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PENGGUNAAN E-MODUL UNTUK MENINGKATKAN SELF-REGULATED LEARNING DAN KEMAMPUAN ASPEK READING DALAM PEMBELAJARAN BAHASA INGGRIS Ellina Rienovita; R Nadia Hanoum
EDUTECH Vol 22, No 2 (2023)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v22i2.62714

Abstract

Education is an important aspect that needs to be improved to face the increasingly complex and challenging developments of the 21st century. The goal of Indonesia's national education in the 21st century is to develop high-quality human resources. One of the qualities that humans must possess is the ability of self-regulated learning. This ability can be developed through education, one of which is through English language learning, especially reading skills. To improve reading and self-regulated learning abilities, this research used e-module as a learning medium. The e-module was developed by the researcher while paying attention to the aspects of reading and self-regulated learning. This quasi-experimental study aimed to determine whether the use of e-module can improve reading and self-regulated learning abilities. The study population consisted of 339 students, while the sample was 68 students from experimental and control classes at SMPN 29 Bandung. Data collection was carried out using a multiple-choice test instrument with 22 items to analyze the reading aspect, and a questionnaire with 30 items to collect data on the self-regulated learning aspect. The results showed a significant improvement in reading and self-regulated learning abilities after using the e-module. Based on the results of this research, it can be concluded that the use of e-module can significantly improve reading and self-regulated learning abilities. Therefore, e-module can be an alternative learning medium that can be utilized by teachers or schools to improve reading and self-regulated learning abilities of students. A recommendation for future research is to expand the sample size and conduct research using different methods to ensure the effectiveness of the e-module as a learning medium.Pendidikan merupakan hal penting yang perlu ditingkatkan untuk menghadapi perkembangan abad 21 yang semakin kompleks dan menantang. Tujuan pendidikan nasional abad 21 Indonesia adalah untuk mengembangkan sumber daya manusia yang berkualitas. Salah satu kualitas manusia yang harus dimiliki adalah kemampuan self-regulated learning. Kemampuan tersebut dapat dikembangkan melalui pendidikan, salah satunya adalah melalui pembelajaran bahasa Inggris, khususnya kemampuan reading. Untuk meningkatkan kemampuan reading dan self-regulated learning, penelitian ini menggunakan media pembelajaran e-modul. E-modul dikembangkan oleh peneliti sendiri dengan memperhatikan aspek reading dan self-regulated learning. Penelitian ini dilakukan melalui quasi eksperimen dengan tujuan untuk mengetahui apakah penggunaan e-modul dapat meningkatkan kemampuan reading dan self-regulated learning. Populasi penelitian ini terdiri dari 339, sedangkan sampelnya 68 siswa dari kelas eksperimen dan kelas kontrol di SMPN 29 Bandung. Pengumpulan data dilakukan dengan menggunakan instrumen tes berupa pilihan ganda dengan 22 butir soal untuk menganalisis aspek reading dan angket dengan 30 butir penyataan untuk mengumpulkan data tentang aspek self-regulated learning. Hasil penelitian menunjukkan bahwa terdapat peningkatan signifikan pada kemampuan reading dan self-regulated learning setelah menggunakan e-modul. Berdasarkan hasil penelitian ini, dapat disimpulkan bahwa penggunaan e-modul dapat meningkatkan kemampuan reading dan self-regulated learning secara signifikan. Oleh karena itu, e-modul dapat dijadikan alternatif media pembelajaran yang dapat dimanfaatkan oleh guru atau sekolah untuk meningkatkan kemampuan reading dan self-regulated learning bagi siswa. Rekomendasi untuk penelitian selanjutnya adalah memperluas jumlah sampel dan melakukan penelitian dengan metode yang berbeda untuk memastikan efektivitas dari e-modul sebagai media pembelajaran.
Social Media Applications For Independence Economy Ellina Rienovita; Dian Ariani; Josua Sahala; Jacomina Vonny Litamahuputty; Junus Paulus Patty
JURNAL PENGABDIAN MASYARAKAT INDONESIA Vol. 2 No. 3 (2023): Oktober : Jurnal Pengabdian Masyarakat Indonesia (JPMI)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jpmi.v2i3.2630

