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Competency Analysis and School Culture on Teacher Performance in Cimanggu District Asep Saepulloh; Novianti Sisili; Muldiyana Muldiyana
International Journal of Education, Information Technology, and Others Vol 5 No 4 (2022): International Journal of Education, information technology and others
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.6983953

Abstract

The purpose of this study was to determine the effect of competence and culture on teacher performance in Cimanggu District. The method used in this study is a survey method with a quantitative approach. Data collection techniques used instruments to measure competence, school culture and instruments to measure teacher performance. Based on the results of data analysis and hypothesis testing with path analysis calculations, the results show that 1) There is an influence of competence on teacher performance at the Cimanggu District Elementary School, with the acquisition of tcount 2.34 while ttable for = 00.5 is 1.53 because tcount is more larger than ttable. 2) There is a positive influence of school culture on teacher performance at Elementary Schools in Cimanggu District with the acquisition of tcount 3.99 while ttable for = 00.5 is 1.53 because tcount is greater than ttable. 3) There is a significant direct effect between competence and school culture on teacher performance with tcount 3.29 while ttable for = 00.5 is 1.53. Good performance can be achieved by the school culture and the competencies possessed by teachers
Pengaruh Teknologi Wearable Devices Virtual Reality terhadap Motivasi Belajar Siswa pada Mata Pelajaran Sejarah Kelas XI SMA Negeri 16 Bone Ika Sulistiawati; Andi Kasmawati; Muldiyana Muldiyana
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 3 (2026): Juli 2026
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v5i3.8175

Abstract

Students' motivation to learn decreases if they feel bored with the same learning cycle, the conventional way of delivering material in some subjects is not interesting for students, one of which is history. When learning history, students' learning motivation tends to decrease, because it is theoretical and therefore considered boring. Learning history with conventional methods makes students feel bored and inactive in learning, therefore it is necessary to apply technology as a medium in the learning process in the classroom. This study aims to determine the effect of the use of virtual reality wearable devices technology on students' learning motivation in history subjects. The use of Virtual Reality wearable devices technology is an appropriate medium in history subjects because it can display audio visuals in 3D form which allows students to increase situational awareness and expand their vision. The use of Virtual Reality in learning allows students to engage in a more in-depth and interactive learning experience so that students' learning motivation increases and makes it easier to understand the material presented. A more immersive and realistic learning experience can make the subject matter more interesting and enjoyable. The study uses quantitative research methods. The results of this study indicate that the use of virtual reality in history learning can affect students' learning motivation. This can be seen from the results of the hypothesis test that the t-count value > t-table or 15,819 > 2.051 and the sig value of 0.001 < 0.05. Therefore, it can be concluded that H1 is accepted and H0 is rejected.
Integrating Sketchup-Based 3d Modeling Into Graphic Design and Architectural Education: Enhancing Visual Thinking and Creative Skills Muldiyana Muldiyana
International Journal of Education, Information Technology, and Others Vol 9 No 1 (2026): International Journal of Education, information technology   and others
Publisher : Peneliti.net

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

Abstract

This study examines the pedagogical function of SketchUp-based 3D modeling in enhancing visual communication, creativity, and spatial literacy among students in graphic design and architectural visualization programs. In the evolving domain of digital design education, SketchUp functions as an accessible and intuitive platform that merges technical modeling with conceptual ideation, enabling learners to convert imagination into visual representation. This study utilized a qualitative-descriptive methodology, collecting data from classroom observations, student comments, and project assessments in design and architecture classes to evaluate SketchUp's influence on learning engagement and skill enhancement.The results show that SketchUp fosters interactive learning settings that enhance active experimentation, exploration, and spatial reasoning. In contrast to traditional two-dimensional drawing methods, SketchUp offers instant visual feedback, thereby improving students' understanding of design and their problem-solving skills. Participants exhibited heightened enthusiasm, assurance, and digital competence, illustrating SketchUp's capacity to foster collaborative, project-oriented learning in alignment with constructivist educational ideas.The pedagogical incorporation of SketchUp fosters a synergy between creative ideation and technical proficiency, so enhancing the educational experience and encouraging students to critically interact with design concepts. Identified challenges encompass insufficient technical skill among novices and the necessity for curricular integration frameworks to enhance digital modeling instruction. Overall, this research concludes that SketchUp-based 3D modeling strengthens both cognitive and practical aspects of design education, preparing students to become adaptive and digitally literate professionals ready for the demands of creative industries.