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Web-Based Personalized Learning Media for Enhancing Cognitive Abilities of Vocational High School Students in Basic Programming Subject Damayanti, Tiara Ayu; Prabawa, Harsa Wara; Rahman, Eka Fitrajaya
Jurnal Guru Komputer Vol 3, No 2 (2022): JGrKom: September 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v3i2.31571

Abstract

Every student has different personal needs and characteristics and those must be considered as the factors that must be considered in the learning process. Therefore, appropriate learning methods must be student-centered, otherwise known as personalized learning. This study aims to implement web-based learning media with a personalized learning approach to improve cognitive abilities of vocational school students, measure the effect of media application and student responses to learning media. This study uses a quantitative method with a comparative causal design, and the Whole Life Cycle method is used for media development. The research design used was a one-group pretest-posttest. Web-based learning media with a personalized learning approach that was developed and got a percentage score of 86% or "Very Good" by experts on media testing. The use of web-based media with the personalized learning approach can improve the cognitive abilities of vocational students who are tested with post-test questions with an increase in the average N-gain of students in group A of 0.47 (which is in the "medium" category) and in group B an increase in the average N-gain of students by 0.53 (which is included in the "medium" category). There is a relationship between student responses to instructional media and an increase in n-gain at the lower-, middle-, and upper-class levels. For the overall response of students to learning media get a percentage score of 94.43%.
SHARED LEADERSHIP UNTUK PENGEMBANGAN SELF-EFFICACY SISWA PADA PEMBELAJARAN KOLABORATIVE BERBASIS CSCL Putro, Budi Laksono; Nurdyansah, Meggy; Junaeti, Enjun; Putra, Rizky Rachman Judhie; Waslaluddin, Waslaluddin; Rahman, Eka Fitrajaya
Kwangsan: Jurnal Teknologi Pendidikan Vol 11, No 2 (2023): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v11n2.p649--661

Abstract

Self-efficacy is a person's self-confidence that he is able to overcome a situation based on his abilities. There is evidence that student self-efficacy has an impact on cognitive and metacognitive learning strategies. So students can work harder, and more diligently, increasing their potential and self-esteem. There is still minimal discussion of constructs and indicators that affect the development of student efficacy. The objective of this study is to apply shared leadership to the development of student self-efficacy in computer-assisted collaborative learning (CSCL). Developing a shared leadership for developing student self-efficacy applies the Smart Learning Environment Establishment Guideline (SLEEG) method with a quasi-experimental research plan with one group post-test. The research was conducted at SMK Negeri 13 Bandung with a sample of 32 individuals in class XI TKJ 1. Analysis of research using PLS-SEM with the Smart-PLS application. The results indicate that the shared leadership metric is valid and reliable. Shared leadership has a significant positive impact on self-efficiency, with p-values of 0.049 < 0.05 and 0.013 < 0.5, respectively. It can be concluded that shared leadership in the CSCL environment can create a sense of responsibility for each member of the group and facilitate the process of interaction among students. AbstrakSelf-efficacy atau efikasi diri merupakan keyakinan diri seseorang bahwa dia mampu mengatasi suatu situasi berdasarkan kemampuan yang dia miliki. Self-Efficacy siswa terbukti berpengaruh pada strategi kognitif dan metakognitif dalam pembelajaran. Sehingga siswa mampu bekerja lebih keras, lebih tekun, peningkatan potensi dan kepercayaan diri. Namun demikian masih minim pembahasan konstruk dan indicator yang mempengaruhi pengembangan efikasi siswa. Penelitian ini bertujuan menerapkan shared leadership untuk pengembangan self-efficacy siswa pada pembelajaran kolaborative berbasiskan Computer Supported Collaborative Learning (CSCL). Pengembangan shared leadership untuk pengembangan self-efficacy siswa menerapkan metode Smart Learning Environment Establishment Guideline (SLEEG) dengan desain penelitian quasi experimental dengan one group post-test only. Penelitian dilakukan di SMK Negeri 13 Bandung dengan sampel kelas XI TKJ 1 berjumlah 32 orang. Analisis penelitian menggunakan PLS-SEM dengan aplikasi Smart-PLS. Hasil menunjukan bahwa pengukuran shared leardership valid dan reliabel. Shared Leadership berpengaruh positif signifikan terhadap Self-Efficacy dengan p values masing-masing adalah 0,049 < 0,05 dan 0.013 < 0,5. Dapat ditarik kesimpulan bahwa shared leadership pada lingkungan CSCL dapat melatih rasa tanggung jawab pada setiap anggota kelompok dan memudahkan proses interaksi antar siswa.
Natural Language Processing and Levenshtein Distance for Generating Error Identification Typed Questions on TOEFL Lala Septem Riza; Faisal Syaiful Anwar; Eka Fitrajaya Rahman; Cep Ubad Abdullah; Shah Nazir
Journal of Computers for Society Vol 1, No 1 (2020): JCS: June 2020
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jcs.v1i1.24940

