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EFEKTIVITAS PENGGUNAAN GAME ENGKLEK GARIS BILANGAN DALAM PEMBELAJARAN Andy Sapta; Ri Fazqi Marchi; Abd Gafur
JURNAL MATHEMATIC PAEDAGOGIC Vol 7, No 1 (2022): September 2022
Publisher : Universitas Asahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36294/jmp.v7i1.2818

Abstract

AbstractIn learning mathematics, it is necessary to apply games to improve learning outcomes. The game is not only fixated on the use of technology-based media. This study uses the Number Lines Engklek game as a learning medium. The research was conducted using a quasi-experimental method with a pre-test and post-test control group design. The population of this study was the seventh-grade students of UPTD SMP Negeri 1 Pulo Bandring, with a sample of two classes (experimental and control). Sampling using cluster random sampling technique. The results showed that the increase in student learning outcomes who were given learning using educational games was higher than students who received conventional learning. It can be concluded that learning mathematics using the Number Line Engklek Educational Game can make students become more active and quickly understand learning.Keywords: Engklek; game; number line AbstrakDalam pembelajaran matematika perlu diterapkan permainan untuk meningkatkan hasil belajar. Permainan tersebut tidak hanya terpaku pada penggunakan media berbasis teknologi. Pada penelitian ini menggunakan permainan Engklek Garis Bilangan sebagai media pembelajaran. Penelitian yang dilakukan menggunakan metode quasi eksperimen dengan desain kelompok pre-test post-test kontrol. Populasi penelitian adalah siswa kelas VII UPTD SMP Negeri 1 Pulo Bandring dengan sampel sebanyak dua kelas (eksperimen dan kontrol). Pengambilan sampel dengan menggunakan teknik cluster random sampling. Hasil penelitian diperoleh bahwa peningkatan hasil belajar siswa yang diberi pembelajaran menggunakan game edukasi lebih tinggi daripada siswa yang menerima pembelajaran secara konvensional. Dapat disimpulkan bahwa belajar matematika menggunakan Game Edukasi Engklek Garis Bilangan dapat membuat siswa menjadi lebih aktif dan cepat memahami pembelajaran.Kata kunci: Engklek; garis bilangan; permainan
A META-SYNTHESIS OF VIRTUAL REALITY IN LEARNING IN INDONESIA Andy Sapta; Abd Gafur; Ami Hibatul Jameel
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 9, No 2 (2023): Maret 2023
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v9i2.2252

Abstract

Abstract: This research was conducted in the form of a literature study. This study investigates the use of Virtual Reality (VR) in teaching, including VR methods and their application to learning. In the literature study, the database used comes from Garuda (Garuda Digital Reference), published by The Ministry of Education, Culture, Research, and Technology. The results of the literature study obtained data that 157 articles discuss the use of VR in learning from 2012 - 2022 and in the majority of VR development using the 3D Modeling method, as much as 43%. Overall, using VR in learning provides positive results that can improve learning outcomes. Three essential things must be considered in the development of VR, namely: (1) the cost of operating VR technology, (2) Accessibility that makes it easy for teachers and respondents to access the technology, (3) Setting up a virtual environment to create a practical learning experience for respondents.            Keywords: development; learning; virtual reality.  Abstrak: Penelitian ini dilakukan dalam bentuk studi literatur. Dalam penelitian ini, menyelidikan penggunaan VR dalam pembejaran, meliputi metode VR yang digunakan dan penerapannya pada pembelajaran. Dalam studi literature, basis data yang digunakan berasal dari Garuda (Garuda Rujukan Digital) yang dipublikasi oleh The Ministry of Education, Culture, Reseach, and Technology. Dari hasil studi literature diperoleh data bahwa terdapat 157 artikel yang membahas tentang penggunaan VR dalam pembelajaran dari tahun 2012 – 2022. Secara mayoritas pengembangan VR dengan menggunakan metode 3D Modelling, sebanyak 43%. Secara keseluruhan penggunaan VR dalam pembelajaran memberikan hasil yang positif dapat meningkatkan hasil belajar. Terdapat tiga hal penting yang harus diperhatikan dalam pengembangan VR, yaitu: (1) biaya pengoperasian teknologi VR, (2) Aksesibilitas yang memudahkan pengajar dan responden untuk mengakses teknologi tersebut (3) Menyiapkan lingkungan maya (virtual environment) agar menciptakan pengalaman belajar yang efektif bagi responden. Kata kunci: pembelajaran; pengembangan; virtual reality
The Development of Practical Learning Guides for Television Broadcasting Management Course Susy Puspitasari; Dewi Andriyani; Abd Gafur
Jurnal Penelitian Pendidikan IPA Vol 9 No 7 (2023): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i7.3910

