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Persepsi Mahasiswa terhadap Media Virtual Reality (VR) dalam Pembelajaran di Era Revolusi Industri 4.0 Zulfikasari, Sony; Wardi, Wardi; Windiyantono, Wahyu Adhi
Jurnal Penelitian Pendidikan Vol 38, No 2 (2021): Oktober 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v38i2.31823

Abstract

Artikel ini membahas tentang persepsi mahasiswa terhadap media Virtual Reality (VR) dalam pembelajaran di era Revolusi Industri 4.0.. Hal yang difokuskan adalah persepsi media VR dalam pembelajaran ini adalah adaptasi VR di era Revolusi Industri 4.0 yang bercirikan pada Artificial intelligence (AI) dan Robotic dengan tidak meninggalkan aspek-aspek pembelajaran (instructional) untuk ketercapaian tujuan pembelajaran. Artikel ini bertujuan untuk mengetahui persepsi mahasiswa terhadap keterterapan Media Virtual Reality (VR) dalam pembelajaran di era Revolusi Industri 4.0.. Artikel ini dilakukan dengan metode kuantitatif survey dengan responden mahasiswa prodi Teknologi Pendidikan pada konsentrasi ilmu Multimedia Pembelajaran. Data diperoleh melalui angket. 
Keterterapan Media Virtual Reality (VR) dilihat dari Persepsi Mahasiswa dalam Pembelajaran di Era Revolusi Industri 4.0 Zulfikasari, Sony; Wardi, Wardi; Windiyantono, Wahyu Adhi
Jurnal Penelitian Pendidikan Vol 38, No 2 (2021): October 2021
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v38i2.31823

Abstract

Tulisan ini merupakan kajian tentang keterterapan media Virtual Reality (VR) dalam pembelajaran di era Revolusi Industri 4.0.. Hal yang difokuskan dalam kajian persepsi ini adalah tentang bagaimana media VR ini mampu beradaptasi di era Revolusi Industri 4.0 yang bercirikan pada Artificial intelligence (AI) dan Robotic dengan tidak meninggalkan aspek-aspek pembelajaran (instructional) untuk ketercapaian tujuan pembelajaran. Berdasarkan hal tersebut tulisan ini bertujuan untuk mengetahui persepsi mahasiswa terhadap keterterapan Media Virtual Reality (VR) dalam pembelajaran di era Revolusi Industri 4.0.. Kajian ini dilakukan dengan metode kualitatif deskriptif yang menggambarkan hasil nyata tanpa menjelaskan hubungan antar variabel dan juga tidak menguji hipotesis. Sasaran kajian ini adalah mahasiswa prodi Teknologi Pendidikan dengan sasaran mahasiswa yang berfokus pada konsentrasi Multimedia Pembelajaran. Data diperoleh melalui studi literatur, wawancara dan penggunaan langsung media Virtual Reality (VR). Hasil dari kajian ini merupakan persepsi mahasiswa tentang media VR dalam pembelajaran di Era Industri 4.0.
A Game PEKA untuk Trauma Healing Pada Anak Pasca Bencana di Kabupaten Banyumas Rafika Bayu Kusumandari; Suripto Suripto; Sony Zulfikasari
JTP - Jurnal Teknologi Pendidikan Vol 21 No 3 (2019): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (491.984 KB) | DOI: 10.21009/jtp.v21i3.13043

Abstract

The research objective is the use of PEKA games for healing trauma in disaster areas. This research uses discuss "Qualitative Research". Research results: this research was conducted in the village of Klahang, Sokaraja District, Banyumas Regency. Where there was a fire accident at the Bakso stall next to the TPQ during the learning process. This makes children overcome trauma. Of the 34 children there were 14 children who were used as research respondents. For the data collection process carried out for 7 days. There are 4 children who suffered severe trauma, 5 moderate trauma and 5 minor trauma. Children who were severely traumatized when it happened were near a meatball stall that exploded and then caught fire. Conclusion: this learning game is effective for overcoming learning in disaster areas and for reducing trauma in post-disaster children.
Strengthening Digital Literacy Education Based on Virtual Reality Ginanjar, Asep; Zulfikasari, Sony; Nisa, Aisyah Nur Sayidatun; Hermanto, Fredy; Putri, Noviani Achmad; Wiranto, Aan Probo; Lestari, Diah Ayu Puji; Almanda, Rafi Larepa; Refiyan, Tio Putra
Jurnal Puruhita Vol 6 No 1 (2024): February 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/puruhita.v6i1.76738

