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Analisis Kebutuhan Pendidikan Seks Melalui Pendidikan Karakter Di Perguruan Tinggi Citra Rosalyn Anwar; Arnidah Arnidah; Asnur Lidayni
PEMBELAJAR: Jurnal Ilmu Pendidikan, Keguruan, dan Pembelajaran Volume 7 Nomor 1 April 2023
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pembelajar.v7i1.38886

Abstract

Penelitian ini bertujuan untuk mendeskripsikan pentingnya pemahaman Pendidikan seks bagi mahasiswa. Fenomena kasus pelecehan seksual di perguruan tinggi, menjadi landasan awal pentingnya penelitian ini, sebab diyakini kasus-kasus tersebut hanya Sebagian kecil yang terjadi. Presiden Republik Indonesia Joko Widodo telah mengesahkan Undang-Undang Nomor 12 Tahun 2022 tentang Tindak Pidana Kekerasan Seksual pada tanggal 9 Mei 2022, lebih khusus lagi Peraturan Menteri Pendidikan, Kebudayaan, Riset, dan Teknologi (Permendikbudristek) Nomor 30 Tahun 2021 tentang Pencegahan dan Penanganan Kekerasan Seksual (PPKS) di Lingkungan Perguruan Tinggi yang telah ditetapkan 31 Agustus 2021. Hal tersebut menunjukkan keseriusan pemerintah dalam menangani permasalahan ini. Metode dalam penelitian ini menggunakan pendekatan kualitatif melalui studi literatur, pengamatan dan wawancara. Hasil penelitian menunjukkan bahwa mahasiswa sudah mengetahui tentang Pendidikan seks, namun tidak secara utuh. Pendidikan seks diperoleh mahasiswa dari berbagai sumber yang menjadikan isu pelecehan seksual menjadi mudah terjadi bukan saja mahasiswa sebagai korban tapi juga sebagai pelaku. Pelecehan seksual yang terjadi di perguruan tinggi, melibatkan mahasiswa deengan mahasiswa baik senior ke junior serta dari dosen ke mahaiswa. Upaya yang bisa dilakukan adalah memberikan Pendidikan seks sebagai bagian dari Pendidikan karakter dan mengembangkan modul tentang Pendidikan seks yang bisa dipelajari secara mandiri, mengoptimalkan peranan Lembaga konseling di perguruan tinggi, terutama melalui Pendidikan karakter
Pengembangan Media Video Mengajar dengan Menerapkan Model Pembelajaran Case Method dan Team-Based Project untuk Perguruan Tinggi Arnidah Arnidah; Citra Rosalyn Anwar; Dedy Aswan
Jurnal Ilmiah Wahana Pendidikan Vol 9 No 10 (2023): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.8017423

Abstract

The classroom learning model's criteria must use one or a combination of case-solving learning methods (case method or project-based group learning (team-based project). Based on the Higher Education Key Performance Indicator (IKU) number seven, an application example is needed to avoid causing many perceptions. This research is expected to answer lecturers' needs for examples of the application of team-based projects and case methods. The objectives are: 1) analyze the needs of teaching video media by applying team-based project learning models and case methods, 2) design teaching video media by applying team-based project learning models and case methods, 3) Find out the level of validity and practicality of teaching video media by applying team-based project learning models and case methods. This research uses Thiagarajan 4D model development research with 4D stages adapted into 3D through the define, design, development stages. This research was conducted in the Educational Technology Study Program FIP UNM, the research subjects of seven lecturer. Data collection used interview guidelines, needs identification questionnaires, media expert validation questionnaires, content/material experts, and trial questionnaires. Data analysis methods consist of qualitative descriptive analysis and descriptive statistical analysis. The results showed that: 1) the development of teaching videos by applying the case-solving learning model (case method or project-based group learning (team-based project) is in the category of very needed. 2) product design based on content / material validation in the very good category, media validation in the very good category, trial results are in the very good category. The classroom learning model's criteria must use one or a combination of case-solving learning methods (case method or project-based group learning (team-based project). Based on the Higher Education Key Performance Indicator (IKU) number seven, an application example is needed to avoid causing many perceptions. This research is expected to answer lecturers' needs for examples of the application of team-based projects and case methods. The objectives are: 1) analyze the needs of teaching video media by applying team-based project learning models and case methods, 2) design teaching video media by applying team-based project learning models and case methods, 3) Find out the level of validity and practicality of teaching video media by applying team-based project learning models and case methods. This research uses Thiagarajan 4D model development research with 4D stages adapted into 3D through the define, design, development stages. This research was conducted in the Educational Technology Study Program FIP UNM, the research subjects of seven lecturer. Data collection used interview guidelines, needs identification questionnaires, media expert validation questionnaires, content/material experts, and trial questionnaires. Data analysis methods consist of qualitative descriptive analysis and descriptive statistical analysis. The results showed that: 1) the development of teaching videos by applying the case-solving learning model (case method or project-based group learning (team-based project) is in the category of very needed. 2) product design based on content / material validation in the very good category, media validation in the very good category, trial results are in the very good category.
Nyaman dan Aman ketika Bermain di Ruang Digital Rita Gani; Citra Rosalyn Anwar
Jurnal Riset Jurnalistik dan Media Digital Volume 2, No. 2, Desember 2022 Jurnal Riset Jurnalistik dan Media Digital (JRJMD)
Publisher : UPT Publikasi Ilmiah Unisba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/jrjmd.v2i2.1365

