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The Innovation of MOOC Based E-Marketing to Improve Entrepreneurship Administration Management for Vocational Education Students in Industrial Revolution 4.0 Era Andika Bagus Nur Rahma Putra; Amat Mukhadis; Tuwoso; Nurul Ulfatin; Surjani Wonorahardjo; Habiddin; Made Duananda Kartika Degeng; Tee Tze Kiong
JPP (Jurnal Pendidikan dan Pembelajaran) Vol. 27 No. 1 (2020)
Publisher : Lembaga Pengembangan Pendidikan dan Pembelajaran, Universitas Negeri Malang in Collaboration with Asosiasi Pendidik dan Pengembang Pendidikan Indonesia (APPI)

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

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 of MOOCs 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 design expert test have a percentage: 81.50% (ease of accessing consumers), 84.10% (presentation of goods/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 student entrepreneurship 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 between control classes without using e-marketing based MOOCs and experimental classes using MOOCs based e-marketing; and (3) E-marketing based MOOCs needs to be further developed because it can improve the management of entrepreneurial administration in vocational students in the Industrial Revolution era 4.0.
Pelatihan Pengembangan Multimedia Pembelajaran Untuk Guru Non Produktif Teknik Komputer Dan Informatika Yerry Soepriyanto; Made Duananda Kartika Degeng; Sulthoni Sulthoni; Sumarno Sumarno
Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 4 No. 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um050v4i22021p78-88

Abstract

Tujuan kegiatan pengabdian masyarakat adalah memberikan pelatihan bagi guru-guru non produktif teknik komputer dan informatika untuk mengembangkan multimedia pembelajaran secara mandiri. Hal ini perlu dilakukan karena jarang sekali pemanfaatan komputer dalam pengajaran maupun pembelajarannya, selain itu juga memberikan alternatif media pembelajaran baru di era pandemi. Guru non produktif teknik komputer dan informatika adalah guru yang tidak mengajar dari rumpun produktif tersebut. Guru tersebut adalah guru normatif, adaptif, produktif kriya kreatif kayu dan rotan, kriya kreatif keramik, kriya kreatif batik dan tekstil. Hasil kegiatan adalah guru mampu mengembangkan multimedia pembelajaran sesuai dengan mata pelajaran yang diampu. Beberapa guru kurang optimal pencapaiannya karena butuh pendampingan lebih intensif. Secara umum pelatihan dan pendampingan berjalan lancar dan peserta merespon puas atas penyelenggaraan kegiatan.
Students' Needs Analysis for Designing H5P-Based Interactive Videos Supporting Conceptual Understanding and Learning Motivation Amiirah Aniisah; Henry Praherdhiono; Deka Dyah Utami; Made Duananda Kartika Degeng
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 11 No. 2 (2026): On Progress
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v11i22026p236-247

Abstract

This study aimed to analyze students' needs as the empirical basis for developing instructional design specifications for H5P-based interactive videos to support conceptual understanding and learning motivation in economics education. A descriptive quantitative approach was employed through a needs analysis involving 31 Grade XI social science students at SMA Negeri 107 Jakarta. Data were collected using an expert-validated questionnaire and analyzed using descriptive statistics, including mean scores, standard deviations, and ranking analysis. The findings indicate that students require learning experiences characterized by systematic content organization, conceptual visualization, contextual examples, interactive learning activities with immediate feedback, and flexible access to learning materials according to their learning needs. These findings were translated into instructional design specifications comprising sequential content organization, integrated interactive activities, conceptual visualizations, immediate feedback, and support for self-paced learning. The study demonstrates that needs analysis serves not only as a preliminary stage of media development but also as an evidence-based process that supports instructional design decisions in the field of Educational Technology.
Web-based teaching media innovation to improve understanding of science learning Muhamad Fahmi Yulianto; I Nyoman Sudana Degeng; Made Duananda Kartika Degeng
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 11 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/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 sains Abstract: 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.
Establishing pre-intervention baseline equivalence for AI-supported gamified project-based learning in entrepreneurship education Silvia Anita Prastica; Agus Wedi; Fikri Aulia; Made Duananda Kartika Degeng; Isma Addi Jumbri
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 13 No. 2 (2026): Vol 13, No 2, (2026): Issue in Progress
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v13i22026p102

