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Impact of Adaptive Educational Game Applications on Improving Student Learning: Efforts to Introduce Nusantara Culture in Indonesia Hernawan Sulistyanto; Djumadi Djumadi; Bambang Sumardjoko; Muhammad Izzul Haq; Gamal Abdul Nasir Zakaria; Sabar Narimo; Dyah Astuti; Muhammad Syahriandi Adhantoro; Devary Pradana Setyabudi; Yasir Sidiq; Naufal Ishartono
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 5, No. 3, September 2023
Publisher : Faculty of Teacher Training and Education, Universitas Muhammadiyah Surakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v5i3.23004

Abstract

This study aimed to introduce Nusantara culture based on educational games by adjusting students' learning styles. Culture as an ancestral heritage tradition needs to be preserved by introducing it to the younger gen-eration from an early age. However, the survey results found that less than 26% of student respondents un-derstood Nusantara culture well. Compared to previous research, the model of cultural introduction through adaptive educational games is more fun because it is adapted to the way students learn. This research was carried out using the Design-Based Research (DBR) method through 4 stages of the procedure. The feasibil-ity test and application effectiveness test were carried out on a group of students from several elementary schools in Indonesia, who were taken using a cluster random sampling technique. The results of media design and content validation obtained an average value of 0.76 and 0.82, which means that the media is declared valid. The feasibility test used the System Usability Scale (SUS) with an average value of 80% in the acceptable category. The results of the research obtained a description of the comparison of the final scores of the control class and the experimental class, which was 55 compared to 75. This study concluded that learning media for introducing Indonesian culture based on adaptive educational games had a positive impact by effectively increasing learning outcomes on students' understanding of Indonesian culture. Further development of this game application can be expanded in the application of animation in more depth.
TikTok Dance Challenge: Content Creativity and Character Value for Elementary School Students Ratri, Dyan Permata; Muhroji, Muhroji; Prayitno, Harun Joko; Adhantoro, Muhammad Syahriandi; Putra, Chandra Anugrah
Buletin KKN Pendidikan Vol. 6, No. 1, Juni 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/bkkndik.v6i1.23648

Abstract

This study aims to describe the role of parents in supervising children's use of cellphones, the factors that cause children to like dance challenge content and the impact of using the tiktok application on children's character. This type of qualitative research uses observation, interview, and documentation data collection techniques. Data sources were obtained from parents, class teachers, principals, students. The results showed that dance challenge content has positive and negative impacts on the character of elementary school children. The positive impact of children who like tiktok dance challenges is creative and able to keep up with the development of science and technology. The negative impact shows a lack of religious character values, discipline, and national spirit. Based on this data, it can be concluded that there is an impact of tiktok dance challenge content on children's character.
Penentuan Rute Optimal Wisata di Kota dan Kabupaten Madiun Menggunakan Algoritma Genetika Pradana, Yan Aditya; Setyawati, Yayuk; Dewi, Lenny Puspita; Shobri, Muhammad Qolbi; Adhantoro, Muhammad Syahriandi; Kurniaji, Ganno Tri Buana; Romadloni, Nova Tri
Jurnal Keilmuan dan Keislaman Vol. 3, No. 1, Maret 2024
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/jkk.v3i1.223

Abstract

Travelling Salesman Problem (TSP) merupakan pencarian jangkauan rute terpendek dan waktu tercepat oleh seorang Salesman dari suatu kota ke-n kota tujuan. Banyak algoritma telah digunakan dan dikembangkan untuk menyelesaikan permasalahan TSP, namun ada beberapa algoritma yang dirasa kurang dalam hal performasinya. Salah satu algoritma yang mampu menyelesaikan permasalahan TSP adalah Algoritma genetika. Proses pencarian rute tercepat dengan algoritma genetika adalah dengan menginisialisasikan parameter awal yaitu: Memasukkan tujuan dan waktu ketersediaan untuk masing-masing path, menentukan ukuran individu pada setiap populasi, ukuran generasi, probabilitas crossover, dan probabilitas mutasi. Hasil akhir dari algortima genetika adalah menampilkan rute optimal yang memiliki nilai fitness tertinggi dari semua generasi. Hasil optimalisasi rute wisata di Kota dan Kabupaten Madiun, yang lebih dulu dikunjungi adalah alun-alun kota, Taman Bantaran, Jalan Pahlawan, Suncity, Taman Trembesi, Gor Wilis, Masjid Besar Kuno, Ngowo Bening Edu Park, Watu Rumpuk, Nongko Ijo, Monumen Kresek dan yang terakhir adalah Nusantara Edu Park.
Peningkatan Kemampuan Literasi Digital melalui Program Ekstrakulikuler Drama berbasis Video di Sekolah Dasar Mutiara Sari, Ananda; Hernanjaya, Arif Nugraha; Adhantoro, Muhammad Syahriandi; Kurniaji, Ganno Tribuana
Jurnal Ilmiah Kampus Mengajar Vol. 4, No. 1, April 2024
Publisher : Asosiasi Lembaga Pendidikan Tenaga Kependidikan Perguruan Tinggi Muhammadiyah Aisyiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56972/jikm.v4i1.95

