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Pergeseran Paradigma Pembelajaran Pada Pendidikan Tinggi Rahadian, Dian
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 2 No. 1 (2016): Volume 2 No 1 Tahun 2016
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v2i1.1593

Abstract

Abstrak – Terdapat tiga fungsi pendidikan tinggi menurut Undang-undang no.12 pasal 4 tahun 2012 tentang pendidikan tinggi, yaitu (1) Mengembangkan kemampuan dan membentuk watak serta peradaban bangsa yang bermartabat dalam rangka mencerdaskan kehidupan bangsa; (2) Mengembangkan Sivitas Akademika yang inovatif, responsif, kreatif, terampil, berdaya saing, dan kooperatif melalui pelaksanaan Tridharma; dan (3) Mengembangkan Ilmu Pengetahuan dan Teknologi dengan memperhatikan dan menerapkan nilai Humaniora. Untuk menjalankan ketiga fungsi tersebut di atas, perguruan tinggi harus mampu menyelenggarakan pembelajaran yang sangat mendukung terhadap pengembangan potensi setiap peserta didik dan pengajaran yang efektif. Perubahan paradigma pembelajaran terjadi dari paradigma berfokus pada guru/dosen menjadi pembelajaran berfokus pada peserta didik atau mahasiswa. Pada pendidikan tinggi dikenal Student-Centered Learning sebagai pembelajaran yang berfokus pada mahasiswa. Keterpaduan lembaga pendidikan dalam menghasilkan pembelajaran yang berkualitas yang dilakukan oleh dosen dan mahasiswa menjadi bentuk yang utuh dalam pendekatan ini. Kata Kunci – Paradigma Pembelajaran, Pendidikan Tinggi.
Pengembangan Video Pembelajaran Animasi Praktek Tata Cara Wudhu Kelas 2 Di SDN 1 Padamukti Rahadian, Dian; Imania, Kuntum An Nisa; Bhakti, Demmy Dharma; Sofiyanti, Melina
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 10 No. 2 (2024): Volume 10 No 2 September 2024
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v10i2.1880

Abstract

Abstrak Pengembangan video pembelajaran animasi Pendidikan agama islam dilatar belakangi oleh pemanfaatan teknologi yang kurang optimal dan bahan ajar yang digunakan oleh pembelajaran masih berupa buku paket, powerrpoint dan metode ceramah , akibatnya siswa kesulitan memahami materi. Oleh karena itu, peneleitian ini bertujuan untuk mengembangkan video pembelajaran animasi. Penelitian ini menerapkan metode pengembanagan R&D (Reseacrh and Development) dengan menggunakan langkah-langkah model pengembangan yang dikemukakan oleh Alessi dan Trolip. Hasil validasi produk video animasi dengan menggunakan Powtoon yang dikembangkan dinyatakan "sangat layak" oleh validator ahli materi dengan persentase sebesar 92% dan validator ahli media dengan presentase sebesar 98%. Hasil penilaian uji coba produk yang dikembangkan "sangat layak" oleh peserta didik dengan presentase sebesar 95%. Hal ini dapat diartikan bahwa video pembelajaran animasi yang telah dikembangkan sangat layak dijadikan sebagai media pembelajaran alternatif yang digunakan dalam pembelajaran di kelas. Kata kunci: Allesi & Trolip, Video pembelajaran animasi,powtoon Abstract The development of animated learning videos of Islamic religious education is motivated by the less than optimal use of technology and the teaching materials used by learning are still in the form of textbooks, powerpoints and lecture methods, as a result students have difficulty understanding the material. Therefore, this study aims to develop animated learning videos. This study applies the R&D (Research and Development) development method using the development model steps proposed by Alessi and Trolip. The results of the validation of the animated video product using the developed Powtoon were declared "very feasible" by the material expert validator with a percentage of 92% and the media expert validator with a percentage of 98%. The results of the product trial assessment developed were "very feasible" by students with a percentage of 95%. This can be interpreted that the animated learning video that has been developed is very feasible to be used as an alternative learning media used in classroom learning. Keywords: Allesi & Trolip, Animated learning video, powtoon
Development of HAPAL Mobile Learning as a Science Learning Media for Junior High School Students Purwanti, Purwanti; Hamdani, Nizar Alam; Rohayat, Asep; Darmawan, Deni; Rahadian, Dian; Hermana, Dody
Jurnal Paedagogy Vol 12, No 3 (2025): July : IN PROGRESS
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i3.15739