Abstract

This research focuses to produce a learning media which is a guidebook of practical learning and complete practical learning media as well as making students easy in doing practical assignments during attending the online tutorial. This research is a survey study by quantitative approach. The quality of the guidebook and practical learning are viewed through the content validity by the expert and through descriptive analysis taken from the questionnaire given to the college students. The number of experts validating the data in this research is 3 (three) experts. Meanwhile, the number of college students assessing the quality of guidebooks and practical learning media in this research is 23 (twenty-three) college students. The data collection technique in this research used two instruments as product assessment instruments by the expert and college students. The technique of data analysis used two ways include 1) content validity and Aiken Formula verification, and 2) using statistics description. The result of the research shows that; 1) the assessment instrument of guidebook quality and practical learning media have occupied valid criteria with the index Aiken score average, which is 0.76, the result includes in the medium category; 2) the quality of guidebook and practical learning media of television broadcasting management show a good result. This case is based on the result of the descriptive analysis that has been done.
HOTS Question Analysis on E-Learning: a 21st Century Competency Evaluation Ami Hibatul Jameel; Abd Gafur; Andy Sapta
Edukasi Vol 17, No 1 (2023): Teacher education and professional development
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukasi.v17i1.43423

Abstract

The development in the 21st century brings changes in the education field. Universities, in this case, must also be able to produce graduates who are expected to be able to answer future challenges and be globally competitive. One way to succeed in 21st-century competencies and accommodate digital native learners is to integrate digital literacy and take advantage of assignments in the Universitas Terbuka e-learning. The questions on e-learning assignments should also raise students' critical thinking and creative thinking skills. However, do the existing tutorial assignments lead to higher order thinking skills (HOTS) or are they still at the level of lower thinking skills? This study aims to analyze tutorial assignments in UT e-learning to improve 21st-century competencies (critical thinking skills and creative thinking skills) among UT students, especially Educational Technology Study Program in the Faculty of Teacher Training and Educational Sciences. The research was conducted using a mixed method, qualitative and quantitative research approach. Data was collected by using the document analysis technique which was then processed and analyzed qualitatively and quantitatively. After doing the analysis, the research results show that the tutorial assignments have yet to lead to the higher order thinking skills (HOTS). This result leads to the recommendation that the learning experience should become ownership for the students so that students could be more attached and eager to learn and do the assignments.
The effectiveness of parental assistance-based online learning model on self-efficacy Andy Sapta; Muhammad Aizuddin Ab Alim; Ami Hibatul Jameel; Abd Gafur
International Journal of Evaluation and Research in Education (IJERE) Vol 13, No 3: June 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v13i3.27006

Abstract

The obstacles experienced during online learning are inevitable circumstances. Hence, students need to have motivational beliefs that they have the ability to thrive in online learning despite its difficulties. Applying parental-based online learning is expected to help students increase their self-efficacy. This study examines the effect of using an online learning model based on parental assistance on students’ self-efficacy with a quantitative approach. This type of research is quasi-experimental, with a pre and post-test control group design by studying seventh-grade students in several public junior high schools in Kisaran. The study found that applying an online learning model based on parental assistance improved students’ self-efficacy more than a conventional online learning model. Consequently, parental assistance will make a practical contribution to the implementation of learning, especially in the implementation of online learning in the era of the pandemic and after the COVID-19 pandemic.
EVALUASI KEMAMPUAN MAHASISWA PENDIDIKAN JARAK JAUH DALAM MENGIKUTI TUTORIAL ONLINE Abd Gafur
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 7, No 1 (2024): February 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v7i1.1704

Abstract

Tutorial online merupakan salah satu layanan bantuan belajar yang diberikan yang paling banyak diminati oleh mahasiswa Universitas Terbuka. Tutorial online diberikan dengan tujuan untuk membantu mahasiswa dalam belajar mandiri. Penelitian ini bertujuan untuk menganalisis (1) kendala mahasiswa dalam mengikuti tutorial online, (2) partisipasi/kehadiran mahasiswa dalam tutorial online, (3) kemampuan mahasiswa dalam menyelesaikan diskusi dan tugas tutorial online. Metode penelitian ini adalah kualitatif deskriptif. Data dikumpulkan melalui dokumentasi hasil belajar mahasiswa yang diunduh pada laman kelas online, observasi, dan wawancara secara online. Subyek penelitian ini mahasiswa Program Studi Teknologi Pendidikan Universitas Terbuka yang mengambil mata kuliah kawasan teknologi pendidikan sebanyak 300 mahasiswa. Hasil penelitian menunjukkan bahwa (1) mahasiswa memiliki berbagai macam kendala dalam melakukan aktivasi kegiatan tutorial online seperti tidak mendapatkan informasi bahwa untuk mengikuti tutorial online perlu aktivasi, kesulitan dalam melakukan aktivasi, lupa melakukanaktivasi dan melewati batas waktunya, (2)   partisipasi/kehadiran mahasiswa yang mengikuti kelas tutorial online termasuk dalam kategori baik, (3) kemampuan mahasiswa dalam menyelesaikan tugas termasuk dalam kategori sangat baik. 
Buku Panduan Mata Kuliah Praktik Menggunakan Aplikasi Flipbook Gafur, Abd; Jameel, Ami Hibatul; Limbong, Asnah MN
Jurnal Media dan Teknologi Pendidikan Vol. 4 No. 4 (2024): October
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jmt.v4i4.81565