Abstract

A considerable advancement has been achieved in Indonesia's digitalization process. The increase in internet users after the epidemic has facilitated the world's transition to a digital society. The real-time transfer of information from remote regions of Garut Regency to England is made possible by technological advancements. If this material is shared via social media, it can be promptly accessed by a larger audience. This has led to the creation of new jobs, such as those for content creators who use social media to assist media networks, particularly young people, in becoming financially independent. Since 2022, there has been an increase in internet users in locations like Garut, West Java. Still, the primary industries providing Garut Regency's citizens with money are agriculture, livestock, textiles, and fishing. This project aims to give the younger generation in Garut Regency a new social media paradigm that includes new revenue streams. The first awareness-raising campaigns made the younger generation in Garut Regency aware of the use of social media as a means of encouraging economic independence. Second, the content development sector is expanding in the Garut Regency.
Effect Size Model Pembelajaran Project Based Learning Berbasis IoT terhadap Keterampilan Berpikir Abad 21 Siswa: Effect Size IoT Based Project Based Learning Model on Students 21st Century Thinking Skills Baso Intang Sappaile; Andi Yustira Lestari; Nadriyah; Andri Kurniawan; Ellina Rienovita; Sukini; Tomi Apra Santosa
PUAN INDONESIA Vol. 5 No. 2 (2024): Vol. 5 No. 2 (2024): Jurnal Puan Indonesia Vol 5 No 2 Januari 2024
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v5i2.222

Abstract

This research aims to determine the effect of IoT based Project Based Learning on Students' 21st Century Skills. This type of research is a meta-analysis research type. The data source in this research comes from an analysis of 13 journals published 2020-2024. Data source search process via Google Scholar, ScienceDirect, Researchgate, Taylor of Francis and ERIC. Data search keywords are Internet of Things, Project Based Learning, Influence of IoT based on Project Based Learning on students' critical thinking skills. Data collection techniques are direct observation and documentation. Data analysis calculates the effect size value of the entire research using the JSAP application. The results of this research conclude that there is an influence of the Internet of Things based on project based learning on students' critical thinking skills with an average effect size value of 1.18 in the high effect size category. These findings show that the application of the Internet of Things based on project based learning is effective in encouraging students' critical thinking skills
PENGGUNAAN AUGMENTED REALITY UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DALAM PELAJARAN IPA Ghifari, Yudis; Rienovita, Ellina; Amelia, Della
JURNAL EDUCATION AND DEVELOPMENT Vol 13 No 1 (2025): Vol 13 No 1 Januari 2025
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/ed.v13i1.6459

Abstract

Penelitian ini memiliki tujuan untuk mengetahui efektivitas penggunaan Augmented Reality (AR) guna meningkatkan kemampuan berpikir kritis peserta didik, khususnya pada aspek analisis dan inferensi, dalam pembelajaran IPA (Sains) kelas VIII. Metode kuasi eksperimen one group pretest-posttest desain digunakan dalam penelitian ini, dengan teknik purposive sampling hanya satu kelas saja sampelnya berjumlah 30 siswa.Hasil penelitian menunjukkan bahwa AR efektif dalam meningkatkan kemampuan berpikir kritis peserta didik pada kedua aspek yang diuji, yaitu analisis dan inferensi. Hal ini dibuktikan dengan perolehan gain sebesar 13,17 untuk aspek analisis dan 6,46 untuk aspek inferensi.Temuan penelitian ini diharapkan dapat memberikan sumbangsih bagi penelitian setelah ini, khususnya dalam pemanfaatan AR dalam pembelajaran. Selain itu, penelitian ini juga diharapkan dapat mendorong pengembangan bahan ajar berbasis AR yang lebih menarik dan interaktif untuk mendukung proses belajar mengajar yang lebih efektif dan bermakna bagi peserta didik.
PENGGUNAAN AUGMENTED REALITY UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DALAM PELAJARAN IPA Ghifari, Yudis; Rienovita, Ellina; Amelia, Della
JURNAL EDUCATION AND DEVELOPMENT Vol 13 No 1 (2025): Vol 13 No 1 Januari 2025
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/ed.v13i1.6459

