactive multimedia is attractive, motivating and effective so that the learning design developed can be declared feasible to be implemented in learning.AbstrakPenelitian pengembangan ini bertujuan untuk menghasilkan desain pembelajaran gamifikasi berbasis proyek pada pembuatan software multimedia interaktif. Penelitian ini menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation dan Evaluation) dengan lima tahapan yang dikembangkan oleh Molenda. Uji coba desain pembelajaran dilakukan kepada mahasiswa tahun pertama jurusan Teknologi Pendidikan di Universitas Negeri Malang pada materi Multimedia Interaktif mata kuliah Pemrograman Visual. Hasil pengembangan desain pembelajaran ini telah divalidasi oleh ahli desain pembelajaran dan ahli gamifikasi pembelajaran dengan hasil yang menyatakan bahwa desain pembelajaran yang dikembangkan valid sehingga dapat digunakan pada tahap berikutnya. Setelah dilakukan validasi oleh ahli desain pembelajaran dan ahli gamifikasi pembelajaran maka dilakukan ujicoba lapangan kepada responden. Hasil uji coba yang sudah dilaksanakan menunjukkan bahwa pembelajaran gamifikasi berbasis proyek pada software multimedia interaktif menarik, memotivasi dan efektif sehingga desain pembelajaran yang dikembangkan bisa dinyatakan layak untuk diimplementasikan dalam pembelajaran.
Ubiquitous Project-Based Learning Instructional Design in Islamic College Mochamad Desta Pradana; Punaji Setyosari; Saida Ulfa; Made Duananda Kartika Degeng
Al-Hayat: Journal of Islamic Education Vol 8 No 2 (2024): Al-Hayat: Journal of Islamic Education
Publisher : Al-Hayat Al-Istiqomah Foundation collab with Letiges

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35723/ajie.v8i2.664

Abstract

The right learning strategy provides benefits in mastery of learning, allowing students to collaborate and interact in implementing and creating learning projects. Through Ubiquitous Project Based Learning (UPjBL), Instructional Design fully contributes to achieving optimal learning objectives for students. This study aims to develop UPjBL Learning Design and determine the feasibility of the results. The development method for education uses the ADDIE development model stages. The data collection technique uses an instrument in the form of a validation assessment sheet and a closed question instrument in the form of a five-point Likert scale. The development procedure is done by analysis, design, development, implementation and evaluation. The study found that the Ubiquitous Project Based Learning (UPjBL) learning design is valid and feasible. It is known that the product developed has a feasibility value of 4.5 which means that the product is included in the extraordinary category or is very possible to use in the learning process. The combination of Ubiquitous learning and Project-based learning has a UPjBL learning model based on the Constructivist approach. This approach emphasizes that the learning process is centred on students by constructing knowledge obtained contextually. The lecture program units and teaching materials for Information and Communication Technology with primary computer material are adjusted to the curriculum and characteristics of students.
The Influence of Project-Based Online Learning and Self-Efficacy on Students' Critical Thinking Learning Outcomes Pujianto, Wahyu Hadi; Degeng, I Nyoman Sudana; Kamdi, Waras; Degeng, Made Duananda Kartika
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol 16 No 1 (2024): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v16i1.5095

Abstract

Online project-based learning models have become a significant concern in modern education. In physics subjects, understanding motion dynamics requires strong critical thinking skills. The research aims to describe students' critical thinking abilities regarding the concept of using project-based learning online (PJBoL) and face-to-face (PjBL) based on the level of self-efficacy (high, medium, low) and interaction between learning methods and self-efficacy. This research used an experimental design with research subjects in the form of class XI students at SMAN 1 Kesamben. Learning was carried out over six meetings using the same material. The independent variable in this research is the PjBoL model, while the dependent variable is students' critical thinking abilities. Data analysis was done using two-way ANCOVA to evaluate the relationships and interactions between these variables. The research results show a significant difference in students' critical thinking abilities on the concept of dynamics of motion between PJBoL and face-to-face, as well as in students' critical thinking abilities on self-efficacy. It is recommended that the PjBL Model, carried out face-to-face, is suitable for millennial students and has been proven to have better critical thinking learning outcomes.
Peranan Tingkat Penerimaan Learning Management System Terhadap Kemampuan Self Regulated Learning Halimah, Nur; Degeng, Made Duananda Kartika; Soepriyanto, Yerry
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 7, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v7i32024p118

Abstract

Technology acceptance can be a key factor influencing Self Regulated Learning capabilities. Learning Management System is present as a technological innovation that has been widely adopted in the world of education and training as an online learning medium. LMS implementation is expected to be able to improve users' SRL capabilities. However, the success of LMS implementation is very dependent on the level of acceptance of the LMS itself. This research aims to determine whether there are differences in the level of Self-Regulated Learning ability between groups of learners who have high and low levels of acceptance of the LMS. This research design uses quantitative methods with one way anova data analysis techniques. The research results found that there were differences in SRL abilities between groups of learners who had high and low levels of LMS acceptance. Abstrak Mengajarkan senyawa kimia secara menarik itu cukup menantang karena kompleksitas materi dan sulitnya mengkontekstualisasi berbagai unsur kimia dalam kehidupan sehari-hari. Penelitian ini mengeksplorasi penggunaan alat AI dan metode bercerita untuk merancang pembelajaran kimia yang menarik bagi siswa kelas sepuluh. Penelitian ini dilakukan di Bandung Alliance Intercultural School, melibatkan lima belas siswa yang membuat ebook untuk mengajarkan senyawa kimia kepada siswa kelas dua. Data dikumpulkan melalui observasi dan penilaian rubrik. Alat AI seperti ChatGPT, Gemini, dan CanvaAI digunakan untuk mencari ide cerita, mengembangkan alur cerita, dan membuat gambar. Intervensi dari siswa diperlukan untuk memastikan kontennya sesuai usia dan menarik. Sifat kolaboratif proyek ini mendorong kepemilikan dan keterlibatan siswa. Temuan menunjukkan bahwa metode bercerita yang diperkaya dengan AI dapat membuat pelajaran kimia lebih interaktif dan relevan. Sayangnya, generalisasi hasil penelitian ini terbatas karena dilakukan di satu sekolah saja. Penelitian selanjutnya harus mereplikasi metode ini di lingkungan pendidikan yang beragam dan menggunakan desain eksperimental untuk mengukur efektivitas AI dan metode bercerita dalam pendidikan kimia.