Abstract

Penelitian ini bertujuan untuk mendekripsikan program ekstrakurikuler drama sebagai upaya peningkatan literasi dan teknologi siswa SD Negeri Ngargotirto 4. Metode yang digunakan yaitu metode penelitian kualitatif. Subyek pada penelitian ini terdiri dari guru kelas, kepala sekolah, dan para siswa. Pengumpulan data hasil penelitian menerapkan teknik wawancara, observasi, dan dokumentasi. Hasil penelitian menunjukan bahwa terdapat beberapa siswa SD Negeri Ngargotirto 4 yang belum lancar dan belum bisa dalam membaca dan menulis. Dari hal tersebut program ekstrakurilikuler drama diterapkan sebagai upaya peningkatan literasi dan teknoligi siswa SD Negeri Ngargotirto 4 agar para siswa dapat lebih giat dalam belajar membaca dan menulis. Kegiatan ekstrakurilikuler drama dapat berupa pelatihan literasi dan pelatihan teknologi. Dalam upaya peningkatan literasi dan teknologi siswa SD Negeri Ngargotirto 4 melalui penerapan program ekstrakurikuler drama masih ditemukan beberapa kendala yang menjadi penghambat keberhasilan terbentuknya kemampuan literasi dan teknologi siswa di SD Negeri Ngargotirto 4. Salah satu kendala yang ditemukan adalah karakter siswa sekolah dasar yang terdiri dari berbagai macam mulai dari siswa yang aktif, ceria, dan pendiam, apalagi siswa sekolah dasar merupakan masa yang dapat dibilang sebagai masa yang para siswanya masih sangat perlu dituntun dan dibimbing dengan penuh kesabaran dan hati-hati karena sifatnya yang masih berubah dan sering menangis dan mengamuk.
Aplikasi Metode Ward dengan Berbagai Pengukuran Jarak (Studi Kasus: Klasifikasi Tingkat Perekonomian di Indonesia) Andyani, Rhavida Anniza; Shobri, Muhammad Qolbi; Baihaqi, Muhamad Adzib; Al-Kubro, Putri Balqis; Adhantoro, Muhammad Syahriandi
Jurnal Ilmiah Kampus Mengajar Vol. 4, No. 2, Oktober 2024
Publisher : Asosiasi Lembaga Pendidikan Tenaga Kependidikan Perguruan Tinggi Muhammadiyah Aisyiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56972/jikm.v4i2.208

