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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.
The Development of Flipped Classroom Learning Design Assisted by Digital Storytelling Media in the Photography Course for Visual Communication Design Students in The Bachelor's Program at STIE Asia Malang Fathurrosi; Ulfa , Saidah; Degeng, Made Duananda Kartika
ETERNAL (English Teaching Journal) Vol. 15 No. 2 (2024): August
Publisher : Prodi Pendidikan Bahasa Inggris, FPBS, Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/eternal.v15i2.616

Abstract

This study aims to develop a flipped classroom instructional design assisted by digital storytelling media for the Photography course for undergraduate students of Visual Communication Design at STIE Asia Malang. The approach of project-based learning integrates the use of technology and active learning methods to enhance the effectiveness of learning. The Research and Development design used the instructional design proposed by Degeng & Degeng (2018). It divided into three phases of instructional design formation, namely 1) analysis of learning conditions, 2) development of learning strategies, 3) development of outcome measurement procedures. The results of the study show that this instructional design is effective in increasing student engagement and active participation. Students are more involved in the learning process, more motivated, and better able to apply the knowledge they have gained in real projects. Additionally, their learning outcomes significantly improved in both conceptual understanding and practical application. The efficiency of this design is also evident from the optimization of learning time, where students can utilize out-of-class time to study the materials, while in-class time is used for more interactive discussions and collaborative projects.
Religious Education and Spirituality From Student’s Perspectives In The Digital Era: Theory, Perception, And Understanding Gaol, Erly Lumban; Degeng, Made Duananda Kartika; Ulfa, Saida; Degeng, I Nyoman Sudana
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.
Assessing Pre-Service Teachers’ Analytical Thinking in Science Fundamentals through a Moodle-Based Online Test Yusro, Andista Candra; Setyosari, Punaji; Degeng, I Nyoman Sudana; Degeng, Made Duananda Kartika
Journal of Educational Technology and Learning Creativity Vol. 3 No. 2 (2025): December
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v3i2.2541

Abstract

Purpose of the study: This study aims to assess the analytical thinking skills of second-year pre-service teachers in the Concepts of Science course using a Moodle-based online assessment, emphasizing higher-order cognitive skills in Bloom’s taxonomy. Methodology: A descriptive quantitative design was employed involving 58 students from the Primary School Teacher Education (PGSD) program. Data were collected through a Moodle-based online test consisting of 20 items measuring analytical thinking at the analyzing level (C4), focusing on differentiating, organizing, and attributing in fundamental science topics. Descriptive statistics were used to analyze students’ performance levels. Main Findings: The findings show that approximately 62% of students achieved a moderate level of analytical thinking. Students performed better in identifying relationships between variables and interpreting experimental results, while difficulties were observed in organizing and evaluating scientific information. This indicates that Moodle-based assessments are effective in measuring analytical thinking but require instructional reinforcement to strengthen higher-order cognitive processes.. Novelty/Originality of this study: This study provides empirical evidence on the effectiveness of Moodle-based assessments in evaluating analytical thinking skills aligned with Bloom’s taxonomy in science teacher education. It highlights the potential of digital assessment platforms to support valid, efficient, and scalable measurement of pre-service teachers’ analytical competencies.
Assessing Pre-Service Teachers’ Analytical Thinking in Science Fundamentals through a Moodle-Based Online Test Yusro, Andista Candra; Setyosari, Punaji; Degeng, I Nyoman Sudana; Degeng, Made Duananda Kartika
Journal of Educational Technology and Learning Creativity Vol. 3 No. 2 (2025): December
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v3i2.2541