Abstract

Abstract. The digital space promises a lot of "toys" for human life today, especially since 2020 when the Covid 19 pandemic hit the country because many activities have shifted to the virtual world, which relies on the internet network. The development of internet penetration in the country figures shows a significant number to prove the current high internet users. The We Are Social Hootsuite data released last January 2021 revealed that currently there are around 274.9 million internet users in Indonesia, and 170 million people are media users, social. However, not all internet users behave well in the digital world and do not even have the critical power to choose what to share in the public sphere. This lack of awareness has led to many crimes in the digital world, in some cases due to uploading personal data in public spaces such as social media. Therefore, it is necessary to protect personal data and other digital, because it is part of the concept of Empowering the Internet that is one of the themes of the Contagious Reason Program. With a descriptive method that emphasizes the process of data exposure and observation, this paper can be part of the knowledge of internet users, especially regarding the protection of personal data. Abstrak. Ruang digital menjanjikan banyak “mainan” untuk kehidupan manusia saat ini, terutama semenjak tahun 2020 lalu saat pandemic Covid 19 melanda negeri, karena banyak aktivitas yang berpindah ke dunia virtual, yang mengandalkan jaringan internet. Perkembangan angka penetrasi internet di tanah airpun menunjukkan angka yang signifikan untuk membuktikan tingginya pengguna internet saat ini setidaknya data hotsuit we are social yang dirilis Januari 2021 lalu mengungkap bahwa saat ini ada sekitar 274,9 juta pengguna internet di Indonesia dan 170 juta jiwa merupakan pengguna media sosial. Namun tidak semua pengguna internet berperilaku baik di dunia digital, bahkan tidak mempunyai daya kritis untuk memilih apa saja yang harus dibagikan di ruang publik. Kurangnya kesadaran ini memicubanyaknya tindak kejahatan di dunia digital, beberapa kasus karena unggahan data pribadi di ruang publik seperti media sosial. Karena itu, melindungi data pribadi dan data digital lainnya menjadi perlu dilakukan, karena bagian dari konsep Berdaya Internet yang menjadi salah satu tema dari Program Tular Nalar. Dengan metode deskriptif yang menekankan pada proses paparan data dan pengamatan, maka tulisan ini bisa menjadi bagian pengetahuan dari pengguna internet, khususnya terkait perlindungan data pribadi.
Pendidik, Pelajar dan Orangtua, Ketika Kelas Berada dalam Genggaman Citra Rosalyn Anwar; Rita Gani; Andriani; Nur Fitriani Arkam
Jurnal Riset Public Relations Volume 2, No. 2, Desember 2022, Jurnal Riset Public Relations (JRPR)
Publisher : UPT Publikasi Ilmiah Unisba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/jrpr.vi.1356

