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DESAIN KELAS MOOCs DIGITAL ASESMEN UNTUK MENINGKATKAN PROFESIONALISME GURU DI ERA DIGITAL Zakirman Zakirman; Dodi Sukmayadi; Rika Aprianti; Widiasih Widiasih; Khoirotun Nadiyyah
Paedagoria : Jurnal Kajian, Penelitian dan Pengembangan Kependidikan Vol 14, No 2 (2023): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/paedagoria.v14i2.14008

Abstract

Abstrak: Covid-19 telah memberikan dampak perubahan dalam berbagai sektor, salah satunya dalam bidang Pendidikan. Tren pembelajaran berkonsepkan teknologi menjadi perhatian utama selama masa pandemi covid-19. Setiap guru dituntut untuk terampil dan mampu beradaptasi secara cepat dengan kebutuhan teknologi dalam pembelajaran. Masih terbatasnya kemampuan guru dalam mengintegrasikan teknologi seperti salah satunya teramati dalam skema pemberian tugas dan penilaian hasil belajar. Kurangnya pengalaman dan kemampuan dalam mengelola sistem penialaian berbasis digital memberikan peluang untuk dikembangkannya sebuah kelas pelatihan dengan topik penilaian hasil belajar berbasis online (digital assessment). Tujuan dari penelitian ini adalah untuk menghasilkan online course (MOOCs) pada topik pengelolaan penilaian hasil belajar secara online. Jenis Penelitian ini adalah Penelitian dan Pengembangan (R & D), dengan model pengembangan yang dipilih adalah Plomp. Tahapan penelitian sesuai dengan model Plomp meliputi 3 langkah, diantaranya: Preliminary Research, Prototyping Phase (Self evaluation, one to one, expert review, small group dan field test), Assessment Phase. Topik yang dikembangkan pada online course dengan fokus pengelolaan penilaian hasil belajar meliputi: Quizizz, Google Form, Wordwall, EdApp, Quizlet, QuizMaker, Nearpod dan Kahoot. Karena keterbatasan penelitian, ujicoba hanya dilakukan dalam skala kecil.Abstract:  Covid-19 has had an impact on changes in various sectors, one of which is in the field of education. The trend of technology-concept learning is a major concern during the COVID-19 pandemic. Every teacher is required to be skilled and able to adapt quickly to technological needs in learning. The limited ability of teachers to integrate technology, one of which is observed in the scheme of assigning assignments and assessing learning outcomes. The lack of experience and ability in managing digital-based assessment systems provides an opportunity for the development of a training class with the topic of online-based learning outcomes assessment (digital assessment). The purpose of this study is to produce online courses (MOOCs) on the topic of managing online learning outcomes assessment. This type of research is Research and Development (R & D), with the development model chosen being Plomp. The research stages according to the Plomp model include 3 steps, including: Preliminary Research, Prototyping Phase (Self evaluation, one to one, expert review, small group and field test), Assessment Phase. Topics developed on online courses with a focus on managing learning outcomes assessment include: Quizizz, Google Form, Wordwall, EdApp, Quizlet, QuizMaker, Nearpod and Kahoot. Due to research limitations, trials are only conducted on a small scale.
A New Pattern to Improving Student Physics Learning Outcomes Zakirman; Widiasih Widiasih; Dodi Sukmayadi; Rika Aprianti; Khoirotun Nadiyyah
Jurnal Penelitian Pendidikan IPA Vol 9 No 9 (2023): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i9.3324

Abstract

The low student learning outcomes in Physics can be observed by the decreasing average student learning outcomes in the last 3 years at SMA 1 Suger. Lack of precise strategy selection is a major factor in influencing student learning outcomes in Physics. In addition to learning strategy factors, students' initial abilities can be considered by teachers in choosing learning strategies to improve student learning outcomes. The purpose of this study was to compare students' learning outcomes in physics between classes using guided inquiry and discovery strategies by considering initial ability as a moderator variable. This type of research is a quasi-experimental, the sampling technique used is random sampling. This research was conducted at SMA 1 Suger, Padang Pariaman Regency. The results of the study show 1) there is a significant difference between the learning outcomes of physics students who learn to use guided inquiry and discovery strategies, 2) there are significant differences in learning outcomes between students with high and low initial abilities, 3) there is no interaction between the use of strategies and abilities early in influencing student learning outcomes.
The need for electronic games to support student involvement and concentration in learning zakirman zakirman; Widiasih Widiasih; Rika Aprianti; Khoirotun Nadiyyah
Jurnal Pijar Mipa Vol. 18 No. 4 (2023): July 2023
Publisher : Department of Mathematics and Science Education, Faculty of Teacher Training and Education, University of Mataram. Jurnal Pijar MIPA colaborates with Perkumpulan Pendidik IPA Indonesia Wilayah Nusa Tenggara Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpm.v18i4.5213