Abstract

In this increasingly advanced era of technology and information, culture with local wisdom should not be forgotten. The role of local wisdom critically changes and shapes global culture to be meaningful and in accordance with the social and cultural life of society, including in the world of education. Therefore, teachers are currently required to be able to preserve local values amidst the rapid flow of technological progress. One effort that can be made through learning activities using Virtual Reality by social studies teachers in Kudus Regency. Kudus Regency is rich in local wisdom that can be used as a source of social studies learning such as the Menara Kudus Mosque, Kretek Museum, Pati Ayam Site, Kudus Traditional House, etc. Through this local wisdom-based virtual reality , it is hoped that it can train students to preserve socio-cultural conservation values through local wisdom in Kudus Regency. Therefore, to achieve this goal, special skills are needed for teachers to package local wisdom in society into digital form. These skills must be possessed by teachers as educators so that social studies learning can run more meaningfully. The training method in this activity is Community Development Practice which includes team formation, goal formulation, target community identification, needs collection and analysis, problem solution priority determination, preparation, implementation, mentoring, review and evaluation, and ending with determining new needs and targets. The ability to develop digital learning media that is relevant to the times is certainly a skill that is very much needed by teachers in this digital era. Through this community service activity, teachers can improve their skills in developing virtual reality- based learning media . Teachers can package local wisdom materials in digital form which of course will be more appropriate for the native digital generation that currently dominates school benches.
Utilization of Chat GPT Artificial Intelligence (AI) in Student’s Learning Experience Gen-Z Class Zulfikasari, Sony; Sulistio, Basuki; Aprilianasari, Woro
Lectura : Jurnal Pendidikan Vol. 15 No. 1 (2024): Lectura: Jurnal Pendidikan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/lectura.v15i1.18840

Abstract

Technology presents data very quickly, if students do not get enough assistance from lecturers in analytical thinking, the students will present data without studying further or it will convince them that what is presented is justifiable. Lecturers need to understand the students' learning habit nowadays. The focus in this study is the usage of Chat GPT AI in Student Learning Experience in Gen-Z classroom. This study provides in-depth attention to educators, especially lecturers, so that they can adapt to Gen Z's learning experience tendencies and the latest developments in learning media to create the material. The method used in this study is descriptive quantitative with questionnaires distributed to students. The respondent in this study is 392 Gen Z students chosen with purposive random sampling. The use of Chat GPT AI is familiar to Gen-Z students. Therefore, they should double-check the results of Chat GPT so as not to make misinformation and they provide a complete understanding. Lecturers as facilitators in the classroom must be more careful in reviewing the assignments collected by students, so that lecturers can measure precisely that the assignments are the same as the level of student understanding. In addition, the lecturers should notice that the information presented is correct.
EFEKTIVITAS TERAPI SELF-TALK DALAM MENGURANGI KECEMASAN SISWA SEKOLAH DASAR SAAT TAMPIL DI DEPAN KELAS SARI, WORO APRILIANA; ZULFIKASARI, SONY
ELEMENTARY: Jurnal Inovasi Pendidikan Dasar Vol. 5 No. 1 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/elementary.v5i1.4157

Abstract

Children often feel afraid to speak in front of the class due to various psychological and social factors affecting their development. This anxiety can hinder communication skills, reduce self-confidence, and negatively impact academic performance. The fear of negative evaluation, lack of self-confidence, and environmental pressure contribute to these feelings. Self-talk can help individuals recognize and transform negative thought patterns into positive affirmations, thereby enhancing self-confidence and improving their ability to handle challenging situations. This study aims to investigate the effectiveness of Self-Talk Therapy as an intervention method to reduce public speaking anxiety among elementary school students. The research employs a quantitative method with a quasi-experimental pretest-posttest design, and data analysis is conducted using the t-test technique. The results indicate that Self-Talk Terapi is effective in reducing students' anxiety, as reflected by a significant decrease in the average anxiety score from 70.47 to 43.13. These findings provide a foundation for developing broader, accessible mental health intervention programs that are relevant for the prevention and management of mental health issues in society. ABSTRAKAnak sering merasa takut untuk maju ke depan kelas karena berbagai faktor psikologis dan sosial yang memengaruhi perkembangan mereka. Kecemasan ini menghambat kemampuan komunikasi, mengurangi rasa percaya diri, dan berdampak negatif pada prestasi belajar. Hal ini disebabkan oleh rasa takut terhadap penilaian negatif, kurangnya keyakinan diri, dan tekanan lingkungan. Self-talk membantu individu mengenali dan mengubah pola pikir negatif menjadi afirmasi positif, sehingga meningkatkan rasa percaya diri dan kemampuan menghadapi situasi sulit. Penelitian ini bertujuan untuk menyelidiki efektivitas Self-Talk terapi sebagai metode intervensi untuk mengurasi kecemasan tampil di depan kelas pada anak sekolah dasar. Penelitian ini menggunakan metode kuantitatif dengan desain quasi-eksperimen pretest-posttest. Analisis data menggunakan Teknik uji-t. Self-talk terapi terbukti efektif mengurangi kecemasan siswa, ditunjukkan oleh penurunan signifikan skor rata-rata kecemasan dari 70,4667 menjadi 43,1333. Temuan ini menjadi dasar pengembangan program intervensi kesehatan mental yang lebih luas, mudah diakses, dan relevan untuk pencegahan serta penanganan masalah kesehatan mental di masyarakat.
Artificial Intelligence (AI) Chatbots and Critical Thinking: Gen Z's Perspective on Completing Tasks in the Era of Society 5.0. Zulfikasari, Sony; Sulistio, Basuki; Wahzudik, Niam
Indonesian Journal of Educational Science (IJES) Vol 7 No 2 (2025): Indonesian Journal of Educational Science (IJES)
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/ijes.v7i2.4710

