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Pengembangan Assessment Technology Innovation untuk Mereduksi Kecurangan Akademik Kartika Sari, Dewi Nur Laili; Yerry Soepriyanto; Muhibuddin Fadhli
Epistema Vol. 6 No. 1 (2025): Vol. 6 No. 1 (2025)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/ep.v6i1.84636

Abstract

Kegiatan asesmen dalam evaluasi pembelajaran saat ini masih menggunakan media umum seperti Google Form atau kertas yang kerap berisiko menimbulkan kecurangan akademik. Oleh karena itu, penelitian ini bertujuan mengembangkan inovasi media asesmen formatif yang layak digunakan dalam evaluasi pembelajaran. Media ini memanfaatkan teknologi QR card yang berbeda untuk tiap mahasiswa dalam menjawab soal asesmen guna mereduksi kecurangan akademik. Penelitian ini dilakukan pada asesmen formatif mahasiswa S1 Teknologi Pendidikan angkatan 2023 sebanyak 4 kelas dalam mata kuliah Inovasi Multimedia. Prosedur penelitian menggunakan metode Research & Development dengan model Thiagarajan, yaitu Define, Design, Develop, dan Disseminate (4D). Teknik pengumpulan data menggunakan angket validasi ahli media dan angket responden untuk mengetahui kelayakan media asesmen, dengan instrumen berupa lembar validasi dan angket respon mahasiswa. Data dianalisis secara deskriptif kuantitatif. Hasil akhir penelitian ini adalah produk media asesmen formatif berbasis teknologi QR yang mendapat respon positif dari ahli media dan mahasiswa, menunjukkan bahwa media ini layak digunakan dalam evaluasi pembelajaran untuk mengurangi kecurangan akademik.
Peningkatan Mutu Kreativitas Masyarakat Melalui Pemanfaatan Kerajinan Tangan Anyaman di Dukuh Jiwir Magetan Anthori, Muhammad; Mirana, Ludiya Yayang; Syah, Muhammad Fahmi Johan; Fauziati, Endang; Fadhli, Muhibuddin; Kusparlina, Eny Pemilu
Buletin KKN Pendidikan Vol. 3, No. 2, Desember 2021
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/bkkndik.v3i2.15693

Abstract

Pengabdian ini bertujuan untuk meningkatkan kreativitas dalam segi motif dan variasi pada anyaman bambu, menambah daya tarik konsumen, peningkatan peminat pada kerajinan tangan tradisional, dan ekonomi pengrajin sendiri meningkat. Metode pelaksanaan kegiatan KKN Pengabdian masyarakat ini dilakukan melalui beberapa tahap, (1) Melakukan koordinasi dengan pemerintah desa yaitu lurah Desa Sendangagung, RT, perajin an-yaman bambu Dukuh Jiwir RT 02 RW 01 Desa Sendangagung, (2) Tahap identifikasi berupa obervasi dan wawancara kepada masyarakat sekitar dukuh Jiwir desa, (3) Ikut andil dalam proses pembuatan anyaman bambu, (4) Melakukan proses dokumentasi sebagai bagian dari pengambilan data, (5) Mahasiswa mulai me-nyusun laporan pengabdian berupa artikel publikasi. Hasil dari pengabdian ini menunjukkan bahwa program untuk meningkat-kan kreativitas dalam mengembangkan kerajinan anyaman bam-bu di dukuh Jiwir dalam bentuk variasi dan motif. Dalam segi variasi dikembangkan memproduksi anyaman berupa produk anyaman kipas sate, sedangkan segi motif berupa pewarnaan an-yaman besek supaya terdapat nilai estetika.
The Effect of Learning Management System with TRINGO Strategy on Technological Content Knowledge in Procedural Setting Kuswandi, Dedi; Sinaga, Muhammad Najmi Alwi; Fadhli, Muhibuddin; Sya’bani, Fanny Kusdianti Nur; Zainullah, Zainullah; Supriyatno, Triyo; Utami, Winda Trimelia
Jurnal Pendidikan Progresif Vol 14, No 2 (2024): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

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

Abstract

The Effect of Learning Management System with TRINGO Strategy on Technological Content Knowledge in Procedural Setting. Objectives: This study aims to evaluate the effect of using the Learning Management System (LMS) combined with the TRINGO strategy on procedural learning outcomes (nglakoni) of educators who are also Muhammadiyah cadres in Malang City. TRINGO strategy, which consists of three stages, namely conceptual understanding (ngerti), emotional experience (ngrasa), and practical application (nglakoni) integrated in the use of LMS to improve the quality of education. Methods: This study used a quantitative approach with a one group pretest-posttest only quasi-experiment design. A total of 45 educators from 21 Muhammadiyah schools became respondents in this study. Data analysis was conducted using SPSS 27 through Wilcoxon test and multiple linear regression to test the proposed hypothesis.  Findings: The results showed that the use of LMS in TRINGO strategy significantly improved the concept understanding (ngerti) and emotional engagement (ngrasa) of the educators, with Z values of -5.982 and -6.214, respectively, and a significance value of 0.000. Furthermore, the combination of the LMS with the TRINGO strategy simultaneously had a significant effect on procedural learning outcomes (nglakoni), as indicated by an F-count of 94.550 (greater than the F-table of 3.21) and a coefficient of determination (R Square) of 0.818, indicating that 81.8% of the variation in procedural learning outcomes can be explained in this research. Conclusion: The conclusion of this study confirms that the integration of LMS with TRINGO strategy is effective in improving the procedural learning outcomes of cadres & educators, and provides important implications for the development of technology-based learning methods in Muhammadiyah educational environment. The results of this study are expected to contribute to the development of more effective learning models, especially in the context of cadre-based education in Indonesia. Keywords: LMS, TPaCK, tringo strategy, educational technology, muhammadiyah.DOI: http://dx.doi.org/10.23960/jpp.v14.i2.202485
Game-Based Learning and Children’s Digital Literacy to Support Pervasive Learning: A Systematic Reviews Fadhli, Muhibuddin; Kuswandi, Dedi; Utami, Prihma Sinta; Sartika, Septi Budi; Mohamad Hardyman bin Barawi
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (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.v25i3.38388

Abstract

In this study, we investigate the impact of game-based learning on children's digital literacy in processing and acquiring information, focusing on the generation of digital natives who excel in responding to multimedia information. Utilizing data mining and the PRISMA Protocol, we conducted a systematic review based on the keywords 'Game-based learning on children’s digital literacy.' Data from the years 2017 to 2019, extracted from Sagepub and Emerald databases, reveal strong empirical support for the enhancement of children's digital literacy, particularly through game-based learning interventions, as evidenced by a significant effect size of 0.66. This translates to children becoming better at deciphering visual cues, understanding audio narratives, and critically evaluating the information presented in a variety of multimedia formats. Furthermore, game-based learning fosters critical thinking and problem-solving skills, keeping children engaged and motivated to learn in this dynamic digital landscape.