Abstract

The urgency of the potential use of electronic games in learning is in line with the increasingly advanced technology and as an effort to increase student engagement and concentration. Student involvement and concentration is the key so students can have a learning experience. One alternative solution is the development of electronic games to support learning. The electronic game developed in this study uses Unity software. This type of research is descriptive and qualitative and aims to describe the need for electronic games to support student involvement and concentration in learning. Data collection techniques using questionnaires. The questionnaire was made using G-Form containing 7 question items in the form of checklists or descriptions in each item answer column according to the respondent's opinion. The questionnaire was distributed online to respondents who were teachers and lecturers from various educational units in the city of Padang. Based on the study's results, electronic games are needed to increase student involvement and attention in learning activities. Games make learning fun and varied to stimulate students' interest in learning. Students with a high interest in learning will show engagement and involvement to do something diligently for a long time, be easier to concentrate, remember, and not quickly bored with what is being learned.
The Development of Instagram Filter-Based Learning Media for Mathematics in Junior High School Valeria Yekti Kwasaning Gusti; Uliya Khoirun Nisa; Rika Aprianti; Khoirotun Nadiyyah; Egi Ryan Aldino
Indo-MathEdu Intellectuals Journal Vol. 4 No. 1 (2023): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v4i1.62

Abstract

The rise of the digital age and STEM-based occupations (Science, Technology, Engineering, and Mathematics) has increased the significance of mathematics skills in the workplace and in the classroom. At the same time, the usage of social media such as Instagram, as well as Instagram's effects and filters, has become widespread among adolescents, particularly students. The purpose of this study is to develop an Instagram filter-based learning media for junior high school students. The material used in the development of the Instagram filter is the material on Relations and Functions that is difficult to understand by students based on a student needs questionnaire. This study developed an Instagram-based learning media by administering validation and feasibility tests to material experts, media experts, and student response questionnaires in the form of a small-scale trial. The designed Instagram filter-based learning media received an average score of 83.22 percent with a very good interpretation based on the validation and feasibility tests.
The Potential of Electronic-Games In Harmonizing Differentiated Learning for Alpha Generation Zakirman Zakirman; Widiasih Widiasih; Dodi Sukmayadi; Rika Aprianti; Khoirotun Nadiyyah
Journal of Educational Sciences Vol 7, No 4: October 2023
Publisher : Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.7.4.p.609-621

Abstract

The challenge of using rapid technology occurs in alpha generation learning activities, giving rise to differentiated learning. The variety of student learning styles is one of the benchmarks in differentiated learning so that supporting learning media in the form of electronic-games is needed. This study aims to describe  the potential of electronic-games in harmonizing differentiated learning for generation alpha. This type of research is descriptive qualitative. Data collection techniques using questionnaires. The questionnaire was distributed online to respondents who were students of SMP Subulussalam Kota Padang Pariaman. The use of electronic-games in learning activities is one manifestation of differentiated learning. Differentiated learning views students differently and dynamically, where teachers see learning with various points of view. Novelty: Important contributions from the results of this research claim that the use of electronic games can support differentiated learning for the alpha generation.
A New Pattern to Improving Student Physics Learning Outcomes Zakirman; Widiasih Widiasih; Dodi Sukmayadi; Rika Aprianti; Khoirotun Nadiyyah
Jurnal Penelitian Pendidikan IPA Vol. 9 No. 9 (2023): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i9.3324

