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Enhancing Learning Accessibility through Digital Libraries: A Study on User Orientation, Resources, and Pedagogical Aspects Anwar, Citra Rosalyn; Febriati, Farida; Mawarni, Sella; Akhmad, Muhammad Akbar
Jurnal Edutech Undiksha Vol. 12 No. 2 (2024): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v12i2.69935

Abstract

The development of digital technology has driven the transformation of traditional libraries into digital formats to facilitate access to learning resources through internet networks. However, the effectiveness of digital libraries in meeting users' needs still requires comprehensive evaluation. This study aims to evaluate the effectiveness of an Android-based digital library platform used by students of the Educational Technology Study Program. The research employed a quantitative descriptive method with data collection techniques including questionnaires and interviews. The research instruments focused on three main aspects: user orientation, digital learning resources, and pedagogical aspects. The collected data were analyzed using descriptive statistics to measure the platform's effectiveness across these aspects. The findings revealed that the digital library platform received positive responses from students, with detailed results indicating an intuitive interface (90%), relevant learning resource collections (95%), good interactivity (85%), and support for collaborative learning (85%). These findings suggest that the Android-based digital library platform has been effective in providing access to learning resources and supporting students' learning processes. The conclusion of this study is that digital libraries can serve as an innovative solution to expand access to learning resources, enhance user engagement, and improve the effectiveness of educational processes in higher education settings.
The Use of Micro Video to Support Student Engagement in Online Learning Mawarni, Sella; Hartoto
Indonesian Journal of Learning Education and Counseling Vol. 7 No. 2 (2025): March
Publisher : ILIN Institute Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/ijolec.v7i2.2975

Abstract

One of the challenges in online learning is the lack of student engagement in independent learning. The role of learning content significantly influences students' willingness to access and engage with the provided materials. This issue can be addressed through the use of microvideo learning content. Microvideos are short-duration video formats designed for efficient content delivery. This study aims to describe the use of microvideos in online learning and to analyze students' participation rates and learning completion. A qualitative descriptive research method was employed, involving 167 students enrolled in the Information and Communication Technology course. The findings reveal that student participation reached 90.42%, with a 100% learning completion rate. The use of microvideos in short-duration formats effectively reduces students' cognitive load.
PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN IPA KELAS VIII MADRASAH TSANAWIYAH SINOA Kiki Reski Amalia; Abd Haling; Sella Mawarni; Ainun Mardiana
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24574

Abstract

This study aims to develop and test the practicality of interactive learning multimedia based on Smart Apps Creator (SAC) in supporting students' understanding of science learning in class VIII MTs Sinoa, especially on vibration, wave, and light materials. The research method used is Research and Development (R&D) with the ADDIE model consisting of five stages: analysis, design, development, implementation, and evaluation. At the validation stage, the results from material experts and media experts showed that the developed learning multimedia was very valid with a material validity level of 95.8% and a media validity of 100%. This shows that the content and design of the learning media are very much in accordance with the standards needed to improve student understanding. This validation provides confidence that the material presented in the SAC application has met the eligibility criteria for use in the science learning process. Furthermore, at the practicality testing stage, the responses of educators and students to this learning multimedia showed very positive results. The response of educators to the practicality of this media reached 95.4%, while the response of students was 90.5%. This indicates that both educators and students feel that this media is very practical to use in learning, so that it can increase student interaction and involvement during the learning process. The implementation of media in learning resulted in higher enthusiasm among students, and the evaluation results showed a significant increase in student understanding. Thus, the use of interactive learning multimedia based on SAC has proven to be an effective alternative innovative media in improving student understanding at MTs Sinoa.
PENGEMBANGAN MEDIA PEMBELAJARAN DIORASMART PADA MATA PELAJARAN GEOGRAFI DI SMA NEGERI 13 MAKASSAR Muh. Nuzul Qadri; Farida Febriati; Sella Mawarni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24633

Abstract

Geography learning, especially on volcanism material, requires media that can help students visualize abstract concepts more realistically. However, limited time and learning media used by teachers only using maps, atlases, globes, and videos from Youtube make students tend to get bored in the learning process. Therefore, this study aims to develop Diorasmart learning media, a learning media that combines Android-based applications in the form of Smart Apps Creator (SAC) and 3-dimensional volcano dioramas. This study uses the ADDIE development model consisting of five stages: analysis, design, development, implementation, and evaluation. At the analysis stage, observations and needs questionnaires were conducted to determine students' difficulties in understanding volcanism material. At the design stage, the SAC application was designed with interactive animation features, educational videos, and quizzes, while the volcano diorama was developed to provide a real visual depiction. After going through the development stage, Diorasmart was tested for validity by material experts and media experts, and tested on students and teachers to measure its level of practicality and effectiveness. The results of the study indicate that Diorasmart has a high level of validity and is valid for use in geography learning. Teachers' and students' responses to this media are very positive, especially in terms of ease of use and visual appeal. In addition, student learning outcomes through pretest, posttest, and paired samples tests show that Diorasmart is effective in improving student understanding. Thus, Diorasmart can be an innovative solution in geography learning, especially in volcanism material, and has the potential to be further developed in other geography materials.
Pengembangan Pengembangan Multimedia Interaktif Mata Kuliah Multimedia Pembelajaran Di Prodi Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Makassar Irfan; Febriati, Farida; Mawarni, Sella; Hakim, Abdul
Indonesian Journal of Educational Technology Vol 3 No 1 (2024): Indonesian Journal of Educational Technology
Publisher : Department of Educational Technology, Postgraduate Program, State University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijet.v3i1.2180