Abstract

Metode Ward merupakan metode hierarchical clustering dimana jarak digunakan sebagai acuan dalam proses klasterisasi. Penelitian ini menggunakan 5 jarak yang berbeda yang diaplikasikan pada tujuh variabel yang berkaitan tentang ekonomi, yakni Produk Domestik Regional Bruto (PDRB), Pengeluaran Pemerintah, Penanaman Modal Dalam Negeri (PMDN), Penanaman Modal Asing (PMA), Tingkat Partisipasi Angkatan Kerja (TPAK), Indeks Pembangunan Manusia (IPM), dan Rasio Elektrifikasi. Data yang digunakan diperoleh dari data BPS dari 34 provinsi tahun 2022. Tujuannya mengetahui jarak optimal dalam penerapan klasifikasi dengan menggunakan metode Ward pada data ekonomi. Selain itu untuk mengetahui provinsi mana saja yang tergolong dalam tingkat ekonomi rendah, sedang, dan tinggi. Dengan menggunakan nilai Agglomerative Coefficients menunjukkan bahwa jarak squared Euclidean bernilai paling tinggi yang dapat diartikan merupakan jarak paling optimal diantara kelima jarak yang digunakan (Euclidean, Squared Euclidean, Manhattan, Minkowski, dan Canberra). Tiga klaster yang dihasilkan dengan menggunakan jarak squared Euclidean adalah klaster 1 merupakan provinsi dengan tingkat ekonomi rendah yang terdiri dari 24 provinsi, klaster 2 terdiri dari 9 provinsi tergolong dalam tingkat ekonomi menengah, dan klaster 3 terdiri dari 1 provinsi, yakni DKI Jakarta yang termasuk dalam perekonomian tinggi.
Pelatihan Desain Digital Berbasis Canva bagi Anak Migran Indonesia di SB Kulim, Penang: Upaya Peningkatan Literasi Teknologi dan Rasa Percaya Diri Adhantoro, Muhammad Syahriandi; Anif, Sofyan; Sutopo, Anam; Umardhani, Niluh Sekar Zulfa; Ulya, Walidatul; Sopianti, Herlin
Jurnal Ilmiah Kampus Mengajar Vol. 5, No. 1, April 2025
Publisher : Asosiasi Lembaga Pendidikan Tenaga Kependidikan Perguruan Tinggi Muhammadiyah Aisyiyah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56972/jikm.v5i1.232

Abstract

Anak-anak migran Indonesia di Penang, Malaysia, khususnya di Sanggar Bimbingan (SB) Kulim, mengalami keterbatasan akses pendidikan formal akibat ketiadaan dokumen kependudukan. Untuk membantu meningkatkan keterampilan abad ke-21, khususnya literasi teknologi, dilakukan kegiatan pengabdian kepada masyarakat berupa pelatihan desain digital menggunakan platform Canva. Kegiatan ini dilaksanakan oleh dosen dan mahasiswa Kuliah Kerja Nyata Kemitraan Internasional (KKN-KI) Angkatan ke-9 selama tiga hari, diikuti oleh 12 siswa dengan bimbingan intensif menggunakan tiga unit laptop. Metode pelatihan mengedepankan pendekatan partisipatif dan praktik langsung. Materi disampaikan secara bertahap mulai dari pengenalan antarmuka Canva, pemilihan elemen desain, hingga pembuatan proyek sederhana. Hasil kegiatan menunjukkan peningkatan kemampuan peserta dalam menggunakan Canva serta peningkatan kreativitas dan kepercayaan diri. Evaluasi dilakukan melalui observasi dan wawancara, yang menunjukkan bahwa mayoritas peserta memberikan tanggapan positif terhadap materi, metode, dan suasana pelatihan. Program ini membuktikan bahwa pelatihan berbasis teknologi yang disesuaikan dengan konteks peserta mampu memberikan dampak positif bagi anak-anak migran, baik dari aspek keterampilan maupun afektif. Kegiatan ini juga memperkuat peran pengabdian masyarakat dalam menjawab tantangan pendidikan transnasional.
Evaluating the effectiveness of intervention on professional and pedagogical skills among prospective physics teachers Kusumaningtyas, Dian Artha; Sukarelawan, Moh. Irma; Adhantoro, Muhammad Syahriandi; Saputra, Wahyu Nanda Eka
International Journal of Evaluation and Research in Education (IJERE) Vol 14, No 3: June 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v14i3.31864