Abstract

Buku panduan praktik yang dibuat menggunakan aplikasi Flipbook memiliki banyak kelebihan diantaranya dapat menambah fitur audio dan video yang dapat menambah daya tarik mahasiswa untuk belajar. Buku panduan yang dilengkapi dengan video tutorial akan mempermudah mahasiswa dalam menyelesaikan tugas praktik karena jumlah mahasiswa yang mampu menyelesaikan tugas praktik saat ini masih rendah dan belum memenuhi harapan. Penelitian ini bertujuan untuk menghasilkan produk buku panduan praktik yang layak digunakan dalam pembelajaran berdasarkan pandangan ahli desain pembelajaran dan menganalisis respon mahasiswa melalui uji coba terbatas. Penelitian ini merupakan penelitian pengembangan menggunakan model yang dikembangkan oleh Sugiyono. Teknik pengumpulan data dilakukan dengan cara studi dokumen, observasi, wawancara, dan lembar penilaian kelayakan produk.  Subjek uji coba meliputi ahli desain pembelajaran, ahli materi, dan mahasiswa sebagai peserta uji coba terbatas. Analisis data yang digunakan menggunakan kriteria kelayakan yaitu dengan menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa buku panduan praktik menggunakan aplikasi Flipbook berdasarkan penilaian ahli dan uji coba terbatas berada dalam kualifikasi sangat baik. Dapat disimpulkan bahwa, buku panduan praktik menggunakan aplikasi Flipbook valid, praktis dan layak digunakan untuk pembelajaran. Inovasi buku praktik menggunakan aplikasi Flipbook berimplikasi pada peningkatan kualitas pembelajaran, khususnya dalam membantu mahasiswa memahami dan menyelesaikan tugas praktik dengan lebih efektif.
Self-Regulated Learning (SRL) Tendencies of Educational Technology Students in Online Tutorials Syarif, Edy; Prastati, Trini; Abd Gafur; Asnah Marlina Limbong
Journal of Learning and Technology Vol. 4 No. 1 (2025): June 2025
Publisher : LPPM Universitas Terbuka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33830/jlt.v4i1.12581

Abstract

This study examines the tendency of Self-Regulated Learning (SRL) among Educational Technology students at Universitas Terbuka (UT) in participating in online tutorials (tuton). SRL reflects students’ ability to independently manage, control, and monitor their own learning, which is essential in online learning environments. The survey involved 249 respondents (36% of the sample) from various UT regional offices, using the SRL instrument developed by Riyanti (2021), which measures six aspects: Goal Setting, Environment Structuring, Task Strategies, Time Management, Help Seeking, and Self-Evaluation. The results show the highest score in Goal Setting (87.94%) and the lowest in Time Management (50.68%). These findings indicate that students' SRL abilities are not yet evenly developed, highlighting the need for more structured and independent learning strategies in online education
Learning Strategies of Distance Education Students In Managing Time for Completing Online Tutorial Assignments Gafur, Abd; Jameel, Ami Hibatul
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 3 (2025): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i3.16907

Abstract

Students at Universitas Terbuka are required to manage their time effectively to complete online tutorial assignments on time. Despite their work commitments, the flexibility provided by Universitas Terbuka should enable students to fulfill their academic responsibilities. This study aims to analyze the time management strategies employed by Universitas Terbuka students in completing online tutorial assignments. The research adopts a mixed-method approach, utilizing both quantitative and qualitative methods, with data collected through surveys and interviews. The study involved 230 students from the Educational Technology Study Program at Universitas Terbuka. Data analysis was conducted using descriptive statistical analysis. The results indicate that (1) the utilization of time for completing online tutorial assignments falls into the good category, (2) discipline in submitting assignments is also categorized as good, but (3) time management for studying remains suboptimal, suggesting that students have not yet fully developed effective study time management skills.