Abstract

Purpose of the study: This study aims to assess the analytical thinking skills of second-year pre-service teachers in the Concepts of Science course using a Moodle-based online assessment, emphasizing higher-order cognitive skills in Bloom’s taxonomy. Methodology: A descriptive quantitative design was employed involving 58 students from the Primary School Teacher Education (PGSD) program. Data were collected through a Moodle-based online test consisting of 20 items measuring analytical thinking at the analyzing level (C4), focusing on differentiating, organizing, and attributing in fundamental science topics. Descriptive statistics were used to analyze students’ performance levels. Main Findings: The findings show that approximately 62% of students achieved a moderate level of analytical thinking. Students performed better in identifying relationships between variables and interpreting experimental results, while difficulties were observed in organizing and evaluating scientific information. This indicates that Moodle-based assessments are effective in measuring analytical thinking but require instructional reinforcement to strengthen higher-order cognitive processes.. Novelty/Originality of this study: This study provides empirical evidence on the effectiveness of Moodle-based assessments in evaluating analytical thinking skills aligned with Bloom’s taxonomy in science teacher education. It highlights the potential of digital assessment platforms to support valid, efficient, and scalable measurement of pre-service teachers’ analytical competencies.
Development of Interactive Web-Based Augmented Reality for Human Digestive System in Class XI Yanuar Rizky Prasetyo; Ence Surahman; Made Duananda Kartika Degeng
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 1 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p43-56

Abstract

This study aims to develop interactive, web-based augmented reality (AR) learning media for teaching the human digestive system to 11th-grade Biology students, addressing the practical limitations of application-based media. The goal is to enhance student engagement, material visualization, and learning outcomes without requiring additional app installations. The research followed the Sadiman development model, involving seven stages from needs analysis to product testing. Validation results for content and media indicated that the developed media is highly effective and suitable for use in the classroom. Trials were conducted with a small group of five students and a field test involving 30 students. The field test results showed a significant improvement in learning outcomes, with an average increase of 20.70%. Additionally, questionnaires revealed an approval rate of 83.41%, indicating that students found the media effective in understanding abstract concepts. In conclusion, the interactive, web-based AR learning media proved effective in improving students’ learning outcomes and interest in Biology. This media not only offers a valuable tool for enhancing education but also serves as a model for the development of future technology-based learning resources.
Game-Based Learning and Multimodal Media in English Vocabulary Learning: A Systematic Literature Review Tristania Handikaningtyas; Saida Ulfa; Taufik Ikhsan Slamet; Made Duananda Kartika Degeng
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 10 No. 2 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v10i22025p147-159

Abstract

This systematic literature review synthesizes empirical evidence from 2021–2025 on the integration of Game-Based Learning (GBL) and multimodal media to enhance English vocabulary acquisition in EFL contexts. The study aims to evaluate instructional effectiveness, identify synergistic benefits, and examine implementation challenges. Following the PRISMA 2020 protocol, we systematically searched Scopus, Web of Science, ERIC, ScienceDirect, and Google Scholar. Twelve peer-reviewed studies meeting stringent eligibility criteria underwent qualitative synthesis. Findings consistently demonstrate that GBL significantly improves vocabulary acquisition, learner motivation, and engagement compared to traditional methods. Multimodal instruction (integrating text, audio, and visuals) enhances vocabulary retention and depth of processing by supporting dual coding and reducing cognitive load. Crucially, integrated approaches that embed multimodal elements within game mechanics yield synergistic gains in cognitive, affective, and social engagement. However, successful implementation faces barriers, including over-reliance on translation-based methods and varying teacher readiness in digital-pedagogical competencies. The review concludes that combining GBL with multimodal design principles offers a powerful, engaging framework for vocabulary instruction. Future research should prioritize longitudinal studies on retention, design-based development of adaptable resources, and implementation science models to support teacher professional development in diverse educational settings.
Do Flashcards Improve Biology Learning? A Systematic Review of Cognitive Learning Outcomes Ponasari Baron Mutiara Kenya; Made Duananda Kartika Degeng; Fikri Aulia
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 11 No. 1 (2026)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v11i12026p1-13

