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The Application of Audio Scripts for Micro Learning Meaning and Purpose in Enhancing Students' Learning Creativity Sungkono, Sungkono; Ekaputra, Firdiawan
Daengku: Journal of Humanities and Social Sciences Innovation Vol. 4 No. 3 (2024)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.daengku2529

Abstract

The rapid development of technology has an impact on the rapid exchange of information, including in the world of education. Providing provisions for creativity is needed as an effort to prepare graduate students to face rapid changes. This study aims to examine the effectiveness of the application of audio script micro learning meaning and purpose to improve student creativity. This research is an experimental research with a quantitative approach. This study used a pre-experimental design with one class of research samples. Hypothesis testing in this study used a one sample t-test to test the effectiveness of the application of the audio script for micro-learning the meaning and purpose of effective in increasing student learning creativity. The application of audio scripts in micro-learning courses has a positive impact on student creativity as evidenced by an increase in student creativity by 11.2. The increase in student creativity is reinforced by the results of the one samples t test on student creativity data showing a significance value of 0.00, which means that audio script media can improve student creativity skills. Therefore, in this study it can be concluded that the application of audio scripts of micro learning meaning and purpose is effective in increasing student learning creativity.
Development of Learning Module Flipbook with STEAM Approach in Philosophy Course Education Ekaputra, Firdiawan; Fuldiaratman, Fuldiaratman; Syahri, Wilda
EduLine: Journal of Education and Learning Innovation Vol. 4 No. 4 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.eduline3144

Abstract

The purpose of this study was to develop a learning module flipbook with a STEAM approach in the philosophy of education course. The method used in this research is the Research and Development method. The development model used in this study, namely the ADDIE model which consists of 5 stages including analysis, design, development, implementation, and evaluation. Learning module flipbook media products with the STEAM approach that have been developed are then assessed by media experts and material experts to determine the validity of the media that has been developed. After the developed media is declared feasible to be carried out to the next stage, the feasibility test stage is carried out by students. The subjects used in the product feasibility test in this study were 5 students of the Jambi University Chemistry Education Study Program who had taken the philosophy of education course in the product feasibility test. Based on the results of the product feasibility test assessment, the learning module flipbook with the STEAM approach in the philosophy of education course obtained a score of 90.71 with very good criteria.
Development of Mind Mapping Using Whimsical Application in Educational Digital Psychology Course Ekaputra, Firdiawan; Dewi, Fitria; Afrida, Afrida
EduLine: Journal of Education and Learning Innovation Vol. 4 No. 4 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.eduline3332

Abstract

The purpose of this research is to develop concept maps using whimsical applications in educational digital psychology courses. The method used in this research is the Research and Development method. The development model used in this research is the ADDIE model which consists of 5 stages including analysis, design, development, implementation, and evaluation. The subjects used in this study were one media expert, one material expert, and five students who had taken the educational digital psychology course to determine the quality of the media that had been developed. Based on the research that has been done, the development of mind mapping using whimsical applications in educational digital psychology courses is declared valid by media experts and material experts. The results of the media feasibility test in small groups obtained a result of 92.50 which means that it obtained very high criteria.
Development of STEM-Based Interactive Learning Multimedia Assisted by Articulate Storyline 3 Oriented to Students' Critical Thinking Skills on Chemical Bonding Material Misbah Chuddin Nur; Zurweni Zurweni; Firdiawan Ekaputra
Journal on Education Vol 7 No 1 (2024): Journal on Education: Volume 7 Nomor 1 Tahun 2024
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i1.7230

Abstract

The government is trying to improve the quality of education by updating the curriculum and technology. Critical thinking means understanding what needs to be understood and planning it. To learn chemistry, students need a good understanding. This is especially true for chemical bonds, which are difficult topics and require a strong understanding of concepts. Because it combines four main areas—science, technology, engineering, and mathematics—STEM helps learningThe purpose of this study was to determine how effective STEM-based interactive media with the help of Articulate Storyline 3 improves students' ability to think critically about chemical bonding material. Interactive media can affect students' ability to think critically, according to research findings. Previous studies have proven this. The study improved students' critical thinking skills in ways such as educating them, focusing questions, analyzing arguments, and deciding on actions. Interactive STEM-based media is very important to improve students' critical thinking skills during the learning process. Therefore, this interactive media has the potential to improve students' critical thinking skills.
Development Of Instagram-Based Microblog Learning Media On High School Buffer Solution Material Fani Ahmat Tri Alfitra; Zurweni Zurweni; Firdiawan Ekaputra
Journal on Education Vol 7 No 2 (2025): Journal on Education: Volume 7 Nomor 2 Tahun 2025 In Progress (Januari-Februari 2
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i2.7767

