Uswatun Hasanah
Universitas Nahdlatul Ulama Nusa Tenggara Barat

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Do Computational Thinking and Self Regulated Learning Affect Computer Programming Problem Solving Skills? : An Experimental Study Dyah Susilowati; Abdul Rahim; Gede Pramudya Ananta; Dian Syafitri Chani Saputri; Uswatun Hasanah; Reny Refitaningsih Peby Ria
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 3 (2024): September
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i3.12415

Abstract

This study aims to analyze the effect of computational thinking and self regulated learning on computer programming problem-solving skills. The research used a quasi-experiment with a factorial design. Research sampling using a purposive sampling technique. The sampling of this study used a purposive sampling technique, namely students of Bumigora University, Indonesia. The data collected were in the form of tests with data analysis techniques using inferential statistics. The results showed the fulfillment of the prerequisite tests of normality and homogeneity with each Sig value obtained > 0,05. The paired sample t-test test in the control and experimental groups obtained each Sig value < 0.05, so it can be concluded that there is a significant difference in student learning outcomes in each control group and experimental group. The independent sample t-test test obtained a Sig value < 0.05, so it can be concluded that there is a significant difference between the computational thinking method and the conventional learning method. The independent sample t-test test obtained a Sig value < 0.05, so it can be concluded that there is a significant difference between high and low self-regulated learning. Factorial ANOVA test obtained Sig value <0.05, so it can be concluded that the interaction between learning methods and self-regulated learning makes a significant difference in the ability to solve computer programming problems. The implications of applying computational thinking methods and developing self-regulated learning skills significantly improved problem-solving skills in computer programming, thus supporting the need to integrate this approach into curricula and teaching strategies.
Implementasi Multimedia Interaktif Berbasis Augmented Reality dan Assemblr Edu dalam Pembelajaran Sains untuk Siswa Sekolah Dasar Silvana Stavinibelia; Ema Hariati; Nur Ramadhan; Uswatun Hasanah; Fahmi Saifuddin
Pengenalan Lapangan Persekolahan Pendidikan Guru Sekolah Dasar Vol. 1 No. 2 (2024): Pengenalan Lapangan Persekolahan Pendidikan Guru Sekolah Dasar
Publisher : LPPM UNUSIDA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/plppgsd.v1i2.1629

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi multimedia interaktif berbasis Assemblr Edu guna meningkatkan berpikir kritis peserta didik dalam mata pelajaran IPAS. Penelitian ini menggunakan pendekatan Research and Development (R&D) dengan model ADDIE. Hasil penelitian menunjukkan bahwa penggunaan multimedia interaktif ini secara signifikan meningkatkan kemampuan berpikir kritis siswa, terutama dalam mengidentifikasi masalah, menganalisis informasi, dan mengevaluasi argumen. Integrasi teknologi AR dan 3D dalam pembelajaran memberikan pengalaman belajar yang lebih imersif dan menarik dibandingkan metode konvensional. Penelitian ini memberikan kontribusi baru dalam pengembangan media pembelajaran interaktif berbasis Augmented Reality (AR). This study aims to develop and evaluate interactive multimedia based on Assemblr Edu to improve students' critical thinking in science subjects. This study uses a Research and Development (R&D) approach with the ADDIE model. The results of the study indicate that the use of this interactive multimedia significantly improves students' critical thinking skills, especially in identifying problems, analyzing information, and evaluating arguments. The integration of AR and 3D technology in learning provides a more immersive and interesting learning experience than conventional methods. This study provides a new contribution to the development of interactive learning media based on Augmented Reality (AR).