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Abstract. Studying from home has become an inevitable choice since the pandemic in early 2020. Classrooms have moved from school buildings to flat screens, both smartphones and laptops. Students, teachers, parents and schools as organizers and important parts of the teaching and learning process, they all have different sides of the story. Technological readiness has not been directly proportional to the readiness of human resources. The “Tular Nalar” Program, which offers solutions to build digital competencies and educators' critical thinking, still has several obstacles. Digital literacy is a mandatory requirement for all parents, educators, schools and students in carrying out learning process from home. This article aims to provide an overview of the teaching and learning process during a pandemic, tular nalar’s role, technology’s role as a new classroom and digital literacy as a necessity for activities in cyberspace. Parents’ readiness is not only in terms of providing learning tools but also understanding devices’ function to complete their position as children’s learning companion at home. On the other hand, educators are also expected to have sensitivity in choosing the most suitable application for each lesson and student's abilities, as well as sufficient digital literacy competence to run maya classes. This article is based on a literature search as a reference and field observations and interviews conducted during the pandemic and the process of “Tular Nalar” program for educators. This article shows the unpreparedness of various parties in carrying out learning from home, both the readiness of infrastructure (networks and devices) and learning tools. Readiness to use available learning applications, and limited digital literacy. Abstrak. Belajar dari rumah menjadi pilihan yang tidak terelakkan sejak pandemi awal tahun 2020. Ruang kelas berpindah dari gedung sekolah ke layar datar baik telepon selular maupun laptop. Siswa, guru, orangtua dan sekolah sebagai penyelenggara dan bagian penting dalam proses belajar mengajar, memiliki sisi cerita yang berbeda. Kesiapan Teknologi belum berbanding lurus dengan kesiapan sumber daya manusia. Program Tular nalar yang menawarkan solusi untuk membangun kompetensi digital dan berpikir kritis pendidik, masih memiliki beberapa kendala. Literasi digital menjadi syarat wajib bagi semua pihak orangtua, pendidik, sekolah dan anak dalam menjalankan proses belajar dari rumah. Artikel ini bertujuan memberikan gambaran proses belajar mengajar di masa pandemi, peran tular nalar, peran teknologi sebagai ruang kelas baru dan literasi digital sebagai sebuah keharusan beraktivitas di dunia maya. Kesiapan orangtua tidak hanya dari sisi penyediaan perangkat pembelajaran tapi pemahaman penggunaan perangkat hingga posisi sebagai pendamping belajar anak di rumah. Sebaliknya pendidik juga diminta memiliki kepekaan memilih aplikasi yang paling sesuai untuk setiap pelajaran dan kemampuan siswa, serta kompetensi literasi digital yang cukup untuk menjalankan kelas dunia maya. Artikel ini berdasarkan pada penelusuran kepustakaan sebagai referensi dan pengamatan lapangan dan wawancara yang dilakukan selama masa pandemi dan proses berjalannya program tular nalar pada pendidik. Artikel ini menunjukkan ketidaksiapan berbagai pihak dalam menjalankan belajar dari rumah, baik kesiapan dari infrastuktur (jaringan dan perangkat) maupun alat belajar. kesiapan penggunaan aplikasi pembelajaran yang tersedia, serta literasi digital yang masih terbatas,
PENGEMBANGAN MEDIA VIDEO PENDIDIKAN BUDAYA SUKU KAJANG SEBAGAI MUATAN LOKAL UNTUK MENINGKATKAN KARAKTER SISWA KELAS X SMA NEGERI 10 BULUKUMBA M. Alwi; Citra Rosalyn Anwar
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 9 No. 2 (2024): Volume 09 No. 2 Juni 2024
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v9i2.13172

Abstract

The purpose of this study is to produce valid and practical educational video media products for use in the learning process. This research is carried out using the type of research and development (R&D) to produce a product. This study aims to, 1) determine the level of media needs for cultural education video media of the Kajang tribe, 2) know how to design educational video media, 3) know the level of validity and practicality of educational video media. The product development model used, namely the ADDIE Model in Husni (2018) consists of several stages, namely: Analysis, Design, Development, Implementation, and Evaluation. This model is suitable for developing interactive media because this model specifically discusses each component described in detail. The data collection techniques used are Qualitative Descriptive Analysis and Qualitative Descriptive Analysis. The subjects in this study were 2 validators consisting of media experts and content or material experts, class X students totaling 34 students and 1 teacher response. The validation results show that the educational video media products developed are declared to be of good qualification.
The development of instructional materials on sex education for elementary school students Rini Aryani; Citra Rosalyn Anwar; Abdul Hakim; Asnur Lidayni
Jurnal Psikologi Pendidikan dan Konseling: Jurnal Kajian Psikologi Pendidikan dan Bimbingan Konseling VOLUME 10 NUMBER 1 JUNE 2024
Publisher : Program Studi bimbingan Konseling PPs UNM Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jppk.v10i1.61858

