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Pembelajaran Paradigma Baru Kurikulum Merdeka Pada Sekolah Dasar Jusuf , Heni; Sobari, Ahmad
Jurnal Pengabdian kepada Masyarakat UBJ Vol. 5 No. 2 (2022): June 2022
Publisher : Lembaga Penelitian Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/1298zk08

Abstract

The education curriculum continues to change according to technological developments, but the current two-year conditions are different. Since two years ago, in the pandemic era, the curriculum applied in schools is the 2013 curriculum and the prototype curriculum. The prototype curriculum is a development of the 2013 curriculum, also called the emergency curriculum. For the 2022/2023 school year, the government establishes an independent curriculum for schools that are ready to implement it. This technical guidance is very much needed for school principals and teachers so that the implementation of an independent curriculum can be carried out, technical guidance carried out online is able to make participants comfortable, and motivated to keep following until the material is finished, because the technical guidance carried out is arranged very systematically with a well-designed learning design. good. the results of the technical guidance that has been carried out, all participants understand and are ready to implement the independent curriculum and support the implementation of the independent curriculum in their respective schools by making real action reports and sending them to the learning management system.
Kajian Literatur: Pemanfaatan Metaverse Sebagai Inovasi Teknologi pada Pendidikan Modern Jusuf, Heni; Sobtono, Petrus Haryo; Monica, Stefannie
SemanTIK : Teknik Informasi Vol 10, No 1 (2024):
Publisher : Informatics Engineering Department of Halu Oleo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55679/semantik.v10i1.46149

Abstract

Perkembangan teknologi informasi dan komunikasi telah membawa perubahan signifikan dalam cara belajar dan mengajar. Salah satu inovasi terbaru yang menarik perhatian adalah metaverse, dunia virtual yang menggabungkan elemen realitas maya dengan interaksi sosial dan pembelajaran. Kajian literatur ini bertujuan untuk mengevaluasi perkembangan penggunaan metaverse pada dunia pendidikan dari tahun 2020 hingga 2023. Hasil kajian menunjukkan bahwa metaverse dapat menciptakan lingkungan belajar yang lebih interaktif dan imersif, memungkinkan kolaborasi global tanpa batasan fisik. Teknologi yang mendasari metaverse, seperti virtual reality (VR) dan augmented reality (AR), meningkatkan keterlibatan dan pemahaman siswa terhadap materi pembelajaran. Namun, integrasi metaverse dalam pendidikan juga menghadapi tantangan terkait privasi, keamanan, dan keterampilan teknis. Penelitian ini memberikan wawasan mendalam tentang tren, peluang, dan tantangan penggunaan metaverse dalam pendidikan, serta implikasinya bagi pendidik, peneliti, dan pembuat kebijakan. Kata kunci: Metaverse, pembelajaran daring, realitas virtual, realitas tertambah
Pelatihan Teknologi Interaktif Canva Untuk Persiapan Hybrid Learning Dalam Pembelajaran Tatap Muka Jusuf, Heni; Winarsih
Jurnal Pengabdian kepada Masyarakat TEKNO (JAM-TEKNO) Vol 3 No 2 (2022): Desember 2022
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/jamtekno.v3i2.4648

Abstract

Saat ini ketika proses pembelajaran dilakukan secara jarak jauh, maka media pembelajaran yang populer dan tepat digunakan tentunya perangkat pembelajaran multimedia interaktif seperti video pembelajaran, audio visual, buku digital dan lainnya. Untuk mengembangkan dan menyiapkan multimedia pembelajaran yang baik tentu saja membutuhkan keterampilan, dan juga memerlukan aplikasi serta software yang berfungsi sebagai alat untuk mengembangkan media pembelajaran tersebut. Kegiatan pengabdian kepada masyarakat yang akan dilakukan adalah untuk mempersiapkan pembelajaran hybrid larning pada pembelajaran tatap muka terbatas, akan dibahas tentang teknologi interaktif dengan aplikasi Canva untuk mengola grafis atau visual berbasis cloud. Metode pelatihan yang dilakukan adalah metode tatap muka. Capaian kegiatan pengabdian kepada masyarakat dalam rangka persiapan hybrid larning pada pembelajaran tatap muka dengan teknologi interaktif Canva adalah peserta kegiatan pengabdian kepada masyarakat yaitu dosen dapat merancang dan menggunakan teknologi interaktif Canva dalam hybrid learning
Pendampingan Perencanaan Berbasis Data untuk Meningkatkan Pemasaran Produk UMKM Basreng di Desa Ciburial Wilayah Bandung Barat Jusuf, Heni; Hendrayati, Heti; Rizon, Dwi Pharah Dilla
Jurnal Pengabdian Masyarakat - Teknologi Digital Indonesia. Vol 4, No 1 (2025): Maret 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/jpm.v4i1.1678