Abstract

Penelitian ini memiliki tujuan untuk mengetahui efektivitas penggunaan Augmented Reality (AR) guna meningkatkan kemampuan berpikir kritis peserta didik, khususnya pada aspek analisis dan inferensi, dalam pembelajaran IPA (Sains) kelas VIII. Metode kuasi eksperimen one group pretest-posttest desain digunakan dalam penelitian ini, dengan teknik purposive sampling hanya satu kelas saja sampelnya berjumlah 30 siswa.Hasil penelitian menunjukkan bahwa AR efektif dalam meningkatkan kemampuan berpikir kritis peserta didik pada kedua aspek yang diuji, yaitu analisis dan inferensi. Hal ini dibuktikan dengan perolehan gain sebesar 13,17 untuk aspek analisis dan 6,46 untuk aspek inferensi.Temuan penelitian ini diharapkan dapat memberikan sumbangsih bagi penelitian setelah ini, khususnya dalam pemanfaatan AR dalam pembelajaran. Selain itu, penelitian ini juga diharapkan dapat mendorong pengembangan bahan ajar berbasis AR yang lebih menarik dan interaktif untuk mendukung proses belajar mengajar yang lebih efektif dan bermakna bagi peserta didik.
Pembelajaran Berbasis Gamifikasi : Pemanfaatan Platform Gimkit untuk Meningkatkan Hasil Belajar Siswa Agustina, Tresna Hamidah; Rienovita, Ellina; Emilzoli, Mario
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 4 No. 4 (2024): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2024 (4)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v4i4.766

Abstract

Di tengah cepatnya perkembangan teknologi di masa kini, di bidang pendidikan sebaiknya memanfaatkan teknologi untuk meningkatkan kualitas pembelajaran. Terlebih pada mata pelajaran Sejarah Indonesia yang memiliki asumsi sebagai pelajaran yang memiliki banyak materi dan membosankan. Penelitian ini dilakukan untuk mengetahui keefektivan media gamifikasi Gimkit untuk meningkatkan hasil belajar siswa pada mata pelajaran Sejarah Indonesia. Hasil belajar yang dimaksud adalah kemampuan memahami (C2), mengaplikasikan (C3), dan menganalisis (C4). Pendekatan yang digunakan adalah kuantitaif dengan metode eskperimen jenis kuasi eksperimen desain time series. Instrumen penelitian berbentuk tes berupa soal pilihan ganda dengan lima alternatif jawaban untuk mengukur hasil belajar siswa sebagai pretest dan posttest selama empat kali. Hasil penelitian ini membuktikan bahwa adanya peningkatan hasil belajar yang signifikan pada mata pelajaran Sejarah Indonesia setelah menggunakan media gamifikasi Gimkit pada kemampuan memahami (C2), mengaplikasikan (C3), dan menganalisis (C4) di setiap serinya. Hasil penelitian tersebut diperoleh dari hasil pretest serta posttest yang dilakukan menunjukkan rata-rata posttest di setiap seri lebih tinggi dibanding rata-rata pretest di setiap serinya serta pengujian hipotesis menggunakan Wilcoxon Test. Artinya penggunaan media gamifikasi Gimkit efektif dalam meningkatkan hasil belajar siswa.
Effectiveness of Ethno-STEM Based Chimistry to Improve Students Critical Thinking Skills Hiqmah, Noor; Rienovita, Ellina; Al-Latief, Imam Shofwan; Sholehuddin, Sholehuddin; Santosa, Tomi Apra
Jurnal Penelitian Pendidikan IPA Vol 9 No SpecialIssue (2023): UNRAM journals and research based on science education, science applic
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9iSpecialIssue.6422

