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Exploring Podcast Learning Design: A Study of Theory, Philosophy, and Evaluation in Thesis Proposal Learning in Science Education Dasrieny Pratiwi; Friska Octavia Rosa; Arif Rahman Aththibby
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12447

Abstract

Advances in digital technology, particularly the use of podcasts, open significant opportunities for innovation in learning design. This study explores podcast-based learning in the context of teaching thesis proposals for science education students, reviewed from theoretical, philosophical, and evaluative perspectives. Using a literature review and descriptive analysis, various models of podcast-based design were examined with attention to pedagogical and technological dimensions. The findings show that this approach is grounded in constructivist, cognitive, and connectivism learning theories. Philosophically, it reflects progressivism and social constructivism, emphasizing experiential learning, independence, and collaboration. Evaluation results highlight the potential of podcasts to strengthen cognitive abilities, including conceptual and analytical understanding, as well as 21st-century skills such as critical thinking, communication, creativity, and collaboration. The study concludes that podcast development in higher education must align with instructional design principles tailored to student needs and course characteristics. Further research is needed to develop flexible models and assess their long-term impact on students’ academic performance. Importantly, the outcomes provide practical implications for integrating podcasts into science education curricula and for creating evaluation systems that measure higher-order learning outcomes.
PEMANFAATAN MICROSOFT SWAY SEBAGAI E-LKPD PADA MATERI SISTEM SIRKULASI DARAH Mila Wintriani; Dasrieny Pratiwi; Agus Sujarwanta
EDUBIOLOCK Vol. 7 No. 1 (2026): Bulan Maret 2026
Publisher : Prodi Pendidikan Biologi FKIP Universitas Muhammadiyah Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/edubiolock.v7i1.11321

Abstract

The investigation sought to reveal how the incorporation of Microsoft Sway within lessons on the human circulatory system influences learners’ critical reasoning abilities. An experimental framework was employed, emphasizing the integration of an electronic worksheet (E-LKPD) designed with Microsoft Sway into classroom activities. Participants consisted of eleventh-grade science students at SMA Kartikatama Metro. Information was obtained through assessments of critical reasoning as well as questionnaires capturing learners’ perceptions. Analysis demonstrated a notable rise in critical reasoning performance, reflected in an average N-Gain score of 0.728, categorized as “High.” Furthermore, questionnaire responses yielded an average score of 94.6%, signifying that learners viewed the use of Microsoft Sway in studying the circulatory system very positively. These outcomes affirm that the Microsoft Sway-based E-LKPD serves as a practical and effective medium for biology instruction, while simultaneously fostering the enhancement of students’ critical reasoning capacity.
Development of PjBL E-Modules with a Deep Learning Approach for Problem Solving and Scientific Literacy Endang Susilowati; Dasrieny Pratiwi; Friska Octavia Rossa; Arif Rahman Aththibby
Journal of Educational Sciences Vol. 10 No. 4 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.4.p.13-27

Abstract

The low scientific literacy and problem-solving skills of elementary school students indicate the need for innovative learning media that are meaningful, contextual, and appropriate to student characteristics. One alternative solution is the development of Project-Based Learning (PjBL)-based e-modules integrated with a deep learning approach. This study aims to develop interactive e-modules on the human respiratory system that can increase student learning engagement, reflective thinking, and in-depth understanding. The development model used is 4D (Define, Design, Develop, Disseminate). The Define stage is carried out by analyzing the curriculum and student needs. The Design stage produces an e-module design with a project structure that integrates critical thinking activities. The Develop stage involves validation by material experts (score 78/80), media (76/80), and language (75/80) with the category "very feasible". The Disseminate stage is carried out through a practicality test that shows very positive results, with an average score of 91% from teachers and 89% from students. The e-module is considered interesting, communicative, easy to use, and encourages independent learning and increased scientific literacy. The results of this study indicate that the developed e-module is feasible and practical for use in science learning in elementary schools.
Perseptual dan Keterampillan Guru dalam Pelatihan Pengembangan Media Pembelajaran Augmented Reality di SMP Muhammadiyah 3 Metro Sujarwanta, Agus; Ratini, Ratini; Pratiwi, Dasrieny; Saputra, Beny; Cholvistaria, Mia; Novita, Via Anggun; Handira, Dendra Siko
SINAR SANG SURYA Vol 10, No 1 (2026): Januari 2026
Publisher : UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/sss.v10i1.5018