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This study aims to develop a picture book and to investigate its validity and practicality for elementary school students. A research and development framework was employed, utilizing the ADDIE model, which consists of three stages: analysis, design, and development. Data were collected through questionnaires and an instrument for validity testing. Product testing was conducted in two stages: (1) validity testing, which involved a subject expert, a learning media expert, and an instructional design expert and (2) practicality testing, which involved five students from a small group and 26 students from a large group. The data were then analyzed by integrating both qualitative and quantitative techniques. Results showed the following: the validity was rated by the instructional materials expert at 87%, qualifying as good, and by the instructional media expert at 98%, qualifying as very good. Meanwhile, the practicality was rated by the small group at 98% and by the large group at 96%, both qualifying as very good. These results indicate that guided inquiry-based animated video media was determined to be suitable for use in early childhood learning.
The development of instructional materials on sex education for elementary school students Aryani, Rini; Anwar, Citra Rosalyn; Hakim, Abdul; Lidayni, Asnur
Jurnal Psikologi Pendidikan dan Konseling: Jurnal Kajian Psikologi Pendidikan dan Bimbingan Konseling VOLUME 10 NUMBER 1 JUNE 2024
Publisher : Program Studi bimbingan Konseling PPs UNM Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jppk.v10i1.61858

Abstract

This study aims to develop a picture book and to investigate its validity and practicality for elementary school students. A research and development framework was employed, utilizing the ADDIE model, which consists of three stages: analysis, design, and development. Data were collected through questionnaires and an instrument for validity testing. Product testing was conducted in two stages: (1) validity testing, which involved a subject expert, a learning media expert, and an instructional design expert and (2) practicality testing, which involved five students from a small group and 26 students from a large group. The data were then analyzed by integrating both qualitative and quantitative techniques. Results showed the following: the validity was rated by the instructional materials expert at 87%, qualifying as good, and by the instructional media expert at 98%, qualifying as very good. Meanwhile, the practicality was rated by the small group at 98% and by the large group at 96%, both qualifying as very good. These results indicate that guided inquiry-based animated video media was determined to be suitable for use in early childhood learning.
Diskusi Publik Artificial Intelligence (AI): Mengoptimalkan Pemanfaatan Teknologi untuk Kemajuan Pendidikan dan Produktivitas Masyarakat Mawarni, Sella; Anwar, Citra Rosalyn; Hartoto, Hartoto
PENGABDI PENGABDI: VOL. 4, NO.1 (2023)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/pengabdi.v4i1.46358

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Abstrak. Mitra pada kegiatan diskusi publik ini adalah Laboratorium Teknologi Pendidikan Universitas Negeri Makassar. Diskusi publik Artificial Intelligence (AI): Mengoptimalkan Pemanfaatan Teknologi untuk Kemajuan Pendidikan dan Produktivitas Masyarakat dilaksanakan berdasarkan permasalahan: (1) rendahnya tingkat pemahaman masyarakat tentang konsep dan manfaat AI dalam kehidupan sehari-hari; (2) adanya stigma dan ketakutan publik bahwa AI mampu menggantikan tenaga kerja manusia; (3) kurangnya akses dan pengetahuan tentang teknologi AI di kalangan siswa, mahasiswa, dan pendidik, sehingga belum teroptimalkan dalam proses belajar mengajar; (4) kurangnya upaya dari pihak-pihak terkait untuk menyediakan pelatihan dan pembelajaran tentang penggunaan teknologi AI yang tepat dan efektif. Metode yang digunakan dalam kegiatan ini berupa talkshow, diskusi, dan curah pendapat. Kegiatan diskusi publik ini bertujuan untuk memberikan informasi terkait pemanfaatan teknologi AI untuk kemajuan pendidikan dan produktivitas masyarakat, sehingga diharapkan dapat meningkatkan pemahaman dan kesadaran masyarakat tentang manfaat dan potensi teknologi AI, serta meningkatkan keterampilan dan pengetahuan tentang penggunaannya dalam kehidupan sehari-hari. Kata Kunci: Artificial Intelligence (AI), Kecerdasan Buatan, Diskusi Publik, Produktivitas.
Development of hypercontent-based teaching materials for screen printing course at FIP UNM Asrul Burhan; P. Pattaufi; Nurhikmah H; Farida Febriati; Abdul Hakim; Citra Rosalyn Anwar; W. Wahira
Inovasi Kurikulum Vol 21, No 3 (2024): Inovasi Kurikulum, August 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i3.71289

