Putri Nanda Sari
Universitas Negeri Makassar

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Flipped Classroom Sebagai Implementasi Teknologi Dalam Meningkatkan Efektivitas Dan Hasil Belajar Mahasiswa Universitas Negeri Makassar Muhammad Fajar B; Hastuti; Muhammad Farham Saputra; Wilda Inaya Syafdwi; Putri Nanda Sari; Muhammad Fardhan
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (357.669 KB) | DOI: 10.61255/jupiter.v1i1.12

Abstract

The field of education, began to be affected by technological advances that are currently developing rapidly. Teachers and students will find it easier to carry out the teaching and learning process with technology. One of the implementers of technology is the use of  the Flipped Classroom  learning method.  Flipped Classroom learning  is a teaching and learning method where students participate in class while watching video lessons from outside the classroom through distance learning. A learning strategy known as "reverse classroom" uses a blended learning approach. The purpose of this study is to determine the effectiveness and learning outcomes of Makassar State University students by using Flipped Classroom as an implementation of technology. The population and samples in this study were active students of Makassar State University. The data collection technique in this study was to use a questionnaire sheet. The research method used is the Descriptive method with a quantitative approach. The research results obtained are the use  of Flipped Classroom among students of Makassar State University to increase the effectiveness and learning outcomes of students where with Flipped Classroom as a technology implementation will provide new experiences in carrying out the learning process.
Pengaruh Motivasi Belajar dan Pengetahuan Keteknikan Terhadap Keterampilan Peserta Didik dI SMK Negeri 1 Enrekang Yuanita B; Muh Ardi; Abdul Muis Mappalotteng; Putri Nanda Sari
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (208.902 KB) | DOI: 10.61255/jupiter.v1i1.23

Abstract

This study aims to discover (1) Engineering knowledge, learning motivation, school environment, and students’ skills at SMK Negeri 1 Enrekang, (2) the influence of engineering knowledge on students’ skills at SMK Negeri 1 Enrekang, (3) the influence of motivation on students’ skills at SMK Negeri 1 Enrekang. This type of research used quantitative research with a correlational approach The sampling technique used was a cluster random sampling technique. The analysis employed descriptive statistical analysis and inferential statistical analysis, namely the requirements analysis test and linear regression test. The results of this study indicate that (1) the results of descriptive statistical analysis show that engineering knowledge is in Very High category, the learning motivation is in Very High category, the school environment is in Very Good category, and the skills are in Very High category, (2) there is a positive and significant influence of knowledge engineering on students’ skills at SMK 1 Enrekang, (3) there is a positive and significant influence of learning motivation on students’ skills at SMK Negeri 1 Enrekang.
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

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.