Abstract

The low student learning outcomes in Physics can be observed by the decreasing average student learning outcomes in the last 3 years at SMA 1 Suger. Lack of precise strategy selection is a major factor in influencing student learning outcomes in Physics. In addition to learning strategy factors, students' initial abilities can be considered by teachers in choosing learning strategies to improve student learning outcomes. The purpose of this study was to compare students' learning outcomes in physics between classes using guided inquiry and discovery strategies by considering initial ability as a moderator variable. This type of research is a quasi-experimental, the sampling technique used is random sampling. This research was conducted at SMA 1 Suger, Padang Pariaman Regency. The results of the study show 1) there is a significant difference between the learning outcomes of physics students who learn to use guided inquiry and discovery strategies, 2) there are significant differences in learning outcomes between students with high and low initial abilities, 3) there is no interaction between the use of strategies and abilities early in influencing student learning outcomes.
Pelatihan Peningkatan Kompetensi Guru Sekolah Dasar dalam Merancang Asesmen Digital Zakirman; Dodi Sukmayadi; Rika Aprianti; Widiasih
Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 1 (2023): Edisi November 2023
Publisher : FKIP Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36709/amalilmiah.v5i1.148

Abstract

Tujuan dari kegiatan pengabdian kepada Masyarakat ini adalah untuk memberikan pelatihan perancangan asesmen digital bagi guru Sekolah Dasar di Taman Pagelaran, Kabupaten Bogor, Jawa Barat. Topik pelatihan yang diberikan meliputi: Quizizz, Google form, Wordwall, Blooket, Quizlet, Quizmaker, Nearpod dan Kahoot. Metode pelaksanaan kegiatan meliputi kegiatan secara luring dan daring. Dalam kegiatan pelatihan, peserta dibantu oleh LMS MOOCs yang dikembangkan oleh tim pelaksana dibawah naungan Pusat Pengabdian Kepada Masyarakat Universitas Terbuka. Pelaksanaan kegiatan pelatihan dibagi menjadi beberapa tahap, diantaranya: orientasi peserta dalam mengenal MOOCs (luring), penyampaian materi pengantar dan konsep dasar asesmen digital (daring secara sinkronus), belajar terstruktur (daring secara asinkronus) dan gelar hasil produk pelatihan (luring). Hasil yang diperoleh dari kegiatan pelatihan ini berupa meningkatnya kompetensi dan wawasan peserta (guru SDN Taman Pagelaran) dalam merancang instrumen asesmen digital.  Guru-guru yang telah mengikuti pelatihan perancangan asesmen digital telah mampu mengimplementasikan materi yang didapat dalam proses pembelajaran. Antusiasme siswa yang tinggi terlihat dari hasil observasi dan wawancara Ketika guru mengimplementasikan produk yang dihasilkan setelah mengikuti program pelatihan. Pelatihan yang diberikan dapat melatih kreativitas guru dalam merancang berbagai instrumen untuk melakukan penilaian secara digital, serta mampu memotivasi siswa untuk lebih giat dan aktif dalam mengikuti proses pembelajaran. Konsep pembelajaran yang hangat, bersemangat dan menyenangkan dapat diwujudkan guru dengan mengimplementasikan ilmu yang didapat setelah mengikuti program pelatihan asesmen digital.
Comics as a Media to Understand Earthquake Disaster Mitigation for Elementary School Students: Komik Sebagai Media Untuk Memahami Mitigasi Bencana Gempa Bumi Pada Peserta Didik Sekolah Dasar Rika Aprianti; Khoirotun Nadiyyah; Zakirman; Widiasih
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 4 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i4.18592

Abstract

Community Service held by FKIP-UT at SDN Sukamaju I Cianjur aims to increase students' knowledge about earthquake disaster mitigation. This activity requires media that is appropriate to the level of development of students. Researchers created earthquake disaster mitigation comics as an interesting information medium equipped with colorful illustrations, communicative dialogue and easy to understand for elementary school students. Data collection was carried out quantitatively and qualitatively. Qualitative data was taken from expert input including educational technology lecturers and BNPB staff. Comics are revised based on expert input. Quantitative data was obtained from the results of expert validation tests and a score of 91% was obtained from all aspects including material, media, and language design. Comics were tested during Community Service and were assessed by teachers and students at 92% from all aspects, namely material, media, and language design. This score shows that the comic is suitable for use in the very good category.