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PKM Pelatihan Pembuatan Modul Ajar Berbasis Kurikulum Merdeka bagi Guru Sekolah Penggerak di Kabupaten Wajo Asriadi; Muhammad Ikhsan Sukaria; Rini Perdana; Idris Jafar; Makmur Nurdin
Vokatek: Jurnal Pengabdian Masyarakat Volume 1: Issue 3 (Oktober 2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/vokatekjpm.v1i3.183

Abstract

Tujuan pengabdian ini adalah memberikan pelatihan penyusunan modul ajar berbasis kurikulum merdeka bagi guru sekolah penggerak di Kab. Wajo. Kegiatan pengabdian melibatkan SDN 199 Maddukkelleng, SDN 6 Lapongkoda, SDN 267 Pincengpute, SDN 31 Inalipue, SDN 291 Liu, dan SDN 109 Lagoari Kabupaten Wajo. Adapun materi pelatihan yang disampaikan adalah: (1) langkah merumuskan tujuan pembelajaran dan alur tujuan pembelajaran; (2) strategi merumuskan asesmen diagnostik untuk memetakan karakteristik peserta didik; dan (3) pemanfaatan teknologi dalam merumuskan modul ajar. Hasil yang diperoleh dalam pengabdian ini adalah seluruh peserta dapat menerima dengan baik materi yang disampaikan serta pada akahir sesi 90% peserta sudah dapat membuat modul ajar dengan memanfaatkan choromebook.
The Effect of Gamification-Based Online Learning on Student Learning Outcomes Asriadi; M. Miftach Fakhri; Jumadil Ahmad Safi’i; Muh. Alif; Della Fadhilatunisa
Jurnal MediaTIK Volume 7 Issue 1, Januari (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mediatik.v7i1.1439

Abstract

New things are starting to emerge that were not previously considered due to the COVID-19 pandemic, one of which is the shift to online learning. The low level of student participation during the pandemic is a global issue, not limited to Indonesia. One approach that can be used to address this issue is the gamification of online learning. The learning outcomes are essentially the measurement of students' success and achievements in the learning process. Therefore, the relationship between the gamification approach and learning outcomes in online education is a phenomenon that we can understand and further examine. This research is of a quantitative nature with a descriptive research design (data collection, analysis, and presentation). The population and sample are active enrolled students, and the data is collected widely online. The instrument used is a research questionnaire with the data collection technique involving the analysis of questionnaire responses distributed through Google Forms, using a Likert scale model ranging from very positive to very negative. Descriptive techniques involve statistical and correlational methods. The abundance of responses from students indicates that gamified online learning has the potential to significantly influence students' learning outcomes.
Persepsi Mahasiswa terhadap Pembelajaran Hybrid dengan Pendekatan Gamifikasi Rosidah; M. Miftach Fakhri; Putri Nanda Sari; Della Fadhilatunisa; Asriadi
Jurnal MediaTIK Volume 7 Issue 1, Januari (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mediatik.v7i1.1510

Abstract

Gamifikasi merupakan perangkat pembelajaran di abad 21 yang menerapkan dan memanfaatkan elemen-elemen game dalam proses pembelajaran. Mengaplikasikan model hybrid learning berbasis gamifikasi dalam proses pembelajaran menghadirkan pengalaman bagi peserta didik untuk bisa merasakan proses belajar yang menyenangkan. Saat ini, model ini semakin banyak dilirik untuk terus dikembangkan. Oleh karena itu, peneliti memiliki ketertarikan untuk mengetahui lebih dalam terkait dengan eksistensi model pembelajaran gamification dikalangan mahasiswa khususnya dalam lingkup Universitas Negeri Makassar. Penelitian ini adalah penelitian deskriptif kuantitatif dengan desain expost de facto. Teknik pengumpulan data yang dilakukan dalam bentuk angket (kuesioner) yang disebarluaskan kepada responden melalui forum online google form. Instrumen penelitian yang digunakan adalah lembar kuesioner. Jumlah responden pada penelitian ini adalah 97 orang yang ditentukan dengan teknik purposive sampling dengan pertimbangan mahasiswa yang telah mempelajari mata kuliah Rekayasa Perangkat Lunak. Seluruh data yang diperoleh dari penyebaran angket dianalisis secara deskriptif untuk menjelaskan hasil dari penelitian yang dilakukan. Berdasarkan hasil penelitian, dapat disimpulkan bahwa model hybrid learning berbasis gamifikasi memiliki eksistensi yang baik di kalangan mahasiswa Universitas Negeri Makassar.
HUBUNGAN EFIKASI DIRI DENGAN MOTIVASI BELAJAR MATEMATIKA SISWA KELAS V SD INPRES 5/81 LEMOAPE KECAMATAN PALAKKA KABUPATEN BONE Eliana Putri; Abd Kadir; Asriadi
MACCA : Science-Edu Journal Volume 2, No. 1: Februari 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i1.2809