Abstract

Pengabdian kepada masyarakat melalui pelatihan pengembangan media pembelajaran  augmented reality ini didasari oleh roblematika yang dihadapi guru dalam pembelajaran saat ini yakni  masih rendahnya pemanfaatan media pembelajaran berbasis teknologi, termasuk dalam konteks ini adalah augmented reality. Guru dan siswa belum banyak mengenal serta menggunakan augmented reality dalam proses belajar mengajar. Tujuan pengabdian masyarakat adalah untuk menguatkan perseptual  tentang urgensi pengembangan media augmented reality, dan menguatkan pengetahuan dan keterampilan guru mata pelajaran di SMP dan SMA Muhammmadiyah Kota Metro dapam menyusun media augmented reality. Metode yang digunakan dalam kegiatan ini menggunakan pelatihan dan pendampingan langsung penyusunan media augmented reality. Peserta pelatihan adalah guru SMP dan SMA Muhammadiyah di Kota Metro. Berdasarkan kegiatan pelatihan pengembangan media pembelajaran augmented reality bagi guru SMP dan SMA Muhammadiyah di Kota Metro dapat dismpulkan hasilnya: Pertama, secara perseptual para guru SMP dan SMA Muhammadiyah di Kota Metro tentang urgensi pengembangan media pembelajaran augmented realitymencapai skor  68,80 dari skor maksimal 100. Kedua, dampak pelatihan pengembangan media pembelajaran augmented reality terhadap pengetahuan guru SMP dan SMA Muhammadiyah Kota Metro mencapai skor 78,50 dengan jumlah peserta yang mencapainya sebanyak 7 (tujuh) orang peserta  dengan persentase 70%. Ketiga, dampak pelatihan pengembangan media pembelajaran augmented reality terhadap keterampilan guru SMP dan SMA Muhammadiyah Kota Metro dalam menyusun media augmented reality mencapai skor 75,00 dengan jumlah peserta yang mencapainya sebanyak 6 (enam) orang peserta  dengan persentase 60%.
Fun Over Function: The Role of Social Influence and Hedonic Motivation in Virtual Reality Adoption for Biology Education Umar Abdul Labib; Dasrieny Pratiwi; Beny Saputra
IJOEM: Indonesian Journal of E-learning and Multimedia Vol. 5 No. 2 (2026): Indonesian Journal of E-learning and Multimedia
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v5i2.636

Abstract

Background: The integration of Virtual Reality (VR) into higher education offers new possibilities for teaching intricate scientific subjects like biology. This medium provides interactive simulations that support hands-on learning. However, maximizing its potential requires a clear understanding of student acceptance.Aims: This research investigates the specific factors that shape the behavioral intention of pre-service biology teachers to utilize VR as a learning medium.Methods: Data was collected from 143 participants following a practical VR simulation session. The study applied a customized Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) framework, and the analysis was conducted using Partial Least Squares Structural Equation Modeling (PLS-SEM).Results: The tested model accounted for 31.4% of the variance in behavioral intention (R² = 0.314). The findings highlight that social and emotional variables are the main catalysts for initial adoption. Both Social Influence (SI) (β = 0.261, p < 0.05) and Hedonic Motivation (HM) (β = 0.250, p < 0.05) exerted significant positive effects. Conversely, the utilitarian variables named Performance Expectancy (PE) (β = 0.056, p > 0.05) and Effort Expectancy (EE) (β = 0.118, p > 0.05) did not show statistical significance.Conclusion: Initial acceptance of immersive technologies in this context is predominantly influenced by peer dynamics and the perceived enjoyment of the tool, rather than utilitarian evaluations.
Exploration of Technology-assisted Summative Assessment Instruments in Differentiation Learning Tri Lestari; Friska Octavia Rosa; Riswanto Riswanto; Dasrieny Pratiwi
Jurnal Penelitian Pendidikan IPA Vol 9 No 10 (2023): October
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i10.4342

