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Optimalisasi Proses Pembelajaran Mahasiswa PPG Seni Budaya Melalui Implementasi Edukit Berbasis Interactive Surface Iriaji; Titi Rahayuningsih; Yuliati; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.3780

Abstract

This research aims to optimize the learning process of PPG Arts and Culture students through the implementation of Interactive Surface-based education. The methodology used includes needs analysis, design and development of education, as well as evaluation of the effectiveness of its implementation. This education is designed to provide a more interactive and immersive learning experience, using Interactive Surface technology that allows direct manipulation of learning content. The research results showed a significant increase in student engagement and understanding of the learning material. Evaluation through surveys and in-depth interviews confirms that this education is effective in supporting more adaptive and innovative learning strategies. This research makes an important contribution to the development of modern learning tools that are relevant to today's educational needs.
Optimalisasi Pembelajaran Kewirausahaan Bahasa dan Seni Melalui Integrasi Interactive Quiz Gamifikasi dalam Sistem Pembelajaran Jaringan Abdul Rahman Prasetyo; Iriaji; Ike Ratnawati; Alby Aruna; Eka Putri Surya; Adinda Marcelliantika; Ginanjar Atma Wijaya
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.3781

Abstract

This research aims to optimize language and arts entrepreneurship learning by integrating gamified interactive quizzes in a network learning system. The research method involves the development and implementation of interactive quizzes that use gamification elements to increase student engagement and learning motivation. The research results show that the use of interactive quizzes with gamification elements can increase students' active participation, understanding of the material, and interest in language and arts entrepreneurship. The evaluation shows a significant increase in the achievement of learning outcomes and student satisfaction with the learning methods applied. The integration of technology in network learning proves its effectiveness in creating a more dynamic and interactive learning environment.
Pengembangan Model Pembelajaran Collaborative Artistic Platforms Terintegrasi dengan Projek Penguatan Profil Pelajar Pancasila Untuk Optimasi Mahasiswa PPG di Sekolah Mitra Ike Ratnawati; Diana Tien Irafahmi; Habiddin; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.3782

Abstract

This research aims to develop a Collaborative Artistic Platforms learning model that is integrated with the Pancasila Student Profile Strengthening Project, in order to optimize the abilities of PPG (Professional Teacher Education) students at partner schools. This model is designed to improve collaborative skills, creativity and understanding of Pancasila values through interactive artistic activities. Research methods include model development, implementation in the field, and evaluation of effectiveness through qualitative and quantitative approaches. The research results show that this learning model is effective in increasing student involvement, their understanding of Pancasila values, as well as more creative and collaborative teaching abilities. It is hoped that this model can become a reference in developing a PPG curriculum that is more innovative and relevant to educational needs in Indonesia.
Pengembangan Aset Mooc Berbasis Puzzle Interaktif Gamifikasi dalam Desain Pembelajaran Berdiferensiasi pada Mahasiswa PPG PAUD Ica Purnamasari; Fikri Aulia; Rosyi Damayani Twinsari Maningtyas; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.3783

Abstract

Artikel ini membahas pengembangan aset Massive Open Online Course (MOOC) berbasis puzzle interaktif gamifikasi dalam desain pembelajaran berdiferensiasi untuk mahasiswa PPG PAUD. Program ini bertujuan untuk meningkatkan keterlibatan dan pemahaman mahasiswa terhadap materi melalui pendekatan gamifikasi yang interaktif. Metodologi yang digunakan mencakup perancangan, pengembangan, dan evaluasi aset MOOC, dengan fokus pada integrasi elemen puzzle dan gamifikasi dalam pembelajaran berdiferensiasi. Hasil menunjukkan bahwa penggunaan puzzle interaktif dalam MOOC secara signifikan meningkatkan motivasi belajar, partisipasi, dan pemahaman materi oleh mahasiswa. Selain itu, desain pembelajaran berdiferensiasi memungkinkan penyesuaian dengan kebutuhan individu, sehingga memberikan pengalaman belajar yang lebih efektif dan personal. Kesimpulannya, pengembangan aset MOOC berbasis puzzle interaktif gamifikasi memberikan kontribusi positif dalam meningkatkan kualitas pembelajaran bagi mahasiswa PPG PAUD.
Revitalisasi Produk Tempe dalam Wisata Edukasi Keberlanjutan Melalui Hilirisasi Karpet Interaktif Muatan Pembelajaran Berbasis Game dan Model Pembelajaran Problem Based Learning Eka Putri Surya; Abdul Rahman Prasetyo; Adinda Marcelliantika; Alby Aruna; Ginanjar Atma Wijaya
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.3784

Abstract

The revitalization of tempe products in sustainable educational tourism through the downstreaming of interactive carpets with game-based learning content and Problem Based Learning (PBL) models aims to enhance attractiveness and learning effectiveness. This program integrates interactive technology and problem-based learning approaches to create enjoyable and immersive educational experiences. Methods include developing game-based interactive carpets, providing technical training for tourism managers, and evaluating effectiveness through user feedback. Results indicate increased learning interest and visitor understanding of tempe production processes and sustainability concepts. The implementation of this program is expected to support the development of innovative educational tourism and promote environmental sustainability.
Optimalisasi Waktu Produksi Jamur Tiram Melalui Implementasi Sistem Penyiraman Berbasis IoT di UD Zaida Jamur Tiram Mohamad Firzon Ainur Roziqin; Abdul Rahman Prasetyo; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika; Ginanjar Atma Wijaya
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.3785