Abstract

This research aims to develop HAPAL mobile learning products as a science learning media that is suitable for use by junior high school students. The research method used is research and development (R&D) with the ADDIE model. The research subjects used were media expert and material expert as well as class VIII students at SMPN 4 Pakenjeng Garut. The instrument used was a questionnaire for expert validation and student responses as users. The results of the media expert validation obtained an average value of 88.9 with a very valid category and the material expert obtained an average value of 86.39 with a very valid category. The average value of student responses to HAPAL mobile learning was 90.12 with a very valid category. So it can be concluded that HAPAL mobile learning is suitable for use in science learning at junior high school level.
Building and Developing Digital Learning Literacy Skills during the Pandemic (Creating Computer- and Mobile-Based Learning Multimedia) at the Education Office Coordinator of Cisurupan District Rahadian, Dian; Lay, Salfester; Astuti, Imas Nita; Diana, Eneng Nita
Indonesian Journal of Community Empowerment (IJCE) Vol 3 No 04 (2022): Indonesian Journal of Community Empowerment (November)
Publisher : Fakultas Kewirausahaan Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35899/ijce.v3i04.1095

Abstract

This community service program was carried out to strengthen the capacity of teachers in the Cisurupan District Education Office in developing digital literacy skills during the COVID-19 pandemic, specifically through the design and use of computer- and mobile-based multimedia learning. The COVID-19 crisis accelerated the shift from conventional classroom practices to online learning, requiring teachers to master digital tools as an essential competence. A descriptive qualitative method was employed, combining workshops, interactive discussions, and hands-on practice, enabling teachers to gain direct experience in designing multimedia learning resources. The training materials included the use of applications such as Microsoft PowerPoint with interactive features, Canva for visual design, screen-recording software, and simple Android-based platforms for mobile learning. The results revealed a significant increase in teachers’ ability to integrate digital media into learning, not only from a technical perspective but also in terms of creativity and pedagogical innovation. Teachers were able to produce interactive learning content that improved student engagement, motivation, and independence in learning. However, challenges such as limited digital infrastructure, unstable internet connectivity, and the digital divide between teachers and students remained major issues. Despite these obstacles, the training successfully fostered confidence and readiness among teachers to adopt digital literacy as part of their professional development. The outcomes of this program emphasize that continuous mentoring, sustainable digital training, institutional support, and collaborative learning communities are crucial for ensuring the long-term success of digital literacy integration in education.
Workshop on Implementation of Technology in Learning Rahadian, Dian; Nursiami, Eva Fauzi; Rosmiati, Rini
Indonesian Journal of Community Empowerment (IJCE) Vol 4 No 04 (2023): Indonesian Journal of Community Empowerment (November)
Publisher : Fakultas Kewirausahaan Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35899/ijce.v4i04.1096

Abstract

Education in Indonesia, in particular, faces the challenge of transforming itself into a more innovative and interactive learning system. Implementing learning media that utilizes modern technology is a crucial step in improving the quality of education and student engagement in the learning process. The workshop was designed with an interactive approach to ensure the active involvement of all participants. Sessions included theoretical presentations on the importance of technology in education, the use of social media and digital platforms, and discussions on practical experiences using technology in teaching. Workshop discussions emphasized the importance of collaboration in implementing technology in education. Participants noted that technology adoption is not solely technical but also requires approval and support from educational management, as well as collaboration between educators and third parties. Therefore, the workshop included sessions where participants could work collaboratively to create technology-based learning content. This collaboration is crucial because cooperative learning models are introduced in educational contexts with the aim of strengthening teamwork and enhancing understanding of the concepts taught.
Learning Video Making Workshop: Computer-Based Learning in the Industrial Revolution 4.5 Era at PGRI Sodonghilir Tasikmalaya Rahadian, Dian; Dadang, Dadang; Nurhayati, Fitri; Hidayat, Andi; Fatimah, Imas; Mariah, Dede; Febriyanti, Fitri Ayu; Kusnadi, Engkus; Lani, Lani
Indonesian Journal of Community Empowerment (IJCE) Vol 4 No 02 (2023): Indonesian Journal of Community Empowerment (May)
Publisher : Fakultas Kewirausahaan Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35899/ijce.v4i02.1102