Abstract

This research aims to determine the feasibility, produce a design, and assess the practicality of using IT-based summative assessment in differentiated physics learning. The developed product consists of an IT-based summative assessment in Quizizz for questions and Google Forms for assessment rubrics (poster and video). The research adopts the ADDIE model. The valid user practicality response sheet has an average of 0.93 and a reliability coefficient of 80%. The student practicality response questionnaire results indicate an average of 88.06% with a convenient category. The summative assessment in the form of test items yields an average of 77.77, with 45% of students achieving this score. The summative assessment in the form of a poster yields an average of 82.86, with 35% of students achieving this score. In contrast, the innovative video summative assessment results in an average of 88.75, with 20% of students achieving this score.
Perseptual dan Keterampillan Guru dalam Pelatihan Pengembangan Media Pembelajaran Augmented Reality di SMP Muhammadiyah 3 Metro Agus Sujarwanta; Ratini Ratini; Dasrieny Pratiwi; Beny Saputra; Mia Cholvistaria; Via Anggun Novita; Dendra Siko Handira
SINAR SANG SURYA Vol 10 No 1 (2026): Januari 2026
Publisher : UM Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/sss.v10i1.5018

Abstract

Pengabdian kepada masyarakat melalui pelatihan pengembangan media pembelajaran  augmented reality ini didasari oleh roblematika yang dihadapi guru dalam pembelajaran saat ini yakni  masih rendahnya pemanfaatan media pembelajaran berbasis teknologi, termasuk dalam konteks ini adalah augmented reality. Guru dan siswa belum banyak mengenal serta menggunakan augmented reality dalam proses belajar mengajar. Tujuan pengabdian masyarakat adalah untuk menguatkan perseptual  tentang urgensi pengembangan media augmented reality, dan menguatkan pengetahuan dan keterampilan guru mata pelajaran di SMP dan SMA Muhammmadiyah Kota Metro dapam menyusun media augmented reality. Metode yang digunakan dalam kegiatan ini menggunakan pelatihan dan pendampingan langsung penyusunan media augmented reality. Peserta pelatihan adalah guru SMP dan SMA Muhammadiyah di Kota Metro. Berdasarkan kegiatan pelatihan pengembangan media pembelajaran augmented reality bagi guru SMP dan SMA Muhammadiyah di Kota Metro dapat dismpulkan hasilnya: Pertama, secara perseptual para guru SMP dan SMA Muhammadiyah di Kota Metro tentang urgensi pengembangan media pembelajaran augmented realitymencapai skor  68,80 dari skor maksimal 100. Kedua, dampak pelatihan pengembangan media pembelajaran augmented reality terhadap pengetahuan guru SMP dan SMA Muhammadiyah Kota Metro mencapai skor 78,50 dengan jumlah peserta yang mencapainya sebanyak 7 (tujuh) orang peserta  dengan persentase 70%. Ketiga, dampak pelatihan pengembangan media pembelajaran augmented reality terhadap keterampilan guru SMP dan SMA Muhammadiyah Kota Metro dalam menyusun media augmented reality mencapai skor 75,00 dengan jumlah peserta yang mencapainya sebanyak 6 (enam) orang peserta  dengan persentase 60%.
Optimalisasi media pembelajaran berbasis digital memanfaatkan AI dan Canva bagi pendidik di SMP Negeri 3 Batanghari Friska Octavia Rosa; Dasrieny Pratiwi; Arif Rahman Aththibby; Achyani Achyani; Nyoto Suseno
Dedikasi Nusantara: Jurnal Pengabdian Masyarakat Pendidikan Dasar Vol 6 No 1 (2026): Dedikasi Nusantara
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dedikasi.v6i1.28889