Abstract

Ethno-STEM based chemistry learning has a significant impact on students' knowledge and competencies. However, ethno-STEM based chemistry learning experiences many problems in its application and several issues that need to be clarified. This research aims to determine the effectiveness of ethno-STEM based chemistry learning in improving students' critical thinking skills. This type of research is meta-analysis. This meta-analysis synthesizes 19 articles consisting of 1021 participants published in 2018-2023. The research results show that ethno-STEM based chemistry learning has a big influence on students' critical thinking skills (Hedges'g = 0.915; p < 0.001). Research can provide important information in ethno-STEM-based chemistry learning in schools.
THE EFFECT DISCOVERY LEARNING MODEL STUDENTS SCIENCE LITERACY IN INDONESIA Haryono, Haryono; Nofirman, Nofirman; Rienovita, Ellina; Edy Nurtamam, Mohammad; Suprapto, Yuyun; Rahman, Andi; Kurniawan, Andri; Apra Santosa, Tomi
International Journal of Teaching and Learning Vol. 2 No. 1 (2024): JANUARY
Publisher : Adisam Publisher

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

Abstract

This study aims to determine the effect of discovery learning model on students' science literacy in Indonesia. This research is a type of meta-analysis research. Data sources came from 10 national and international journals published in 2020-2023. Data search techniques in this study through Google Scholar, ERIC, DOAJ and ProQuest. The data analysis technique calculates the effect size value with the help of the JSAP application. The results of this study concluded that the average effect size value was 0.825 with large criteria. This finding explains that the discovery learning model has a positive effect on students' science literacy. This research provides important information about the application of the discovery learning model in learning
Effectiveness of IoT Integrated Problem Based Learning Model on Students Creative Thinking Skills Abilities Asrul Sani; Dewanto Dewanto; Heppy Sapulete; Via Yustitia; Adrie Oktavio; Tomi Apra Santosa; Ellina Rienovita
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.7715

Abstract

This study aims to determine the effectiveness of the Internet of Things (IoT) integrated problem-based learning model on students' creative thinking abilities. This type of research is a meta-analysis research by evaluating the effect of the size of IoT-based problem-based learning models on students' creative thinking skills. Data search keywords are problem-based learning models; IoT-based problem-based learning model; and Students' creative thinking skills. Data collection techniques are through direct observation of journal databases and documentation. The eligibility criterion is that research comes from journals indexed by SINTA, Scopus and Web of Science; Research must be published in 2020-2024; Research obtained through mendeley database, google scholar, Researchgate; ERIC, and ScienceDirect, research related to the effectiveness of IoT-based problem-based learning models on students' creative thinking skills and research has complete data to calculate the value of effect size. Data analysis is a quantitative analysis by calculating the effect size value with the Microsoft Excel 2020 application. The results of the study concluded from 12 journals analyzed the application of the Internet of Things (IoT)-based problem-based learning model had a significant influence on students' creative thinking ability with an average value of effect size of 0.942 This finding provides important information for teachers, the application of the problem-based learning model exerts a high category of influence to improve creative thinking skills in the learning process.
The Impact of Gamification on Problem Solving Skills in STEM Education: A Meta-analysis Ellina Rienovita; Arifin Arifin; Venty Sopacua; Wahyu Kumala Sari; Bambang Mardi Sentosa; Mia Aina; Hersiyati Palayukan; Tomi Apra Santosa
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.7843

Abstract

This meta-analysis aimed to investigate the impact of gamification on problem-solving skills in STEM education. The study analyzed 16 studies that compared gamification-based interventions with traditional teaching methods in primary and early secondary education. The results showed moderate positive effects of gamification on problem-solving skills, with a weighted mean effect size of 0.67. Additionally, the analysis revealed significant heterogeneity between studies, suggesting that the effectiveness of gamification varied across different contexts. Moderator analyses indicated that primary school students benefited more from gamification-based interventions than secondary school students, but gender did not have a significant moderating effect. The study highlights the potential benefits of gamification in enhancing problem-solving skills in STEM education, particularly for primary school students. However, the findings also suggest that the effectiveness of gamification may depend on various factors, such as the specific context and student demographics, which warrants further investigation.