Abstract

Establishing pre-intervention baseline equivalence is essential for strengthening the internal validity of quasi-experimental studies. However, baseline comparability is often underreported in educational technology research, particularly in evaluations of emerging AI-supported instructional innovations. This study addresses this methodological gap by examining baseline comparability before implementing a newly developed AI-supported gamified Project-Based Learning (PjBL) model in entrepreneurship education. The novelty of the study lies in explicitly positioning baseline assessment as a methodological foundation for strengthening the interpretation of intervention effects in AI-enhanced learning research. A quasi-experimental design was employed involving an experimental group (n = 30) and a control group (n = 26). Pre-test data were analysed using descriptive statistics and the Mann-Whitney U test because the data were not normally distributed. The experimental and control groups recorded comparable mean pre-test scores of 85.33 and 85.19, respectively. No statistically significant baseline difference was found between the groups (U = 303.00, Z = −1.467, p = .142, r = .20). These findings support the baseline comparability of the two groups and provide a stronger methodological basis for interpreting subsequent differences in learning outcomes as being associated with the intervention rather than substantial pre-existing group differences.
Measuring the quality of adaptive environments in instruction based on student perceptions Zahid Zufar At Thaariq; Dedi Kuswandi; Made Duananda Kartika Degeng
Inovasi Kurikulum Vol. 21 No. 1 (2024): Inovasi Kurikulum, February 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i1.62255

Abstract

Adaptive learning has been identified as a means of creating a student-centered environment that is more fulfilling in multiple aspects. Such an environment prioritizes the facilitation of students' interests in learning. The present study employs quantitative research methods to measure the quality of the adaptive learning environment at Wahid Hasyim Junior High School, as perceived by 144 students, using factor analysis techniques. The findings reveal several factors that are integral to the adaptive learning environment. Firstly, student interaction is deemed crucial, emphasizing interactive and personalized elements. Secondly, teachers' course delivery of learning is determined by design, models, strategies, and resources, with media use having a lesser impact. Thirdly, contextualized content and engaging instructional techniques are key factors in discovering and organizing learning materials. Finally, collaboration support is recognized as an essential factor. These conclusions can inform educational improvement initiatives at Wahid Hasyim Junior High School.   Abstrak Pembelajaran adaptif telah diidentifikasi sebagai cara untuk menciptakan lingkungan yang berpusat pada peserta didik yang lebih memuaskan dalam berbagai aspek. Lingkungan seperti ini memprioritaskan fasilitas minat peserta didik dalam belajar. Penelitian ini menggunakan metode penelitian kuantitatif untuk mengukur kualitas lingkungan belajar adaptif di SMP Wahid Hasyim, seperti yang dipersepsikan oleh 144 peserta didik, dengan menggunakan teknik analisis faktor. Temuan penelitian ini mengungkapkan beberapa faktor yang menjadi bagian integral dari lingkungan belajar adaptif. Pertama, interaksi peserta didik dianggap penting, dengan penekanan yang signifikan pada elemen interaktif dan personal. Kedua, penyampaian pembelajaran oleh guru ditentukan oleh desain, model, strategi, dan sumber daya, dengan penggunaan media yang memiliki dampak yang lebih kecil. Ketiga, konten yang kontekstual dan teknik pembelajaran yang menarik diidentifikasi sebagai faktor kunci dalam penemuan dan pengorganisasian materi pembelajaran. Terakhir, dukungan kolaborasi diakui sebagai faktor penting. Kesimpulan-kesimpulan ini memiliki potensi untuk menginformasikan inisiatif peningkatan pendidikan di SMP Wahid Hasyim. Kata Kunci: Lingkungan adaptif; pembelajaran; pendidikan; persepsi peserta didik.
Interactive video for learning mathematics element of measurement in elementary school Setyo Ajie Wibowo; Made Duananda Kartika Degeng; Henry Praherdhiono
Inovasi Kurikulum Vol. 21 No. 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.67125

Abstract

Mathematics learning needs to be delivered using learning media to make it easier for students to receive information and increase student motivation. Creating interesting learning media is the solution to make it easier for students to receive the material. This research aims to produce an interactive video for learning elementary school measurement math that can motivate students to learn. The method used in this research is development research with the Lee and Owen development model. The development model consists of 5 stages: analysis, design, development, implementation, and evaluation. The validation results showed positive results that are very feasible to use. The trial in the actual class has been proven by the student's response to using the developed media, which is seen in ease, attractiveness, and motivation. Developing interactive videos can be considered accessible, exciting, and motivating for elementary school students to learn.   Abstrak Pembelajaran Matematika perlu disampaikan dengan menggunakan media pembelajaran sehingga memudahkan peserta didik dalam menerima penyampaian informasi serta meningkatkan motivasi peserta didik. Pembuatan media pembelajaran yang menarik menjadi solusi yang ditawarkan untuk mempermudah peserta didik dalam menerima materi. Penelitian ini bertujuan untuk menghasilkan interaktive video untuk pembelajaran matematika elemen pengukuran sekolah dasar yang dapat memotivasi peserta didik untuk belajar. Metode yang digunakan dalam penelitian ini adalah penelitian pengembangan dengan model pengembangan Lee and Owen. Model pengembangan terdiri dari 5 tahapan analisis, desain, pengembangan, penerapan, dan evaluasi. Hasil validasi menunjukkan hasil positif sehingga media sangat layak untuk digunakan. Uji coba pada kelas sebenarnya telah dibuktikan dengan respons peserta didik terhadap penggunaan media yang dikembangkan dilihat dari aspek kemudahan, kemenarikan, dan motivasi. Pengembangan interaktif video dapat disimpulkan mudah, menarik, dan memotivasi belajar peserta didik sekolah dasar. Kata Kunci: Elemen pengukuran; Matematika; sekolah dasar; video; video interaktif
Augmented reality integrated chatbot to improve learning outcomes in secondary school students Reno Nurdiyanto; Henry Praherdhiono; Made Duananda Kartika Degeng
Inovasi Kurikulum Vol. 21 No. 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.69108