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This research was conducted to meet the need for hypercontent-based digital teaching materials in the Screen Printing Techniques course in the Educational Technology Study Program, FIP UNM. The existing materials are less interactive and lack media such as text, images, and videos, essential for enhancing student understanding. The main goals are identifying these needs, designing hypercontent-based digital teaching materials, and measuring their validity, practicality, and effectiveness. The Research and Development (RD) method follows the M. Alessi and Stanley R. Trollip model, including the stages of planning, design, and development. The research subjects included 20 students, one lecturer, and two validators (1 content/material expert and one design/media expert). Data collection techniques involved needs identification questionnaires, expert validation questionnaires, lecturer response questionnaires, and small and large group trial questionnaires. Descriptive quantitative analysis was used to evaluate the data. The findings indicate that the need for digital modules among students is very high, expert validation shows good qualifications, trials demonstrate the modules’ good practicality, and pre-test and post-test results reveal improved student learning outcomes with effective to very effective qualifications. Consequently, the screen printing technique digital module is deemed valid, practical, and effective. AbstrakPenelitian ini dilakukan untuk memenuhi kebutuhan akan bahan ajar digital berbasis hypercontent pada mata kuliah Teknik Sablon di Prodi Teknologi Pendidikan FIP UNM, karena bahan ajar yang ada saat ini kurang interaktif dan tidak menyediakan berbagai media seperti teks, gambar, dan video yang dapat meningkatkan pemahaman mahasiswa. Tujuan utamanya adalah mengidentifikasi kebutuhan tersebut, merancang bahan ajar digital berbasis hypercontent, serta mengukur tingkat validitas, kepraktisan, dan efektivitasnya. Metode yang digunakan adalah Research and Development (RD) dengan model M. Alessi dan Stanley R. Trollip, mencakup tahap perencanaan, desain, dan pengembangan. Subjek penelitian terdiri dari 20 mahasiswa, 1 dosen pengampu, dan 2 validator (1 ahli isi/materi dan 1 ahli desain/media). Teknik pengumpulan data meliputi angket identifikasi kebutuhan, angket validasi ahli, angket tanggapan dosen, serta angket uji coba kelompok kecil dan besar. Analisis data dilakukan secara deskriptif kuantitatif. Temuan menunjukkan bahwa kebutuhan mahasiswa terhadap modul digital sangat tinggi, validasi ahli menunjukkan kualifikasi baik hingga sangat baik, uji coba menunjukkan kepraktisan modul yang baik, dan hasil pre-test dan post-test menunjukkan peningkatan hasil belajar mahasiswa dengan kualifikasi efektif hingga sangat efektif. Modul digital Teknik Sablon dinyatakan valid, praktis, dan efektif.Kata Kunci: Modul digital; teknologi pendidikan; pengembangan bahan belajar; teknik sablon
Development of mobile-based learning in Kapita Selekta Pendidikan courses N. Nurdaiman; Nurhikmah H; Citra Rosalyn Anwar
Inovasi Kurikulum Vol 21, No 1 (2024): Inovasi Kurikulum, February 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia (HIPKIN)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i1.62898

Abstract

This research is development research that focuses on creating mobile learning-based learning media in education courses. This research aims to produce mobile learning-based learning media using the Smart Apps Creator (SAC) application that suits student needs and is valid and practical so students can learn anytime and anywhere. The research method used is Research and Development with the ADDIE development model, which consists of 5 stages: analysis, design, development, implementation, and evaluation. This research was conducted at the Educational Technology Study Program, Faculty of Education in Universitas Negeri Makassar. This research found that mobile learning-based learning media in capita selecta education courses were developed and were in the valid category; analysis of the level of practicality of lecturer and student responses was in the excellent category, so a value was obtained in the practical category. Research into developing mobile learning-based learning media in capita selecta education courses is expected to make it easier for students to learn independently. AbstrakPenelitian ini merupakan penelitian pengembangan yang berfokus pada pembuatan media pembelajaran berbasis mobile learning pada mata kuliah kapita selekta pendidikan. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis mobile learning dengan menggunakan aplikasi Smart Apps Creator (SAC) yang sesuai dengan kebutuhan mahasiswa yang valid dan praktis sehingga mahasiswa dapat belajar kapan saja dan di mana saja. Metode penelitian yang digunakan yaitu Research and Development dengan model pengembangan ADDIE yang terdiri dari 5 tahapan, yakni: analisis, desain, pengembangan, implementasi dan evaluasi. Penelitian ini dilaksanakan di Program Studi Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Makassar. Berdasarkan penelitian tersebut diperoleh media pembelajaran berbasis mobile learning pada mata kuliah kapita selekta pendidikan yang dikembangkan dan berada pada kategori valid; analisis tingkat kepraktisan respons dosen dan mahasiswa berada pada kategori sangat baik, sehingga diperoleh nilai dengan kategori praktis. Penelitian pengembangan media pembelajaran berbasis mobile learning pada mata kuliah kapita selekta pendidikan diharapkan dapat memudahkan mahasiswa dalam belajar secara mandiri.Kata Kunci: Media pembelajaran; mobile learning; SAC: Smart Apss Creator