Abstract

Along with technological advancements, traditional learning faces challenges. In today's digital era, conventional learning, which relies solely on lectures, is no longer sufficient to motivate students. The community service approach used in the "Learning Video Making Workshop: Computer-Based Learning in the Industrial Revolution 4.0 Era" at PGRI Sodonghilir Tasikmalaya was designed to provide integrated, participatory, and contextual training to improve teachers' skills in creating instructional videos. The training method consisted of several stages tailored to the participants' needs and local conditions. The workshop was conducted in several stages, beginning with an orientation and needs assessment. In this session, participants were invited to explore the obstacles they face and opportunities in using technology in education. Evaluation results showed that most participants felt more confident and motivated to apply video-making techniques in their classrooms. The workshop also highlighted the importance of adequate infrastructure support, including access to technology and a stable internet connection, as prerequisites for the successful implementation of instructional videos.
GAMERIK Simulation Model Improves Students’ Computer Assembly Skills: Model Simulasi GAMERIK Meningkatkan Keterampilan Perakitan Komputer Siswa Nuryadi, Adi; Darmawan, Deni; Rahadian, Dian; Nurjamin, Asep; Jamilah, Jamilah; Maulani, Galih Abdul Fatah
Indonesian Journal of Innovation Studies Vol. 26 No. 4 (2025): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v26i4.1572

Abstract

General Background: Practical technical learning such as computer assembly often faces challenges due to low student motivation and limited practice facilities. Specific Background: At SMAN 2 Garut, conventional methods have proven less effective in improving computer assembly skills. Knowledge Gap: Few gamification-based simulation learning models have been tested to significantly enhance technical skills. Aims: This study aims to develop and evaluate the effectiveness of the GAMERIK (Gamification of Computer Assembly) learning model using the PC Creator 2 simulation to improve Grade X students’ computer assembly skills. Results: Using an R&D approach with the ADDIE model, data were collected through observation, questionnaires, interviews, pretests, and posttests. A paired sample t-test showed a significant increase in students’ motivation, conceptual understanding, and assembly skills (p < 0.05). Novelty: The integration of PC Creator 2’s automated assessment algorithm within the gamification model provided immediate feedback, accelerating the learning process. Implications: GAMERIK offers an innovative solution for practice-based learning in schools with limited facilities and is relevant to the development of simulation- and gamification-based informatics learning media. Highlights: Enhances motivation and skills in technical learning. Uses simulation with automated assessment for feedback. Offers solutions for schools with limited practice facilities. Keywords: GAMERIK, Gamification, PC Creator 2, Computer Assembly Skills, Simulation
Web-Based Learning Path with Create Interest, Explore Concepts, Reflect, Discuss, Act, Conclude and Share for Developing Student Responsibility: Alur Pembelajaran Berbasis Web dengan Ciptakan Ketertarikan, Eksplorasi Konsep, Rasakan dan Refleksikan, Diskusi Bersama, Aksi Nyata, serta Simpulkan dan Sebarkan untuk Mengembangkan Tanggung Jawab Peserta Didik Nuraini, Dewi; Hamdani, Nizar Alam; Nurjamil, Asep; Darmawan, Deni; Rahadian, Dian; Rahayu, Ayu Puji
Indonesian Journal of Innovation Studies Vol. 26 No. 4 (2025): October
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v26i4.1645