Abstract

Critical thinking plays a crucial role in the academic and professional development of students. The integration of artificial intelligence (AI) in the context of Society 5.0 is particularly noteworthy, especially with the emergence of AI Chatbot tools that are transforming how students engage in learning. This study aims to explore students' perceptions of using chatbots concerning their critical thinking abilities when completing assignments. To achieve this, a descriptive quantitative research method was employed, utilizing survey questionnaires distributed to students. The analysis involved collecting, structuring, and interpreting quantitative descriptive data, with instrument validity ensured through expert review. The results indicate that Chatbot AI can support Gen Z students in developing critical thinking skills by helping them clarify problems, categorize information, and structure their answers. However, it should not replace the importance of discussion and reflection. Therefore, its use should be balanced with learning strategies that promote information verification, academic discussions, and practical application. Educational institutions must ensure that chatbot AI usage fosters reflection, provides contextualized solutions, and encourages ethical practices.
PENGUATAN PENDIDIKAN LITERASI DIGITAL BERBASIS VIRTUAL REALITY BAGI GURU IPS DI KABUPATEN KUDUS Asep Ginanjar; Sony Zulfikasari; Aisyah Nur Sayidatun Nisa; Fredy Hermanto; Noviani Achmad Putri; Aan Probo Wiranto; Diah Ayu Puji Lestari; Rafi Larepa Almanda; Tio Putra Refiyan
Harmony: Jurnal Pembelajaran IPS dan PKN Vol. 9 No. 1 (2024): Volume 9 Nomor 1 Mei 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/harmony.v9i1.21723

Abstract

Era teknologi dan informasi yang semakin maju ini, budaya dengan kearifan lokal tidak boleh dilupakan. Peran kearifan lokal secara kritis mengubah dan membentuk budaya global menjadi bermakna dan sesuai dengan kehidupan sosial dan budaya masyarakat, termasuk di dalamnya dunia pendidikan. Maka dari itu guru saat ini dituntut untuk mampu melestarikan nilai-nilai lokal ditengah arus kemajuan teknologi yang begitu deras. Salah satu upaya yang dapat dilakukan melalui kegiatan pembelajaran dengan menggunakan Virtual Reality oleh guru IPS di Kabupaten Kudus. Kabupaten Kudus kaya akan kearifan lokal yang dapat dimanfaatkan sebagai sumber belajar IPS seperti Masjid Menara Kudus, Museum Kretek, Situs Pati Ayam, Rumah Tradisional Kudus, dll. Melalui Virtual reality berbasis kearifan lokal ini diharapkan dapat melatih peserta didik untuk melestarikan nilai-nilai konservasi sosial budaya melalui kearifan lokal yang ada di Kabupaten Kudus. Metode pelatihan dalam kegiatan ini yaitu Praktek Pengembangan Masyarakat atau Community Development Practice. Kemampuan dalam mengembangkan media pembelajaran digital yang relevan dengan jaman tentunya merupakan keterampilan yang sangat dibutuhkan oleh guru pada era digital ini. Melalui kegiatan pengabdian kepada masyarakat ini, guru dapat meningkatkan keterampilan dalam mengembangkan media pembelajaran berbasis viritual reality. Guru dapat mengemas materi kearifan lokal dalam bentuk digital yang tentunya akan lebih sesuai dengan generasi native digital yang saat ini mendominasi bangku sekolah. In this increasingly advanced era of technology and information, culture and local wisdom must not be forgotten. The role of local wisdom is to critically change and shape global culture to make it meaningful and appropriate to the social and cultural life of society, including the world of education. Therefore, teachers are currently required to be able to preserve local values ​​amidst the rapid flow of technological progress. One effort that can be made is through learning activities using Virtual Reality by social studies teachers in Kudus Regency. Kudus Regency is rich in local wisdom which can be used as a social studies learning resource such as the Kudus Tower Mosque, Kretek Museum, Chicken Starch Site, Kudus Traditional House, etc. Through virtual reality based on local wisdom, it is hoped that it can train students to preserve socio-cultural conservation values ​​through local wisdom in Kudus Regency. The training method in this activity is Community Development Practice. The ability to develop digital learning media that is relevant to the times is certainly a skill that is really needed by teachers in this digital era. Through this community service activity, teachers can improve their skills in developing virtual reality-based learning media. Teachers can package local wisdom material in digital form which will certainly be more suitable for the digital native generation that currently dominates school.
A Decade of Artificial Intelligence and Machine Learning in School Education: A Bibliometric Analysis (2015–2024) Zulfikasari, Sony; Mulyono, Sungkowo Edy; Arbarini, Mintarsih
Proceedings of International Conference on Science, Education, and Technology Vol. 11 (2025)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the past decade, the use of Artificial Intelligence (AI) and Machine Learning (ML) in school education has experienced rapid growth. This study aims to analyze trends in annual scientific publications, average citations, thematic evolution, keyword co-occurrence, and author collaboration (co-authorship) related to this topic. Data were retrieved from the Scopus database for the period 2015–2024 and analyzed using Biblioshiny and VOSviewer. The analysis reveals a significant surge in publications after 2020, with a high level of global collaboration and a dominance of contributions from developed countries such as the United States and Finland. Thematic evolution reveals a shift from technical topics such as machine learning and data science toward more applied and contextual issues, including AI literacy, ChatGPT, and secondary education. Keyword mapping identifies five key clusters, emphasizing AI integration in education systems, personalized learning technologies, and the intersection of AI with social and ethical concerns. This study offers a comprehensive overview of the scholarly landscape and highlights challenges such as unequal adoption in developing countries, algorithmic bias, and the need for inclusive, ethical education policies. The findings aim to guide researchers, educators, and policymakers in promoting AI-informed teacher training, developing relevant AI literacy curricula, and fostering international collaboration to support equitable and effective use of intelligent technologies in school education.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS AUGMENTED REALITY MATERI BENTUK MOLEKUL KELAS XI DI MADRASAH ALIYAH NEGERI Nugroho, Nazario Candra; Zulfikasari, Sony
SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/science.v5i3.6926