Abstract

The aim of this research is to measure the need for interactive multimedia, design interactive multimedia and measure the validity and practicality of interactive multimedia in the Learning Multimedia course in the Educational Technology Study Program, Faculty of Education, Makassar State University. The approach used in this research is Research and Development (R&D) development with the development model used, namely ADDIE (analysis, design, development, implementation, evaluation). The data sources in this research were 36 students, 1 course lecturer and 2 validators consisting of material/content validators and media validators. The data collection technique is in the form of a questionnaire. The data analysis technique uses qualitative descriptive analysis and quantitative descriptive analysis in the form of needs identification questionnaires, material/content validation questionnaires, media validation questionnaires, small group trial questionnaires, large group trial questionnaires, and course teacher response questionnaires. The research results show that the results obtained from identifying the level of student needs are at the required qualifications. The results obtained from material/content expert validation are in very valid qualifications and media expert validation is in very valid qualifications. To test the level of product practicality, small group trials, large group trials and lecturer responses were carried out. From these three trials, very good qualification results were obtained
Pelatihan Pembuatan E-Modul untuk Mendukung Fleksibilitas Pembelajaran Mandiri di Laboratorium Bahasa Jurusan Bahasa dan Sastra Indonesia Mawarni, Sella; Idawati, Idawati; Ibrahim, Nurwahyuningsih; Baids, Fajrin; Yusuf, Nuraini
IPTEK: Jurnal Hasil Pengabdian kepada Masyarakat Vol 4, No 3 (2025): IPTEK: Jurnal Hasil Pengabdian kepada Masyarakat
Publisher : IPTEK: Jurnal Hasil Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/iptek.v4i3.73798

Abstract

Laboratorium bahasa di Jurusan Bahasa dan Sastra Indonesia memiliki potensi sebagai sarana pengembangan keterampilan berbahasa mahasiswa secara praktis, namun belum tersedianya konten digital yang dapat diakses secara fleksibel oleh mahasiswa menjadi kendala dalam optimalisasi perannya sebagai sumber belajar mandiri. Menanggapi permasalahan tersebut, kegiatan pelatihan ini dilaksanakan untuk memberikan bekal pemahaman serta keterampilan pembuatan e-modul bagi dosen dan laboran sebagai langkah awal digitalisasi materi laboratorium. Pelatihan ini mencakup materi tentang konsep dasar e-modul, manfaat dan komponennya, serta praktik pembuatan e-modul interaktif menggunakan platform digital yang mudah diterapkan. Platform yang digunakan dalam pelatihan ini adalah aplikasi Canva dan Heyzine. Kegiatan pelatihan mencakup tahapan sistematis, mulai dari memilah & mengumpulkan materi, mendesain layout, melengkapi komponen e-modul dengan video pembelajaran dan kuis interaktif, serta mengekspor tautan e-modul dalam format flipbook. Metode pelatihan terdiri atas presentasi, diskusi terarah, dan praktik terbimbing. Hasil evaluasi pelatihan menunjukkan peningkatan pemahaman dan keterampilan peserta dalam menyusun e-modul yang sesuai dengan karakteristik pembelajaran keterampilan bahasa. Produk e-modul yang dihasilkan diharapkan dapat mendukung pengembangan laboratorium bahasa digital yang kontekstual, fleksibel, dan menarik bagi mahasiswa. Kata Kunci: Pelatihan, E-Modul, Modul Digital, Laboratorium Bahasa, Bahasa Indonesia.
Pelatihan Penggunaan AI sebagai Alat, Kreativitas Tetap Ditangan pada Lingkup Akademik Mahasiswa Syah, Maenuddin Bustanil; Mawarni, Sella; Aswan, Dedy; Yanti, Nur Eva; Yusuf, Nuraini
Paramacitra Jurnal Pengabdian Masyarakat Vol. 2 No. 02 (2025): Volume 02 Nomor 02 (Mei 2025)
Publisher : PT Ininnawa Paramacitra Edu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62330/pjpm.v2i02.312