Abstract

Test of English as a Foreign Language (TOEFL) is one of the evaluations requiring good quality of the questions so that they can reflect the English abilities of the test takers. However, it cannot be denied that making such questions with good quality is time consuming. In fact, the use of computer technology is able to reduce the time spent in making such questions. This study, therefore, develops a model to generate error identification typed questions automatically from news articles. Questions from the sentences on news sites are created by utilizing Natural Language Processing, Levenshtein Distance, and Heuristics. This model consists of several stages: (1) data collection; (2) preprocessing; (3) part of speech (POS) tagging; (4) POS similarity; (5) choosing question candidates based on ranking; (6) determining underline and heuristics; (7) determining a distractor. Testing ten different news articles from various websites, the system has produced some error identification typed questions. The main contributions of this study are that (i) it can be used as an alternative tool for generating error identification typed questions on TOEFL from news articles; (ii) it can generate many questions easily and automatically; and (iii) the question quality are maintained as historical questions of TOEFL.
Model Implementation Problem-Based Learning with a Differentiated Learning Approach to Improve Abilities, Computational Thinking Student Milenia, Krisna; Rahman, Eka Fitrajaya; Nuraeni, Ani
Edunesia : Jurnal Ilmiah Pendidikan Vol. 5 No. 3 (2024)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v5i3.944

Abstract

Based on the results of the non-cognitive diagnostic assessment conducted by the author in class X PPLG 1 SMK Negeri 11 Bandung, the computational thinking abilities possessed by students still need to improve. In addition, based on the results of observations, teachers have not implemented differentiated learning optimally. This study aims to improve students' computational thinking abilities by applying problem-based and product-differentiated learning models. The research method used is Classroom Action Research (CAR), carried out in 3 cycles. The subjects of this study were 20 students of class X PPLG 1. The results of this study show that applying the PBL model and product-differentiated learning can improve student learning outcomes in the DPLG subject, with the achievement of completeness in cycle I at 45%, cycle II at 70%, and cycle III at 45%. Students' computational thinking abilities also increased from achieving completeness of 10% to 75%. The effectiveness of learning carried out in cycles I and II are included in the reasonably practical category, as evidenced by the N-gain of 60% and cycle III of 41%, which can improve students' computational thinking skills.
PELATIHAN MICROTEACHING UNTUK MENGOPTIMALKAN KETERAMPILAN MENGAJAR GURU DI KABUPATEN PURWARKATA Rahman, Eka Fitrajaya; Junaeti, Enjun; Piantari, Erna
MINDA BAHARU Vol 8, No 2 (2024): Minda Baharu
Publisher : Universitas Riau Kepulauan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33373/jmb.v8i2.6699