Abstract

This research is included in Research and Development (R&D) research which aims to develop Instagram-based microblog learning media with buffer solution material that is valid, feasible and practical. This development research uses the Lee & Owens development model which consists of the analysis design, development, implementation and evaluation. This research was carried out at SMAN 1 Muaro Jambi with research subjects namely class, student and teacher response questionnaires. Data validation and distribution of questionnaires were carried out using qualitative descriptive analysis. Based on the research results, the learning media developed has been tested as highly valid by material expert validators with a validity percentage of 84.4% and media experts at 92%. Furthermore, learning media is also very practical for students to use with a practicality percentage of 91% and a practicality percentage from teachers of 89%. From the research results it can be concluded that the media developed is suitable for use in the chemistry learning process, especially buffer solution material.
Peningkatan Kemampuan Self Efficacy Mahasiswa Melalui Penerapan Aplikasi Quizwhizzer Ekaputra, Firdiawan; Sungkono, Sungkono
Epistema Vol. 5 No. 2 (2024)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v5i2.79954

Abstract

Kurangnya evaluasi cepat dalam pembelajaran membuat mahasiswa kurang percaya diri karena tidak mengetahui hasil belajarnya. Media pembelajaran interaktif dapat membantu meningkatkan kepercayaan diri dengan melibatkan mahasiswa secara aktif. Penggunaan aplikasi quizwhizzer diharapkan dapat meningkatkan self-efficacy mahasiswa. Penelitian ini melibatkan 26 mahasiswa Program Studi Pendidikan Kimia Universitas Jambi yang mengikuti praktikum kimia anorganik tahun 2022/2023. Metode yang digunakan adalah pra-eksperimen dengan desain one-group pretest-posttest. Data dikumpulkan melalui angket berisi 25 pernyataan sebelum dan sesudah penggunaan aplikasi quizwhizzer. Data mengenai self efficacy diuji dengan menggunakan paired samples t test. Hasil penelitian menunjukkan bahwa setelah menggunakan aplikasi quizwhizzer, terdapat peningkatan self efficacy yang signifikan. Nilai paired samples t test yang diperoleh sebesar 0,00 atau lebih kecil dari 0,05 yang menunjukkan terdapat peningkatan self efficacy yang signifikan setelah pembelajaran dengan menggunakan aplikasi quizwhizzer. Aplikasi quizwhizzer merupakan media pembelajaran yang tepat digunakan dalam pembelajaran khususnya untuk meningkatkan kemampuan self efficacy mahasiswa akan tetapi penelitian mengenai penerapan aplikasi quizwhizzer dalam pembelajaran perlu dilakukan untuk mengukur varibel yang lain.
PENERAPAN FLIPBOOK MODUL PEMBELAJARAN DENGAN PENDEKATAN STEAM UNTUK MENINGKATKAN SIKAP ILMIAH MAHASISWA Firdiawan Ekaputra; Fuldiaratman; Wilda Syahri
ALOTROP Vol. 8 No. 2 (2024): Alotrop 2024
Publisher : University of Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/alo.v8i2.37741

Abstract

This study aims to improve students' scientific attitudes through the application of learning module flipbooks with the STEAM approach. This study used a pre-experiment design with one research sample class. The sample students were Jambi University students in the Chemistry Education Study Program who took the philosophy of education course. In this study, a questionnaire instrument was used to collect scientific attitude data. The difference in student scientific attitude data before and after the application of the learning module flipbook with the STEAM approach Furthermore, the paired sample t-test test was conducted to determine the impact of the application of the learning module flipbook with the STEAM approach to the scientific attitude of students. scientific attitude of students. The significance results based on the paired sample t-test shows 0.000. Based on these results, it can be concluded that the application of the learning module flipbook with the STEAM approach can improve students' scientific attitudes. improve students' scientific attitudes.
Effectiveness of Chemistry Learning Media Development Project in Improving Collaboration Ekaputra, Firdiawan
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8473

Abstract

This study aims to examine the effectiveness of applying the project-based learning model in the form of developing chemical learning media in improving student collaboration. The sample used was 22 students of Academic Year 2023/2024 who attended the learning multimedia design lecture. The instrument used in this research is a questionnaire sheet for collaboration skills. The technique used to collect data in this study is a student collaboration questionnaire. Collaboration data before and after the application of the project-based learning model was tested for normality before hypothesis testing. The normality test results in this study amounted to 0.121, so the data in this study were normally distributed and could be parametric tested in hypothesis testing. Based on the hypothesis test conducted, a significance value of 0.00 was obtained, so that in this study it can be concluded that there is an effectiveness of the application of the project-based learning model in the form of developing chemical learning media in improving student collaboration. The magnitude of the impact of using the project-based learning model in learning activities, it is hoped that the project-based learning model can continue to be applied in learning to improve student skills and make learning more meaningful.
Peningkatan Kreativitas Mahasiswa Melalui Proyek Pengembangan Media Pembelajaran Kimia Ekaputra, Firdiawan
Jurnal Pendidikan Kimia Unkhair (JPKU) Vol 4, No 1 (2024): Jurnal Pendidikan Kimia Unkhair (JPKU)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jpku.v4i1.8407