Abstract

Biology learning is often considered challenging due to its complex concepts, abstract processes, and numerous terms, which often result in low cognitive learning outcomes among students. Many students rely on passive learning strategies that are insufficient to support meaningful understanding and long-term retention. Consequently, there is a need for effective, evidence-based instructional media that can actively engage students and improve cognitive achievement in biology learning. This systematic literature review aims to examine the effectiveness of flash cards in improving students' cognitive learning outcomes in biology and to identify how they are used in classroom instruction. This study employs a systematic literature review to analyze empirical research articles published between 2021 and 2025 that investigate the use of flashcards in biology learning. The selected studies include experimental, quasi-experimental, and developmental research designs, mostly conducted at the secondary education level. Data were analyzed through qualitative descriptive methods by comparing the implementation of learning, learning outcomes, and cognitive impacts reported between the experimental and control groups. The results showed that flash cards consistently improved students' cognitive learning outcomes, particularly in remembering, understanding, and applying biology concepts. The experimental group that used flashcards achieved higher posttest scores and greater learning gains than the control group that used conventional learning methods. Flashcards were most effective when integrated into active learning activities, supported by visual representations, and used to facilitate repeated retrieval of biological knowledge.
Pengaruh Virtual Reality Artsteps Sebagai Media Pembelajaran Materi Zaman Batu Terhadap Hasil Belajar Siswa Kelas 7 SMP Roy Ferdinand; Made Duananda Kartika Degeng; Agus Wedi
Journal of Educational Technology Studies and Applied Research Vol 1 No 3 (2025): [3] - 2025 April
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i3y2025a38

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh Virtual Reality Artsteps terhadap hasil belajar siswa. Metode yang digunakan pada penelitian ini menggunakan Quasi Eksperimental menggunakan desain penelitian Non – Equivalent Posttest Only Control Grup. Penelitian ini dilaksanakan di Sekolah Menengah Pertama pada kelas VII mata pelajaran IPS materi zaman batu. Sampel penelitian kelas eksperimen sejumlah 58 siswa menggunakan media virtual reality artsteps, sedangkan kelas kontrol sejumlah 58 siswa yang menggunakan media konvensional berupa video pembelajaran youtube. Pelaksanaan penelitian ini dilaksanakan selama sekali pertemuan, dengan siswa mengisi posttest setelah implementasi materi menggunakan kedua media. Pengujian dilakukan menggunakan uji independent sample t-test. Dari penelitian ini diperoleh hasil bahwa media Virtual Reality Artsteps memiliki pengaruh signifikan terhadap hasil belajar siswa, dengan nilai signifikansi 0,001 (< 0,005). Hasil belajar kelas yang diberikan media virtual reality lebih baik daripada kelas yang hanya diberikan media konvensional berupa video pembelajaran.
Development of Gamification-based Microlearning Media for Learning Integers Shaumi Rani; Yerry Soepriyanto; Agus Wedi; Made Duananda Kartika Degeng
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 3 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i3.60542

Abstract

Learning integers at the junior high school level often faces obstacles in the form of low student understanding and engagement, mainly due to the abstract nature of the material and the learning approaches that are still dominated by conventional methods. Therefore, it is necessary to develop learning media that can present material concisely, interestingly, and relevant to the characteristics of students. This study aims to develop gamification-based microlearning media on a Learning Management System (LMS) platform specifically designed for integer material at the junior high school level, and to examine its feasibility for classroom use. The novelty of this study lies in the integration of microlearning and gamification in a media development design for the context of integer learning, which is still rarely studied in previous studies. This study uses the Research and Development method with the Web-Based Instructional Design (WBID) model as the development framework. The research subjects consisted of 32 students at a junior high school selected using a purposive sampling technique. Data were collected through expert validation, student response questionnaires, LMS analytics, and were analyzed using descriptive quantitative and qualitative techniques. The results of the validation by material and media experts obtained an average score of 87.5% and 90%, respectively, with the category of very valid. The limited trial and full implementation showed excellent results with percentages of 86.05% and 87%, respectively. Summative evaluations showed that 27 of 32 students completed the learning on time, 30 of 32 students earned engagement badges, and the majority accessed the LMS consistently every week. These findings provide empirical evidence that the developed gamification-based microlearning media is effective in increasing engagement and supporting integer learning. However, this study is limited by the sample size and has not yet measured the direct impact on academic learning outcomes.