Abstract

Pesatnya kemajuan teknologi digital menuntut pendidik untuk mampu mengoptimalkan media pembelajaran interaktif, namun staf pengajar di SMP Negeri 3 Batanghari masih menghadapi keterbatasan keterampilan desain grafis dan waktu persiapan mengajar yang berdampak pada monotonnya aktivitas pembelajaran daring maupun harian. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk mengoptimalkan kompetensi pendidik dalam memproduksi media pembelajaran digital melalui alur kerja terintegrasi memanfaatkan Artificial Intelligence (AI) dan platform Canva. Pelatihan dilaksanakan selama 16 jam pelajaran (JP) dengan melibatkan 20 orang pendidik peserta melalui tahapan sosialisasi, workshop (ceramah, demonstrasi, praktik mandiri berbasis proyek), evaluasi, dan tindak lanjut. Data dikumpulkan menggunakan instrumen penilaian produk dan angket respons skala Likert, kemudian dianalisis menggunakan teknik statistik deskriptif kuantitatif. Program ini secara terukur berhasil meningkatkan keterampilan teknis pendidik dengan kenaikan skor rata-rata kemampuan pada aspek desain tata letak Canva sebesar 46 poin dan integrasi kearifan lokal sebesar 40 poin. Hasil angket kepuasan menunjukkan indikator kemanfaatan platform (perceived usefulness) mencapai 86% dan kemudahan penggunaan (perceived ease of use) sebesar 82%. Luaran fisik konkret dari kegiatan ini adalah keberhasilan seluruh peserta dalam memproduksi minimal satu media ajar mandiri. Integrasi AI dan Canva terbukti efektif dan efisien dalam memangkas hambatan psikologis serta waktu produksi media ajar digital, sekaligus berkontribusi positif terhadap pemenuhan kerangka kerja TPACK pendidik secara berkelanjutan.
Validation of ethnoscience-based interactive e-module on heat transfer in traditional coffee processing Enni Maria; Friska Octavia Rosa; Dasrieny Pratiwi; Nyoto Suseno
Educenter : Jurnal Ilmiah Pendidikan Vol. 5 No. 2 (2026): Educenter: Jurnal Ilmiah Pendidikan
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/p2f74e26

Abstract

Students’ science process skills remain low due to theoretical, non-contextual teaching materials, especially in heat transfer topics, which indicates the need for innovative, ethnoscience-based learning resources. This study is unique in integrating ethnoscience, interactive e-modules, and traditional coffee processing context for junior high school heat transfer learning. The method used is Research and Development (R&D) with a 4D (Define, Design, Develop, Disseminate) model, limited to the develop stage. The research subjects involved Six experts (material, media, and science process skills) validated the module using standardized instruments. Data was collected through expert validation sheets and analyzed descriptively, quantitatively, and qualitatively. Data was collected through expert validation sheets and analyzed descriptively, quantitatively, and qualitatively. The validation results showed that the e-module obtained a high category in the media aspect (67.08%), material (65.83%), and very high in the science process skills facilitation aspect (86.67%). These scores indicate that the e-module meets the high feasibility criteria, particularly in facilitating students’ science process skills. Based on these results, the e-module was declared suitable for use as contextual teaching materials that can facilitate students’ scientific skills. Further studies should examine its practicality and effectiveness in classroom settings.
Persepsi Mahasiswa Pendidikan Biologi terhadap Pembelajaran Hybrid pada Mata Kuliah Sains Mia Cholvistaria; Ade Gunawan; Dasrieny Pratiwi
JURNAL BIOSHELL Vol 15 No 2 (2026): Oktober
Publisher : Universitas Islam Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56013/bio.v15i2.5520

Abstract

Pembelajaran hybrid yang menggabungkan tatap muka dan daring telah banyak diterapkan di pendidikan tinggi, namun penerapannya pada mata kuliah sains masih perlu dikaji karena membutuhkan penjelasan konseptual, interaksi, dan praktikum. Penelitian ini bertujuan untuk mendeskripsikan persepsi mahasiswa Pendidikan Biologi terhadap pembelajaran hybrid pada mata kuliah sains. Penelitian menggunakan metode survei cross-sectional terhadap 112 mahasiswa dengan kuesioner 15 butir skala Likert dan pertanyaan terbuka. Data dianalisis secara deskriptif dan reliabilitas instrumen diuji menggunakan Cronbach’s alpha. Hasil menunjukkan bahwa kesiapan teknologi mahasiswa tergolong tinggi, dengan 100% mahasiswa memiliki smartphone dan 75% memiliki laptop. Persepsi mahasiswa terhadap pembelajaran hybrid berada pada kategori positif dengan rerata 3,87 dari skala 5. Aspek kejelasan penjelasan tatap muka memperoleh respons tertinggi sebesar 91%, sedangkan kenyamanan diskusi daring lebih rendah sebesar 68%. Sebanyak 63% mahasiswa memilih pembelajaran tatap muka penuh dan 37% memilih hybrid. Temuan ini menunjukkan bahwa pembelajaran hybrid diterima cukup baik, tetapi perlu penguatan pada interaksi daring, stabilitas internet, dan desain praktikum.