Abstract

Background: Character education in Indonesia requires learning approaches that go beyond content mastery to foster responsibility among students. Specific background: Conventional methods in civic education have proven less engaging and inadequate in cultivating responsible attitudes. Knowledge gap: Limited models exist that integrate technology-driven, interactive approaches with systematic character formation. Aim: This study developed and implemented a web-based CERDAS learning path to foster responsibility in junior high school students, specifically in the context of civic rights and obligations. Results: Using the ADDIE model, six stages of CERDAS (Create Interest, Explore Concepts, Reflect, Discuss, Act, Conclude and Share) were designed and validated. Testing with 30 ninth-grade students demonstrated significant growth in responsibility, reflected in discipline, autonomy, collaboration, and commitment. High validation scores (96% for material, 87% for media) confirmed the product’s feasibility. Novelty: This study introduced a systematic, web-based instructional flow explicitly designed to shape responsibility through interactive civic learning. Implications: The CERDAS model offers a scalable strategy for embedding responsibility into digital civic education, contributing to character-based education in Indonesia and beyond. Highlights Students showed greater responsibility in academic, social, and collaborative tasks. Web-based CERDAS learning path engaged students actively in civic education. Validation confirmed the model is feasible and adaptable for broader use. Keywords: Web-Based Learning, Civic Education, Student Responsibility, Interactive Model, CERDAS Path
Development of Moodle-Based E-Learning to Improve Students’ Mathematical Ability Rahadian, Dian; Sadikin, Nugraha Hasan; Nasrulloh, Iman; Sumartini, Tina Sri
Mosharafa: Jurnal Pendidikan Matematika Vol. 14 No. 1 (2025): January
Publisher : Department of Mathematics Education Program IPI Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/mosharafa.v14i1.2708

Abstract

Pengembangan pembelajaran elektronik yang merata merupakan isu pendidikan yang krusial dalam menjawab tantangan digitalisasi. Penelitian ini bertujuan mengembangkan sistem e-learning berbasis Moodle di SMK Bina Karya Mandiri untuk meningkatkan kemampuan matematis peserta didik. Metode penelitian yang digunakan adalah penelitian dan pengembangan (Research and Development) dengan pendekatan purposive sampling, melibatkan 35 peserta didik kelas X-Multimedia sebagai sampel. Teknik pengumpulan data dilakukan melalui tes, angket, dan dokumentasi untuk memperoleh informasi komprehensif mengenai kemampuan matematis dan pengalaman belajar peserta didik. Analisis data dilakukan dengan uji t satu pihak (one-tailed t-test) untuk mengukur peningkatan kemampuan matematis peserta didik. Hasil penelitian menunjukkan bahwa pengembangan e-learning berbasis Moodle efektif untuk meningkatkan kemampuan matematis peserta didik. Sistem e-learning ini berfungsi sebagai pelengkap dalam kegiatan belajar mengajar, terutama ketika pembelajaran tidak dapat dilaksanakan sesuai jadwal yang telah ditentukan di sekolah. Namun demikian, pembelajaran yang ideal tetap memerlukan peran aktif guru secara langsung guna mencapai hasil belajar yang optimal. The development of equitable e-learning is a crucial educational issue in responding to the challenges of digitalization. This study aims to develop a Moodle-based e-learning system at SMK Bina Karya Mandiri to improve students’ mathematical abilities. The research method used was Research and Development (R&D) with a purposive sampling approach, involving 35 tenth-grade Multimedia students as the sample. Data were collected through tests, questionnaires, and documentation to obtain comprehensive information on students’ mathematical abilities and learning experiences. Data analysis was carried out using a one-tailed t-test to measure the improvement in students’ mathematical abilities. The results showed that the development of Moodle-based e-learning was effective in enhancing students’ mathematical abilities. This e-learning system serves as a complement to teaching and learning activities, especially when learning cannot be conducted according to the predetermined school schedule. Nevertheless, ideal learning still requires the active role of teachers in person to achieve optimal learning outcomes.
Multiple Intelligences-Based Learning Guidance at SMAN 1 Garut Rahadian, Dian; Nurhayadi, Adi; Rahayu, Irawati
Indonesian Journal of Community Empowerment (IJCE) Vol 5 No 01 (2024): Indonesian Journal of Community Empowerment (February)
Publisher : Fakultas Kewirausahaan Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35899/ijce.v5i01.1099

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This community service program aims to enhance the quality of learning at SMAN 1 Garut through the implementation of Multiple Intelligences (MI)-based learning guidance. The activity involved three stages: introducing the concept of MI to students, explaining its integration into classroom practices, and applying MI-based learning strategies in real sessions. The guidance was designed to accommodate students’ diverse intelligence profiles, promoting personalized learning experiences. The results show that MI-based learning creates a more engaging and inclusive classroom environment, enabling students to develop cognitive, social, and emotional competencies. This approach not only improves academic achievement but also strengthens students’ confidence, creativity, and collaboration skills, which are essential in the digital era. The program demonstrates that applying MI principles can optimize students’ potential holistically and serves as a practical model for innovative teaching strategies in senior high schools.