Abstract

This study evaluates the effectiveness of a targeted intervention designed to enhance the professional and pedagogical skills of prospective physics teachers, addressing a key gap in teacher education. The research involved an experimental group that received the intervention and a control group that did not. The research subjects in the experimental and control groups were 120 each. To rigorously assess the impact, Whitney and Wilcoxon’s statistical tests were employed to compare pretest and posttest outcomes. Additionally, Wright map analysis was used to visualizes kill development. The results revealed a significant improvement in the professional and pedagogical skills of the experimental group compared to the control group, as indicated by Mann-Whitney test (U=1274.500, p<0.05 and U=421.500, p<0.05). The Wright map analysis further demonstrated that the experimental group experienced more consistent and substantial gains in pedagogical skills. This study contributes to the field by demonstrating the effectiveness of interventions in improving the skills of prospective physics teachers, offering educational policy recommendations, and filling important gaps in the literature. Moreover, it emphasizes the critical role of ongoing evaluation in the continuous development of teacher training programs. By addressing these areas, this research provides valuable insights that can inform the design and implementation of more effective teacher training strategies.
Psychometric Validating a Video-Based Rubric for Physics Teacher Assessment Using the Rasch Model Kusumaningtyas, Dian Artha; Bakri, Yuhanis Mhd; Adhantoro, Muhammad Syahriandi; Ishafit, Ishafit; Kurniasari, Efi
Jurnal Inovasi Pendidikan IPA Vol. 11 No. 2: October 2025
Publisher : Faculty of Mathematics and Natural Sciences, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jipi.v11i2.82060

Abstract

This study aims to validate the psychometric properties of a video-based assessment rubric designed to evaluate the pedagogical and professional competencies of physics prospective teachers. The validation process employed the Rasch model to examine item reliability, person reliability, item fit, category functioning, and the separation index. Data were collected from 61 participants using a 25-item rubric that covered various aspects, including Pancasila values, instructional structure, student-centered learning, professional ethics, and evaluation of learning. The results showed that the item reliability was high (0.83), while person reliability was moderate (0.75), with a person separation index of 1.75. Some items exhibited misfit with the Rasch model, indicating the need for revision or refinement. Analysis of category functioning revealed overlapping probabilities between adjacent categories, suggesting that the response scale could benefit from more precise distinctions. Overall, the rubric demonstrated acceptable psychometric quality for assessing the competencies of physics prospective teachers, although several items and scale structures require improvement to enhance measurement precision
TikTok Dance Challenge: Content Creativity and Character Value for Elementary School Students Ratri, Dyan Permata; Muhroji, Muhroji; Prayitno, Harun Joko; Adhantoro, Muhammad Syahriandi; Putra, Chandra Anugrah
Buletin KKN Pendidikan Vol. 6, No. 1, Juni 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/bkkndik.v6i1.23648

Abstract

This study aims to describe the role of parents in supervising children's use of cellphones, the factors that cause children to like dance challenge content and the impact of using the tiktok application on children's character. This type of qualitative research uses observation, interview, and documentation data collection techniques. Data sources were obtained from parents, class teachers, principals, students. The results showed that dance challenge content has positive and negative impacts on the character of elementary school children. The positive impact of children who like tiktok dance challenges is creative and able to keep up with the development of science and technology. The negative impact shows a lack of religious character values, discipline, and national spirit. Based on this data, it can be concluded that there is an impact of tiktok dance challenge content on children's character.
The Use of Audiovisual Learning Media to Enhance Digital Literacy Competence in Indonesian Language Learning Among Fifth-Grade Students at SDN 02 Baleharjo Prayitno, Harun Joko; Fitriany, Devinda Nur; Purnomo, Eko; Andyani, Rhavida Anniza; Adhantoro, Muhammad Syahriandi; Kurniaji, Ganno Tribuana; Jufriansah, Adi
International Conference on Education for All Vol. 2 No. 1 (2024)
Publisher : Asosiasi Lembaga Pendidikan Tenaga Kependidikan Peguruan Tinggi Muhammadiyah dan Aisyiyah

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

Abstract

Information technology has become essential in human life. Coping with this era requires a new literacy that leverages digital tools to enhance literacy skills. By acquiring digital literacy, it is hoped that students can become more critical and creative in selecting information. In education, digital literacy plays a vital role in developing learning materials that foster students curiosity and creativity. Learning media is indispensable for teachers in facilitating the learning process. Learning media plays a crucial role in helping teachers explain learning concepts effectively in the classroom. Learning the Indonesian language in elementary schools plays a significant role in developing language skills such as reading, writing, and listening. In this research, the researchers employed the classroom action research (CAR) method, aimed at addressing problem-solving or making improvements at SDN 02 Baleharjo, Pacitan. The study involved 20 fifth-grade students, comprising 10 male students and 10 female students. The research results indicate that the effectiveness of audiovisual learning media in improving digital literacy competence in Indonesian language learning can increase, resulting in better outcomes compared to learning without the use of audiovisual media.