Abstract

The major challenge in learning science is that it is abstract and complex for some students to understand. For example, elements and compounds cannot be seen directly in very micro-sized objects; therefore, visualizing this concept can be challenging. Another challenge is the limited time for teachers to answer questions, provide explanations, and provide feedback during the learning process. This study aims to develop augmented reality learning tools integrated with large language models in the format of a chatterbot text-to-text that can be utilized on the topic of elements and compounds. The development model that has been implemented is adapted from the Lee and Owen model, which includes need analysis, front-end analysis, design, development, implementation, and assessment. Media and content experts have assessed the technology's suitability for classroom learning for 8th-grade students of Salafiyah Junior High School in Pekalongan. Based on field implementation, this technology obtained a positive perspective and indicated an improvement in learning outcomes on element and compound topics. The integration of AR and ChatBot contributes significantly to the innovative classroom learning process and creates a learning experience that suits the needs of students in this digital era.   Abstrak Kendala utama dalam pembelajaran IPA yaitu abstrak dan sulit untuk dipahami oleh beberapa siswa. Contohnya konsep mengenai unsur dan senyawa yang tidak bisa dilihat dalam bentuk secara langsung dalam objek yang berukuran sangat kecil, sehingga memvisualisasikan konsep ini bisa menjadi tantangan. Tantangan lain berupa waktu yang terbatas untuk guru dalam siswa dalam menjawab pertanyaan, memberikan penjelasan, dan memberikan umpan balik selama proses pembelajaran. Studi ini bertujuan untuk mengembangkan media pembelajaran berupa augmented reality terintegrasi large language models dalam bentuk chatterbot teks ke teks sehingga dapat digunakan pada topik tentang unsur dan senyawa. Model pengembangan yang telah dilakukan diadaptasi model Lee dan Owen, yang meliputi analisis kebutuhan, analisis awal akhir, desain, pengembangan, implementasi, dan penilaian. Ahli media dan ahli materi telah menyatakan kelayakan untuk digunakan dalam pembelajaran kelas pada siswa kelas 8 SMP Salafiyah Pekalongan. Berdasarkan implementasi lapangan, teknologi ini memperoleh perspektif yang positif dan menunjukkan adanya peningkatan hasil belajar pada materi unsur dan senyawa. Integrasi dari AR dan Chatbot memberikan kontribusi signifikan bagi sebagai media pembelajaran dalam proses pembelajaran kelas yang inovatif dan menciptakan pengalaman pembelajaran yang sesuai dengan kebutuhan siswa di era digital saat ini. Kata Kunci: artificial intelligence; large language models; pembelajaran IPA; realitas berimbuh
Utilization of augmented reality technology in overcoming educational issues in Indonesia Suharsono Bantun; Dedi Kuswandi; Saida Ulfa; Henry Praherdhiono; Jayanti Yusmah Sari; Made Duananda Kartika Degeng
Bulletin of Electrical Engineering and Informatics Vol 15, No 4: August 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v15i4.10156

Abstract

Education in Indonesia faces various challenges, including limited access to quality education, insufficient resources and infrastructure, a shortage of qualified teachers, and limited integration of technology in the learning process. Augmented reality (AR) offers a promising solution by combining real-world and virtual elements to create interactive and immersive learning experiences. This review identifies that AR enhances student engagement, improves understanding of complex concepts, and supports more accessible and personalized learning environments. AR also helps address infrastructure limitations through virtual simulations and mobile-based learning applications. However, challenges remain, including cost and sustainability issues, teacher training needs, infrastructure requirements, and internet connectivity. Therefore, strategic policies, collaboration among stakeholders, and the development of AR-based curriculum content are required to support sustainable implementation. Furthermore, emerging immersive technologies such as mixed reality (MR) offer additional opportunities for interactive learning; however, further empirical research is required to evaluate their effectiveness in Indonesian educational contexts.