Abstract

Transformasi digital berkembang pesat pada semua bidang, tidak terkecuali pada bidang jual-beli. Saat ini penjual dan pembeli dengan mudah bertransaksi online melalui beragam aplikasi marketplace dengan fitur-fitur menarik yang ada disetiap aplikasinya. Pasca pendemi, masyarakat sudah terbiasa membeli sesuatu secara online, hal ini dibarengi dengan semakin berkembanganya teknologi smartphone, beragamnya aplikasi marketplace, internet yang semakin murah dan gaya hidup masyarakat yang telah berubah. Bandung merupakan wilayah yang berada tidak jauh dari Jakarta, di kampung Ciburial, Ngamprah, Cipatat, Bandung Barat terdapat UMKM yang selama ini memproduksi makanan ringan Basreng, mulai dari rasa gurih sampai yang pedas. Metode penjualan yang selama ini dilakukan masih sangat konvensional yaitu setelah produksi dan pengemasan, basreng diantar ke toko-toko di wilayah bandung utara, dan bandung barat, sekaligus mengambil sisa produksi yang tidak laku beserta uang hasil penjualan bulan sebelumnya. Kalau metode ini dibiarkan terus menerus, tentu saja sangat merugikan produsen basreng. Karena mereka hanya menunggu basreng laku terjual di toko-toko yang mereka titipkan. Tujuan dari PKM untuk memberikan pendampingan dan bimbingan kepada pelaku Usaha Mikro, Kecil, dan Menengah (UMKM) untuk meningkatkan pemasaran produk Basreng (Bakso Goreng) dengan memanfaatkan pendekatan berbasis data dan penjualan secara online melalui shopee, media sosial IG, dan Tik Tok. Tim PKM memberikan pendampingan menggunakan metode observasi, presentasi dan diskusi terkait perencanaan pemasaran, perencanaan berbasis data dan pembuatan logo pada kemasan yang didukung oleh analisis data untuk meningkatkan daya saing produk UMKM Basreng. Hasil dari kegiatan setelah dua minggu pendampingan, sudah terlihat aktivitas toko online mereka di shopee, IG dan Tik Tok, logo pada kemasan basreng telah dibuat menarik sehingga dapat mengoptimalkan strategi pemasaran, sudah meningkatkan akses pasar, dan meningkatkan pendapatan dan keberlanjutan usaha
Analysis of an Adaptive E-Learning System with the Adjustment of the Felder-Silverman Model in Moodle Jusuf, Heni; Andiani
Journal of Systems Engineering and Information Technology (JOSEIT) Vol 4 No 1 (2025): April 2025
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/joseit.v4i1.6435

Abstract

In the digital era, adaptive e-learning has become essential in addressing students’ diverse learning preferences. This study aims to develop an adaptive e-learning system that integrates the Felder-Silverman Learning Style model (FSLSM) into Moodle using fuzzy logic and case-based reasoning. The system extracts behavioral attributes from student activity logs and classifies learning styles into four dimensions: processing, perception, input, and understanding. The experimental evaluation, conducted with and without substitution of the (ILS) questionnaire values, demonstrated varying levels of accuracy. Accuracy improved with ILS substitution as follows: processing (82.86%), perception (80.00%), input (80.00%), and understanding (74.29%). Without ILS substitution, the accuracies were as follows: processing (80.00%), perception (80.00%), input (74.29%), and understanding (62.86%). These findings confirm the system’s potential to support personalized learning by accurately identifying learning styles.
Future-Proofing Graduates: A Dynamic Micro-Credential Quality Management System in Higher Education to Ensure Self-Learning Ability, Innovation Capacity, and Career Growth Surono, Surono; Jusuf, Heni
Edunity Kajian Ilmu Sosial dan Pendidikan Vol. 4 No. 3 (2025): Edunity: Social and Educational Studies
Publisher : PT Publikasiku Academic Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57096/edunity.v4i3.385

