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Daya Tarik Pembelajaran SIPEJAR Ditinjau dari Sisi Locus of Control Mahasiswa yang Berbeda di Masa Pandemi Covid-19 Made Duananda Kartika Degeng
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 6, No 1: JANUARI 2021
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v6i1.14368

Abstract

Abstract: This study was aimed to find out information about the attractiveness of learning by using SIPEJAR online platform. Especially when conducted from the locus of control differences of the students. The attractiveness of learning was assessed from: (1) ease of use; (2) the generosity of costs; (3) the tendency to continue to use SIPEJAR; (4) the tendency to choose SIPEJAR to study during the pandemic; and (5) the tendency to learn using SIPEJAR in the future. It was found that students who have internal locus of control found it easy to use SIPEJAR but did not interested to use SIPEJAR to study in the time of pandemic while the group of students with external locus of control found it difficult to use SIPEJAR but still interested to use it in learning during Covid-19.Abstrak: Penelitian ini bertujuan untuk menemukan informasi tentang daya tarik pembelajaran dengan menggunakan platform daring SIPEJAR. Khususnya bila ditinjau dari sisi karakteristik mahasiswa yang memiliki locus of control berbeda. Kemenarikan pembelajaran dinilai dari (1) kemudahan penggunaan; (2) kemurahan biaya; (3) kecenderungan ingin terus memakai SIPEJAR; (4) kecenderungan memilih SIPEJAR untuk belajar di masa pandemi; (5) kecenderungan belajar menggunakan SIPEJAR di masa depan. Ditemukan bahwa mahasiswa yang memiliki locus of control internal merasa mudah menggunakan SIPEJAR, tetapi tidak tertarik menggunakan SIPEJAR untuk belajar di masa pandemi sedangkan kelompok mahasiswa dengan locus of control eksternal merasa sulit dalam menggunakan SIPEJAR, tetapi tertarik untuk menggunakannya dalam pembelajaran di masa Covid-19.
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.
Web-based teaching media innovation to improve understanding of science learning Yulianto, Muhamad Fahmi; Degeng, I Nyoman Sudana; Degeng, Made Duananda Kartika
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 1 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i12024p033

Abstract

Abstrak: Penelitian ini berfokus pada rendahnya minat siswa di salah satu sekolah menengah pertama di Kota Malang dalam mempelajari sains, terutama kesulitan dalam memahami istilah-istilah ilmiah dalam materi sains yang diberikan. Keterbatasan sumber belajar dan kurangnya perubahan dalam strategi pengajaran diidentifikasi sebagai penyebab rendahnya minat tersebut. Minimnya penggunaan media pembelajaran oleh guru yang hanya monoton menggunakan ppt dan buku teks membuat pembelajaran menjadi kurang variatif dan membuat siswa kurang tertarik untuk mengikuti pembelajaran. Penelitian ini mengevaluasi dampak penggunaan media pembelajaran berbasis web pada materi perkembangan hewan dan tumbuhan terhadap hasil belajar siswa kelas IX. Dengan menggunakan metode kuantitatif dan uji ANOVA, media web yang menyajikan konten melalui video, teks, dan gambar dibandingkan dengan PPT dan buku pelajaran konvensional di dua kelas. Hasil analisis data menunjukkan adanya perbedaan yang signifikan antara kedua kelompok (F hitung = 7,691, signifikansi = 0,008). Respons positif siswa terhadap media web menegaskan keefektifannya dalam meningkatkan minat dan pemahaman sainsAbstract: This research focuses on the low interest of students in one of the junior high schools in Malang City in learning science, especially the difficulty in understanding scientific terms in the given science material. Limited learning resources and lack of change in teaching strategies were identified as the causes of low interest. The lack of use of teaching media by teachers, who only monotonously use PPTs and textbooks, makes learning less varied and makes students less interested in participating in learning. This study evaluates the impact of web-based learning media on animal and plant development material on the learning outcomes of Grade IX students. Using quantitative methods and the ANOVA test, web media presenting content through video, text, and images were compared with PPT and conventional textbooks in two classes. The results of the data analysis showed a significant difference between the two groups (F count = 7.691, significance = 0.008). The students' positive response to the web media confirmed its effectiveness in increasing interest and understanding of science. 
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.
The Innovation of MOOC Based E-Marketing to Improve Entrepreneurship Administration Management for Vocational Education Students in Industrial Revolution 4.0 Era Putra, Andika Bagus Nur Rahma; Mukhadis, Amat; Tuwoso, Tuwoso; Ulfatin, Nurul; Wonorahardjo, Surjani; Habiddin, Habiddin; Degeng, Made Duananda Kartika; Tee, Tze Kiong
JPP (Jurnal Pendidikan dan Pembelajaran) Vol 27, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um047v27i12020p001

Abstract

Abstract: This research has aims to: (1) develop MOOCs based e-marketing; (2) testing theattractiveness of MOOCs based e-marketing; and (3) knowing the level of effectiveness ofMOOCs based e-marketing. The method in this study is research and development. The resultsof this study include: (1) the results of the e-marketing expert test and website marketing designexpert test have a percentage: 81.50% (ease of accessing consumers), 84.10% (presentation ofgoods/services sold), 79.10 % variation of website content), 86.00% (compatibility with websitegoals), 83.70% (harmony of each page of views), 83.70% (complete description of products sold),83.70% (attractiveness of e-website marketing), 85.00% (ease of order process for consumers),81.50% (responsible admin e-marketing), 81.50% (trouble shooting website problems); (2)MOOCs based e-marketing proved effective in improving the management of studententrepreneurship administration in the vocational sector in the Industrial Revolution 4.0 era,indicated by the results of the final ability test which showed significant differences betweencontrol classes without using e-marketing based MOOCs and experimental classes using MOOCsbased e-marketing; and (3) E-marketing based MOOCs needs to be further developed because itcan improve the management of entrepreneurial administration in vocational students in theIndustrial Revolution era 4.0.
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.