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Gamifikasi Berbasis Website Untuk Mata Kuliah Manajemen Sistem Informasi Di Program Studi S1 Teknologi Pendidikan FIP UNJ Menggunakan Model Integrative Learning Design Framework (ILDF). Ariani, Diana; Widyaningrum, Retno; Suprayekti
Jurnal Pembelajaran Inovatif Vol. 7 No. 2 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.072.04

Abstract

Penelitian pengembangan ini bertujuan untuk: 1) menghasilkan produk berupa media Smart Box. 2) Menguji keefektifan penggunaan produk pengembangan media Smart Box untuk Siswa kelas 4 di SDN Cijujung 01 Kabupaten Bogor. Penelitian ini merupakan penelitian pengembangan dengan menggunakan model 4D, Thiagarajan (1974). Pengumpulan data menggunakan wawancara, angket, dan test, dengan subjek melibatkan satu guru kelas 4D dan 34 siswa kelas 4D SDN Cijujung 01 Kabupaten Bogor. Analisis data menggunakan teknil analisis data kualitatif dan kuantitaif. Hasil penelitian ini adalah uji coba small group dengan nilai 63,37% kategori “efektif”, uji coba field test dengan nilai 66,59% kategori “efektif”, hasil angket respon uji coba small group dengan skor 97,1% kategori “sangat valid”, hasil angket uji coba field test dengan skor 95,2% kategori “sangat valid”. Kesimpulan Hasil penelitian adalah: (1) Media Smart Box dapat meningkatkan pemahaman belajar siswa kelas 4 di SDN Cijujung 01 Kabupaten Bogor, dan (2) Media Smart Box efektif digunakan sebagai media pembelajaran “Pendidikan Pancasila” di kelas 4.
Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students Suprayekti; Kunto Imbar; Della Nuari; Ariani, Diana; Widyaningrum, Retno; Kustandi, Cecep
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v25i2.34717

Abstract

The lack of practice questions given by the teacher resulted in students having difficulties in operating multiplication. This study aims to produce an android-based gamification application as a medium to support the learning process in operating multiplication material for third grade elementary school students. This development research uses the Rapid Prototyping model. The subjects involved in this study consisted of 2 material experts, 1 instructional design expert, 1 media expert, 3 students for individual trials, 9 students for small group trials, and 15 students for field trials. Data collection methods used are unstructured interviews and questionnaires. The gamification development process is carried out through 5 stages, namely (a) needs analysis and content analysis, (b) determining objectives, (c) building prototypes, (d) utilizing prototypes, (e) system installation and maintenance. The results of the expert review showed improvement, the results of individual trials and small group trials for all aspects received a positive response but there were 3 suggestions for improvement in the small group test, and the results of the field trial of 15 students had achieved a score above the minimum completeness criteria. Based on the results of this analysis, it can be concluded that Android-based gamification media can be used as enrichment for independent learning for third grade elementary school students.
Massive Online Open Courses (MOOC) Deep Learning Mata Kuliah Manajemen Sistem Informasi Untuk Mendukung Kemandirian Belajar Mahasiswa Utami, Resti; Ariani, Diana; suprayekti, suprayekti
Jurnal Pembelajaran Inovatif Vol. 8 No. 2 (2025): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.082.04

Abstract

Perkembangan teknologi digital telah mendorong perguruan tinggi untuk mengadopsi model pembelajaran yang inovatif, salah satunya adalah Massive Open Online Courses (MOOC). Penelitian ini bertujuan mengembangkan dan mengevaluasi MOOC berbasis Deep Learning pada mata kuliah Manajemen Sistem Informasi di Program Studi Teknologi Pendidikan Universitas Negeri Jakarta. Penelitian menggunakan model pengembangan ADDIE yang terdiri dari lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Subjek penelitian melibatkan 70 mahasiswa semester V. Data dikumpulkan melalui angket, observasi, tes, dan wawancara, kemudian dianalisis secara deskriptif kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa MOOC berbasis Deep Learning mampu meningkatkan keterlibatan mahasiswa (82%), penyelesaian tugas tepat waktu (76%), dan nilai rata-rata mahasiswa dari 68 (pretest) menjadi 82 (posttest). Temuan ini memperkuat bahwa integrasi Deep Learning dalam MOOC dapat meningkatkan pemahaman, kemandirian, dan keterampilan berpikir kritis mahasiswa. Penelitian ini memberikan kontribusi bagi pengembangan pembelajaran daring yang lebih inovatif, interaktif, dan berkelanjutan di era digital, serta mendukung pencapaian Sustainable Development Goal (SDG) 4: Quality Education.
Enhancing Teaching Material Development through a Digital Book Based on First Principles of Instruction Ariani, Diana; Andinnari, Shaffiya Rasidha; Setiasih, Ratri Mei; Zulfa Anis, Anggita
Tadris: Jurnal Keguruan dan Ilmu Tarbiyah Vol 11 No 1 (2026): Tadris: Jurnal Keguruan dan Ilmu Tarbiyah
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/tadris.v11i1.28820

Abstract

The rapid advancement of digital technology has fundamentally reshaped how higher education students access and engage with learning resources, particularly among digital natives who demonstrate strong preferences for interactive, multimodal, and non-linear content formats. This transformation necessitates the development of instructional materials that are not only technologically enhanced but also grounded in sound, evidence-based pedagogical frameworks. The present study aimed to design, develop, and evaluate a digital book for the Instructional Materials Development course in the Bachelor of Educational Technology program at Universitas Negeri Jakarta, Indonesia, by systematically integrating Merrill’s First Principles of Instruction (FPI) with the Rowntree development model. The development process followed three sequential and iterative stages: (1) planning, (2) preparation for writing, and (3) writing with revision. Formative evaluation was conducted by an instructional design expert, a media design expert, and 42 undergraduate students enrolled in the target course as end users. The results demonstrated high validity and practicality of the developed digital book, with overall mean scores of 4.60 from the instructional expert, 4.64 from the media expert, and 4.47 from the student trial on a five-point Likert scale. These findings indicate that the FPI-based digital book is pedagogically sound, technically robust, and strongly aligned with the learning preferences and professional needs of digital-native undergraduate students. The study contributes an empirically validated, replicable instructional design framework that integrates pedagogical theory, systematic development methodology, and empirical formative evaluation within a single development cycle, thereby advancing both the theory and practice of digital learning resource development in higher education.