Abstract

Peran guru dalam menciptakan proses pembelajaran yang efektif merupakan suatu kebutuhan yang mendesak untuk dapat meningkatkan kualitas pendidikan di sekolah. Akan tetapi, saat ini masih banyak guru menghadapi tantangan dalam merancang pembelajaran yang interaktif dan menarik, terutama dalam mengintegrasikan teknologi dan strategi inovatif ke dalam kelas. Kegiatan pengabdian ini bertujuan untuk mengoptimalkan keterampilan mengajar guru-guru melalui pendekatan microteaching. Microteaching adalah metode pelatihan mengajar yang memungkinkan guru untuk mempraktikkan keterampilan mengajar dalam skala kecil, dengan fokus pada penguasaan teknik-teknik tertentu. Pelatihan ini dirancang untuk membantu para guru dalam mengembangkan teknik pengajaran yang efektif dan interaktif. Metode yang digunakan meliputi seminar, workshop simulasi merencanakan pembelajaran, dan sesi evaluasi. Pada kegiatan seminar, peserta diberikan teori dan praktik microteaching serta strategi-strategi pengajaran yang inovatif. Selanjtnya, simulasi perencanaan pembelajaran dilakukan dengan kegiatan merancang modul ajar yang dapat digunakan saat praktik Microteaching. Proses evaluasi dilakukan untuk menilai kemajuan peserta secara komprehensif. Hasil kegiatan menunjukkan peningkatan signifikan dalam pengetahuan keterampilan mengajar. Peserta juga menunjukkan peningkatan kepercayaan diri dan kemampuan yang lebih baik dalam menyusun modul ajar serta menerapkan metode pengajaran yang bervariasi. Pendekatan microteaching terbukti efektif dalam meningkatkan kualitas pengajaran guru, khususnya dalam persiapan mengajar, yang diharapkan dapat diterapkan secara berkelanjutan untuk meningkatkan mutu pendidikan di sekolah-sekolah.
Innovative Virtual Reality Learning Media With a Problem-Based Learning Model to Enhance Cognitive Engagement Rahman, Eka Fitrajaya; Piantari, Erna; Zuyyinasyam, Sophia
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 9 No. 1 (2025): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol9No1.pp169-173

Abstract

Engaging learning experiences are often more memorable and effective, contributing to long-term retention of knowledge. One effective approach to enhancing the appeal of educational content is through the development of innovative learning media that leverages digital technology. This study focuses on the creation of Virtual Reality (VR)-based learning media, which integrates video, audio, text, and music to enrich the educational experience. The aim is to optimize the learning process by utilizing VR to deliver compelling and immersive content. To further enhance learning efficiency with VR media, this research employs the Problem-Based Learning (PBL) methodology as the pedagogical framework. The development process of the learning media follows a design thinking approach to ensure the media is both engaging and educationally effective. Validation results from student assessments indicate that the VR learning media, incorporating the PBL method, has successfully improved students' cognitive abilities. The media demonstrated a gain value of 0.57, reflecting a moderate increase in learning outcomes.
ANALISIS PENERIMAAN PENGGUNA TERHADAP PEMBELAJARAN MULTIMEDIA PEMROGRAMAN BERORIENTASI OBJEK BERBASIS QR CODE PADA PENDIDIKAN VOKASI DENGAN PENDEKATAN TECHNOLOGY ACCEPTANCE MODEL (TAM) Al Husaeni, Dwi Fitria; Komaro, Mumu; Riza, Lala Septem; Rahman, Eka Fitrajaya; Piantari, Erna; Suherman, Amay
MUST: Journal of Mathematics Education, Science and Technology Vol 10 No 1 (2025)
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v10i1.25503

Abstract

The research objective is to analyze the Technology Acceptance Model (TAM) in measuring QR Code-based object-oriented programming learning multimedia in supporting vocational school students' learning on problem-based object-oriented programming (PBO) material. The TAM model variables used consist of Perceived Usefulness (PU), Perceived Ease of User (PEU), and User Acceptance of IT (UA-IT). The research respondents consisted of 35 students of SMK Negeri 1 Cimahi. The research stages consisted of familiarizing respondents with the use of multimedia, distributing TAM questionnaires, and testing the TAM model using SmartPLS software. The research results show that the average value of the user response questionnaire for QR Code-based PBO learning multimedia is 84.95% in the "Very Good" category. Based on the analysis of the relationship between TAM variables using PLS, it is known that the perceived ease of user variable has a positive influence on the acceptance of QR Code-based PBO learning multimedia, the perceived usage variable has a positive influence on the acceptance of QR Code-based PBO learning multimedia, and the variable perceived ease of use and perceived use. together they have a positive influence on the acceptance of QR Code-based PBO learning multimedia. This research is expected to provide an explanation regarding the use of TAM analysis in learning multimedia
Innovative Virtual Reality Learning Media With a Problem-Based Learning Model to Enhance Cognitive Engagement Rahman, Eka Fitrajaya; Piantari, Erna; Zuyyinasyam, Sophia
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 9 No. 1 (2025): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol9No1.pp169-173