Abstract

The Micro-Credential Quality Management System (QMS) is designed as a dynamic framework to enhance graduate employability, self-learning ability, and innovation capacity in higher education. This study adopts a research and development (R&D) approach to develop, implement, and validate a QMS that ensures micro-credentials align with industry standards, competency-based learning, and labor market demands. The preliminary validation phase tested the QMS in both vocational and academic settings, involving key stakeholders such as educators, students, and industry professionals. The findings confirm that the system effectively bridges the gap between education and industry, ensuring credible, standardized, and globally recognized micro-credentials. The QMS fosters a flexible and competency-driven learning environment, enabling graduates to acquire targeted skills that enhance career growth and workforce readiness. This study highlights the importance of continuous evaluation, industry collaboration, and standardization in optimizing the implementation of micro-credentials. The research contributes to the advancement of quality assurance in micro-credentialing, reinforcing its role as a transformative tool for lifelong learning and professional development.
Development of Virtual Learning Environment Using Canvas To Facilitate Online Learning Jusuf, Heni; Nurdin Ibrahim; Atwi Suparman
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 2 (2021): 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.v23i2.22240

Abstract

The results of the study for Learning during a pandemic, several studies have resulted in dissatisfaction with the existing online learning system. This dissatisfaction is because the implementation of existing online learning is not well planned and structured. Online learning only transfers face-to-face learning to virtual face-to-face. This study aims to develop virtual learning environment (VLE) to help students learn independently and study with lecturers and friends online, following predetermined learning outcomes. The research design uses Research and Development, which uses a combination of three (3) models, the Borg & Gall model, the Step of System Approach Model of Educational Research and Development, and the Rowntree model. This research conduct at the Universitas Nasional. The research subjects were students of Electrical Engineering. Data collection techniques used are questionnaires, involving Instructional Design experts, Materials experts, Language experts, Design and Media experts, one-to-one evaluation, also testing, and evaluation in large groups. The study also used pre-test and post-test questions to determine the effectiveness of VLE and the learning materials developed. The data obtained from the results is divided into two parts, namely qualitative data and quantitative data. During the test, revealed four important things from the developed VLE, namely the interaction of discussion forums, face-to-face interaction through video conferences, time management, and problem-solving that directly received feedback. The test results show that students are happy, motivated to do practice questions, and always follow the learning process on time. The results of the pre-test and post-test showed an increase of 20.40%.
Metaverse-Based Learning in the Digital Era Jusuf, Heni; Lucia Sri Istiyowati; Muh Fauzi; Maria Magdalena; R. Eko Indrajit
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.v25i3.35071

Abstract

Digital disruption in the world of education refers to the impact of technology on traditional education systems and models, where the current education system is felt to need to be adjusted to the progress of the times and the needs of students. The business model of education in this digital era requires the innovation and creativity of teachers. After the Covid 19 pandemic, in addition to providing challenges in the world of education, it also provides an opportunity where students and educators are accustomed to online learning applications, teleconference applications, or collaboration applications that were previously not or rarely used by the world of Education. Many apps have been created to make online learning easier. Metaverse has been around since 2010, but due to the pandemic, the use of metaverse in learning is again being used with the development of Virtual reality, extended reality, and augmented reality technology. These three technologies can display a virtual environment just like the original environment. The method used to design metaverse-based learning is to use the ADDIE research and development model while learning development follows the stages of the Dick and Carey model. The results of field trials using survey methods and experiments on 20 junior high school students for one semester using the metaverse, resulted in a score of 4.82 with the conclusion of excellent learning material, students felt very happy, motivated to complete tasks, and always followed the learning stages designed in the form of games. Implementing the metaverse in learning can increase student engagement, creativity, technology skills, collaboration, and interaction as well as improve learning experiences that are more fun and engaging.