Abstract

This study is a type of correlational quantitative research that aims to find out whether or not there is a significant relationship between self-efficacy and mathematics learning motivation of grade V students of SD Inpres 5/81 Lemoape, Palakka District, Bone Regency. The population in the study is all grade V students using a sampling technique, namely a saturated sample of 36 students. The data collection technique was carried out using a questionnaire. The questionnaire used has gone through validity and reliability tests. The validity test used the SPSS version 25 program using a = 5% = 0.05 significance level and the r-valueof the table was 0.5324, while the reliability testing method used was to see the value of Cronbach's Alpha, namely the results of the self-efficacy test were at a value of 0.775 and the motivation to learn mathematics was at a value of 0.821. The data analysis techniques used are descriptive statistical analysis and inferential statistical analysis. Based on the results of descriptive statistics, it was shown that self-efficacy obtained an average of 64.33 in the medium category and the motivation to learn mathematics obtained an average of 61.97 in the medium category. Based on the results of infernal statistical analysis, it shows that the rcalculation > rtable (0.655 > 0.3291) is at a significance level of 5%. Thus H1 is accepted and H0 is rejected. From the results of the study, it can be concluded that there is a significant relationship between self-efficacy and motivation to learn mathematics of grade V students of SD Inpres 5/81 Lemoape, Palakka District, Bone Regency which is categorized as strong in the interval of 0.60 – 0.799.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TAI BERBASIS BAAMBOOZLE UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS IV SD INPRES 12/79 ARASOE Firdaus; Asriadi; Tasyah Pratiwi
MACCA : Science-Edu Journal Volume 2, No.2: Juni 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i2.3102

Abstract

This research is classroom action research which aims to find out how the application of the TAI type cooperative learning model based on Baamboozle can improve the Mathematics learning outcomes of fourth grade students at SD Inpres 12/79 Arasoe, Cina District, Bone Regency. The approach used in this research is descriptive qualitative. The subjects in this research were all 17 class IV students and the class IV homeroom teacher. Data collection techniques use observation and tests. The data analysis techniques in this research are reducing data, describing data and drawing conclusions. The research results showed that teacher activity in processing learning experienced an optimal increase from cycle I to cycle II as seen from teacher activity in carrying out good learning activities in accordance with the steps of the Baamboozle-based TAI type cooperative learning model. Student activity in participating in learning activities has increased from cycle I to cycle II as seen from observations during learning activities using observation sheets. As for student learning outcomes in cycle I, there were 12 out of 17 students who got a complete score with an average score of 70.88 with a percentage of student learning completeness reaching 70.58% (enough), and experiencing an increase in cycle II there were 14 out of 17 students who got a complete score with an average score of 78.52 with a percentage of student learning completeness reaching 82.35% (good). It can be concluded that the TAI type cooperative learning model based on Baamboozle can improve students' Mathematics learning outcomes
Hubungan Penggunaan Gadget dengan Prestasi Belajar Siswa Kelas Tinggi SD Inpres yang 7/83 Manurunge Kecamatan Ulaweng Kabupaten Bone Satriani DH; Asriadi; Zahra Paraditat Sauri Arabe
MACCA : Science-Edu Journal Volume 2, No.3: Oktober 2025
Publisher : Education and Talent Development Center of Indonesia (ETDC Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51574/msej.v2i3.4104

Abstract

This study is a quantitative study with a correlational type that aims to describe use of gadget and learning achievement of high students in high grades, as well as to find out the significant relationship use of gadget with learning achievement high grade students of SD Inpres 7/83 Manurunge Ulaweng Subdistrict Bone Regency. The samples used in this study were grade IV, V and VI students of SD Inpres 7/83 Manurunge totaling 21 students, with non probability sampling technique. Research data were obtained through questionnaires and documentation. Data analysis techniques using descriptive statistical analysis and inferential statistical analysis. Based on the results of descriptive statistical analysis, it was obtained that the use of gadget were in the good category (76,73%). Meanwhile, students' learning achievement was in the good category with a percentage of 74,57%. The results of inferential statistical analysis show that there is a significant relationship between use of gadget and students' learning achievement with a correlation coefficient of 0,493 which is included in the medium category. So it can be concluded that there is a positive and significant relationship between the use of gadget and the learning achievement of high grade students of SD Inpres 7/83 Manurunge Ulaweng District Bone Regency. Keywords: Use of Gadgets. Learning Achievement