Abstract

This research is motivated by students' difficulties in understanding the abstract and three-dimensional nature of molecular shapes, exacerbated by the limitations of conventional learning media such as molymod and PowerPoint at MAN 3 Kebumen. The gap between the high visualization needs and the available facilities encourages the need for technological innovation. Therefore, this research focuses on the development and feasibility testing of interactive learning media based on Augmented Reality (AR) as a solution for visualizing molecular shapes. This research uses the Research and Development (R&D) method with the 4D model (Define, Design, Development, Disseminate). The research stages include needs analysis, media design using Unity and Vuforia, product development, as well as validation by experts and limited trials on teachers and students. The main findings show that this AR learning media is declared very valid by material experts (91%) and media experts (96.5%). In addition, this media is also considered very suitable for use in learning based on the results of teacher and student responses in limited trials, with a feasibility score reaching 95.58%. It is concluded that the AR learning media developed is a valid and practical solution to overcome visualization constraints in learning molecular shapes, and is worthy of being disseminated. ABSTRAKPenelitian ini dilatarbelakangi oleh kesulitan siswa dalam memahami materi bentuk molekul yang bersifat abstrak dan tiga dimensi, diperparah oleh keterbatasan media pembelajaran konvensional seperti molymod dan PowerPoint di MAN 3 Kebumen. Adanya kesenjangan antara kebutuhan visualisasi yang tinggi dengan sarana yang tersedia mendorong perlunya inovasi teknologi. Oleh karena itu, penelitian ini berfokus pada pengembangan dan pengujian kelayakan media pembelajaran interaktif berbasis Augmented Reality (AR) sebagai solusi untuk memvisualisasikan bentuk molekul. Penelitian ini menggunakan metode Riset dan Pengembangan (R&D) dengan model 4D (Define, Design, Development, Disseminate). Tahapan penelitian meliputi analisis kebutuhan, perancangan media menggunakan Unity dan Vuforia, pengembangan produk, serta validasi oleh ahli dan uji coba terbatas pada guru dan siswa. Temuan utama menunjukkan bahwa media pembelajaran AR ini dinyatakan sangat valid oleh ahli materi (91%) dan ahli media (96,5%). Selain itu, media ini juga dinilai sangat layak digunakan dalam pembelajaran berdasarkan hasil respons guru dan siswa pada uji coba terbatas, dengan skor kelayakan mencapai 95,58%. Disimpulkan bahwa media pembelajaran AR yang dikembangkan merupakan solusi yang valid dan praktis untuk mengatasi kendala visualisasi dalam pembelajaran bentuk molekul, serta layak untuk disebarluaskan.