Abstract

Engaging learning experiences are often more memorable and effective, contributing to long-term retention of knowledge. One effective approach to enhancing the appeal of educational content is through the development of innovative learning media that leverages digital technology. This study focuses on the creation of Virtual Reality (VR)-based learning media, which integrates video, audio, text, and music to enrich the educational experience. The aim is to optimize the learning process by utilizing VR to deliver compelling and immersive content. To further enhance learning efficiency with VR media, this research employs the Problem-Based Learning (PBL) methodology as the pedagogical framework. The development process of the learning media follows a design thinking approach to ensure the media is both engaging and educationally effective. Validation results from student assessments indicate that the VR learning media, incorporating the PBL method, has successfully improved students' cognitive abilities. The media demonstrated a gain value of 0.57, reflecting a moderate increase in learning outcomes.
COMPUTATIONAL THINKING INSTRUMENTS AS A PROBLEM-SOLVING METHOD IN OBJECT-ORIENTED PROGRAMMING MATERIALS IN VOCATIONAL SCHOOLS Eka Fitrajaya Rahman; Dwi Fitria Al Husaeni; Erna Piantari
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 8 No. 2 (2023)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v8i2.169

Abstract

This study aims to develop a Computational Thinking (CT) instrument on Object-Oriented Programming material as a tool for measuring the level of CT in the problem-solving abilities of Vocational High School students. The Plomp model of R&D analysis is used as a research flow. There are four stages of CT instrument development, namely 1) preliminary investigation stage, 2) design stage, 3) realization stage, and 4) evaluation stage. The research method uses a quantitative approach with statistical analysis. The research subjects were 35 Grade 10 students at SMK Negeri 11 Bandung. The findings show that PBO material is suitable for use as a medium for developing CT instruments. Based on the results of the material expert validation and the instrument showed very good results. The instruments developed have been tested for validity, reliability, level of difficulty, and discriminatory power. There were 80 out of 100 questions which were declared valid and reliable for use. The difficulty level of the instrument is in the easy category (46 questions) and medium (54 questions). Meanwhile, the differentiating power of the instrument was in the range of sufficient (17 questions), good (57 questions), and very good (10 questions). The CT instrument developed in this study has categories of 24 abstraction questions, 20 pattern recognition questions, 18 decomposition questions, and 18 algorithm design questions. With the completion of this instrument, it is hoped that it can assist teachers or researchers in measuring problem-solving abilities, especially students' CT abilities.
KRUSKAL WALLIS ANALYSIS TO FIND OUT THE IMPROVEMENT OF DESIGN THINKING SKILLS IN OBJECT-ORIENTED PROGRAMMING MATERIALS THROUGH EDUCATIONAL CONTENT Eka Fitrajaya Rahman; Hanum Salsabilla; Harsa Wara Prabawa
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 9 No. 1 (2024)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v9i1.204

Abstract

Education legislation in Indonesia currently requires Informatics subjects, which is closely related to programming-based material. However, many students in Indonesia still have difficulty learning about programming material. One of them is due to the background of students about the ability to think in the process of solving a program code. Seeing the phenomenon of today's students who are active on social media, it is a good step if social media is used as a learning media platform. This study aims to analyze the improvement of design thinking skills by using educational content-based learning media. The research method used was R&D with the ADDIE media development model and One Group Pretest-Posttest as the research design. The results showed an increase after students were given treatment in the form of educational content based learning media. The Kruskal Wallis test results showed a significant difference between the upper class, middle class, and lower class. The N-Gain obtained in the upper class is 0.560, in the middle class is 0.505, and in the lower class is 0.303. The average value of the results of student responses to learning media is 96.59 percent with the category "Very Good".