Abstract

 Informasi Jurnal Kata Kunci:                Project Based Learning, Pendidikan Kimia, Kreativitas AbstrakSalah satu strategi untuk meningkatkan kreativitas mahasiswa adalah dengan penerapan model project based learning dalam kegiatan pembelajaran. Penggunaan model project based learning diharapkan dapat meningkatkan keterlibatan mahasiswa dalam kegiatan perkuliahan, sehingga kualitas pembelajaran menjadi meningkat. Penelitian ini bertujuan untuk menguji efektivitas penerapan model project based learning dalam kegiatan perkuliahan dalam meningkatan kreativitas mahasiswa. Penelitian ini dilakukan pada mahasiswa Program Studi Pendidikan Kimia Universitas Jambi yang mengambil mata kuliah gamifikasi pembelajaran kimia tahun akademik 2023/2024 yang berjumlah 21 mahasiswa. Penelitian ini merupakan penelitian pra-eksperimen dengan menggunakan desain one-group pretest-posttest design. Data mengenai kreativitas diperoleh menggunakan angket yang diisi oleh mahasiswa sebelum dan sesudah penerapan model project based learning. Data kreativitas mahasiswa yang telah diperoleh dilakukan uji normalitas dan uji t satu sampel. Berdasarkan hasil uji hipotesis mengguniakan uji t satu sampel menunjukkan nilai signifikansi 0,00 yang berarti pada penelitian ini penerapan model project based learning dalam kegiatan perkuliahan efektif dalam meningkatan kreativitas mahasiswa.    Keyword:Project Based Learning, Chemistry Education, CreativityAbstractOne of the strategies to improve student creativity is by applying project-based learning model in learning activities. The use of the project-based learning model is expected to increase student involvement in lecture activities, so that the quality of learning will improve. This study aims to examine the effectiveness of the application of project-based learning models in lecture activities in increasing student creativity. This research was conducted on students of the Chemistry Education Study Program, Jambi University. who took the chemistry learning gamification course in the 2023/2024 academic year, totaling 21 students. which amounted to 21 students. This research is a pre-experiment research using a one-group pretest-posttest design. Data on creativity was obtained using a questionnaire filled out by students before and after the application of the project-based learning model. application of project-based learning model. Student creativity data that has been obtained was tested for normality and one sample t test. Based on the results of hypothesis testing using the sample t test showed a significance value of 0.00, which means that in this study the application of the project-based learning model in lecture activities is effective in increasing student creativity. model in lecture activities is effective in increasing student creativity.
Pembelajaran Menggunakan Model Project Based Learning Berbantuan Quizwhizzer Terhadap Potensi Learning Loss Mahasiswa Ekaputra, Firdiawan
Jurnal Pendidikan Kimia Unkhair (JPKU) Vol 3, No 2 (2023): Jurnal Pendidikan Kimia Unkhair (JPKU)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/jpku.v3i2.7247

Abstract

AbstrakPenerapan yang bervariasi menjadikan pembelajaran menarik dan tingkat pemahaman mahasiswa terhadap materi perkuliahan menjadi meningkat. Pembelajaran yang berpusat kepada mahasiswa sebagai upaya meningkatkan kemampuan pemahaman materi perlu diakomodir menggunakan media pembelajaran berbasis proyek. Tujuan dari penelitian ini adalah menguji efektivitas penggunaan  model project based learning berbantuan quizwhizzer terhadap potensi learning loss mahasiswa. Penelitian ini menggunakan jenis kuasi eksperimen. Sampel yang digunakan dalam penelitian adalah mahasiswa yang mengikuti perkuliahan Biokimia II semester 7 pada Program Studi Pendidikan Kimia Universitas Jambi. Data mengenai potensi learning loss mahasiswa diperoleh menggunakan angket pada sebelum dan sesudah penggunaan  model project based learning berbantuan quizwhizzer pada kegiatan perkuliahan. Data mengenai potensi learning loss selanjutnya dilakukan uji menggunakan paired samples t test. Hasil yang diperoleh pada penelitian ini adalah penggunaan  model project based learning berbantuan quizwhizzer efektif dalam menurunkan potensi learning loss mahasiswa. Kata Kunci:               Project Based Learning, Quizwhizzer, Learning LossAbstractVarious applications make learning interesting and the level of student understanding of lecture material increases. Student-centered learning as an effort to improve the ability to understand material needs to be accommodated using project-based learning media. The purpose of this study was to examine the effectiveness of using project-based learning model assisted by quizwhizzer on students' potential learning loss. This research uses a quasi-experimental type. The sample used in the study were students who took Biochemistry II lectures in semester 7 at the Jambi University Chemical Education Study Program. Data regarding the potential for student learning loss was obtained using a questionnaire before and after the use of the project-based learning model assisted by quizwhizzer in lecture activities. Data on potential learning loss was then tested using paired samples t test. The results obtained in this study are the use of project-based learning model assisted by quizwhizzer is effective in reducing students' potential learning loss.Keyword:Project Based Learning, Quizwhizzer, Learning Loss