Abstract

Kegiatan pengabdian ini bertujuan untuk meningkatkan literasi kecerdasan buatan (AI) di kalangan mahasiswa melalui pelatihan bertema "Penggunaan AI sebagai Alat, Kreativitas Tetap di Tangan". Pelatihan dilaksanakan secara daring dan diikuti oleh 56 mahasiswa dari berbagai perguruan tinggi. Metode pelaksanaan mencakup presentasi materi, diskusi, serta praktik terbimbing dalam penggunaan prompt AI untuk mendukung aktivitas pembelajaran. Evaluasi dilakukan melalui kuesioner dan unjuk kerja peserta. Hasil evaluasi menunjukkan tingkat kepuasan yang tinggi terhadap materi, fasilitator, dan kebermanfaatan pelatihan, dengan persentase kepuasan mencapai 98% pada beberapa indikator. Peserta juga berhasil menghasilkan karya berbasis AI yang relevan dengan konteks akademik mereka. Kegiatan ini berkontribusi dalam membangun kesadaran mahasiswa untuk menggunakan AI secara kritis, etis, dan kreatif. Temuan ini mengindikasikan pentingnya integrasi literasi AI reflektif dalam pendidikan tinggi sebagai upaya menyeimbangkan pemanfaatan teknologi dengan penguatan nilai akademik.
Pelatihan Manajemen Materi dan Aktivitas di LMS SYAM-OK untuk Dosen Fakultas Teknik Universitas Negeri Makassar Mawarni, Sella; Rais, Muhammad; Hartoto; Yanti, Nur Eva; Syah, Maenuddin Bustanil
LOSARI: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 1 (2025): Juni 2025
Publisher : LOSARI DIGITAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53860/losari.v7i1.476

Abstract

LMS SYAMOK is an online learning platform (e-learning) at Universitas Negeri Makassar used by lecturers and students to support the implementation of the blended learning model. The partner in this training activity is the Faculty of Engineering, Makassar State University. This training activity focuses on material management and activity management activities in the LMS. Material management is related to the management of materials in the LMS which includes identifying the type of material or learning object material (LOM) that suits the characteristics of students and developing material content in the format of modules, infographics, and interactive videos. Activity management is related to LMS activities that can be used to assess student understanding after learning through the material in the LMS. Activities can be in the form of quizzes, discussion forums, and assignments. The methods used in this training activity are in the form of material presentations, tutorials, discussions, and guided practice. The presentation of the material is presented at the beginning of the training to provide a foundation for concepts related to material management and activities in the LMS. In the guided practice session, training participants are taught to fill in 1 meeting in the SYAM-OK class completely consisting of material content and activities that are relevant to the topic of the material. The results of the evaluation of the training activities show an increase in lecturer competence in developing online classes in the SYAM-OK LMS.
Pengembangan Media Pembelajaran Berbasis Gamifikasi Untuk Meningkatkan Motivasi dan Hasil Belajar Siswa Kelas 5 SD Negeri Paccinongang Unggulan Sadrah, Muhammad Zulfikar; Hakim, Abdul; Mawarni, Sella
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025 Build
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.29737

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis gamifikasi dengan memanfaatkan fitur presentasi Canva pada materi pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) guna meningkatkan motivasi dan hasil belajar siswa kelas V SD Negeri Paccinongang Unggulan. Penelitian ini menggunakan model pengembangan ADDIE yang meliputi tahapan Analysis, Design, Development, Implementation, dan Evaluation, dengan melibatkan validasi oleh ahli materi, ahli media, serta uji coba produk kepada siswa. Instrumen penelitian berupa angket, observasi, dan tes hasil belajar digunakan untuk mengukur kelayakan media, tingkat motivasi, dan hasil belajar siswa sebelum dan sesudah penggunaan media gamifikasi berbasis presentasi Canva pada materi IPAS. Hasil validasi menunjukkan bahwa media pembelajaran yang dikembangkan memenuhi kriteria sangat layak menurut penilaian ahli materi, ahli media, dan guru. Uji coba produk menunjukkan adanya peningkatan signifikan pada motivasi belajar dan hasil belajar siswa setelah menggunakan media berbasis gamifikasi dan presentasi Canva, yang dibuktikan melalui hasil pretest dan posttest serta analisis statistik Paired Samples T-Test. Dengan demikian, media pembelajaran berbasis gamifikasi yang memanfaatkan fitur presentasi Canva pada materi IPAS ini efektif dalam meningkatkan motivasi dan hasil belajar siswa kelas V SD, serta dapat dijadikan alternatif inovatif dalam proses pembelajaran untuk menciptakan suasana belajar yang lebih interaktif, menyenangkan, dan bermakna di lingkungan sekolah dasar.