Abstract

The optimization of oyster mushroom production time through the implementation of an Internet of Things (IoT)-based irrigation system at UD Zaida Jamur Tiram aims to enhance efficiency and production quality. This program integrates IoT technology to automate the irrigation process, allowing real-time control and monitoring of environmental conditions. Methods include the design and installation of an automatic irrigation system, technical training for operators, and performance evaluation through production data analysis. Results show a significant increase in time efficiency and consistency in oyster mushroom quality. The implementation of this IoT system is expected to support the sustainability and competitiveness of the oyster mushroom industry at UD Zaida.
Pengembangan Konten Terintegrasi Smart Design Media Platform Mata Kuliah Media Pembelajaran Seni dalam Sistem Pembelajaran Jaringan Iriaji; Abdul Rahman Prasetyo; Ike Ratnawati; Alby Aruna; Eka Putri Surya; Mohamad Firzon Ainur Roziqin; Adinda Marcelliantika
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.4008

Abstract

Penelitian ini berfokus pada pengembangan konten terintegrasi untuk platform berbasis smart design media, yang ditujukan untuk mata kuliah media pembelajaran seni dalam sistem pembelajaran jaringan. Tujuan utama dari penelitian ini adalah untuk merancang dan mengintegrasikan konten pembelajaran yang efektif dan interaktif yang mendukung pendidikan seni dalam lingkungan online. Metodologi yang digunakan meliputi pengumpulan data melalui survei terhadap pengguna potensial, analisis kebutuhan, serta iterasi desain dan evaluasi berkelanjutan. Hasil dari penelitian ini menunjukkan bahwa integrasi konten yang kreatif dan teknologi interaktif dalam platform Smart Design Media berhasil meningkatkan keterlibatan dan pemahaman mahasiswa. Platform ini menggabungkan alat desain grafis, video tutorial, dan modul interaktif yang memungkinkan mahasiswa untuk belajar secara lebih efisien dan mendalam. Evaluasi yang dilakukan menunjukkan peningkatan signifikan dalam kemampuan mahasiswa untuk menerapkan konsep-konsep seni dalam pembuatan media pembelajaran digital. Penelitian ini memberikan kontribusi pada pengembangan metodologi pembelajaran seni yang lebih adaptif dan interaktif, menawarkan wawasan berharga bagi institusi pendidikan yang ingin mengintegrasikan teknologi dalam kurikulum seni. Implikasinya terhadap praktik pendidikan adalah signifikan, memungkinkan pendidik dan pembelajar dalam bidang seni untuk memanfaatkan teknologi dalam menciptakan dan mengimplementasikan media pembelajaran yang inovatif dan efektif.
TFETF Framework Development in MOOC Based on Art-Technopreneurial Iraji; Abdul Rahman Prasetyo; Ike Ratnawati; Alby Aruna; Adinda Marcelliantika; Eka Putri Surya; Ginanjar Atma Wijaya
Reslaj: Religion Education Social Laa Roiba Journal Vol. 6 No. 9 (2024): RESLAJ: Religion Education Social Laa Roiba Journal 
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v6i9.3034

Abstract

This study explores family economic empowerment through the Framework Economy of the Family (TFETF) through the implementation of the Massive Open Online Course (MOOC) through concrete-based pottery, supporting the development of creative family technopreneurs. Integrating traditional arts, entrepreneurship education and technology is the key to creating innovative human resources in the digital era. This research uses the ADDIE model to design a MOOC curriculum that facilitates collaboration in entrepreneurship and craft technology. The results of the research in the form of developing the TFETF framework obtained a media expert validation score of 91.45%, material expert validation 90%, practicality test 90%. The TFETF framework developed has proven effective in strengthening the family economy by providing adaptive learning materials, helping overcome geographic and socio-economic barriers and encouraging social inclusion and global connectivity.
Diseminasi dan Akselerasi Percepatan Produksi Jamur Tiram Melalui Studi Kasus Mesin Press Baglog Otomatis di UD Zaida Jamur Tiram Iriaji; Purnomo; Agusta Rakhmat Taufani; Mohamad Firzon Ainur Roziqin; Eka Putri Surya; Adinda Marcelliantika; Surasak Jamnongsarn; Alby Aruna
Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah Vol. 6 No. 11 (2024): Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/alkharaj.v6i11.3896

Abstract

The program for implementing this activity aims to accelerate the production of oyster mushrooms at UD Zaida Oyster Mushrooms through dissemination and implementation of an automatic baglog press machine. This activity was carried out in collaboration between a team from the university and UD Zaida, integrating modern technology into traditional production processes. Through a series of training and workshops, implementation partners can operate machines effectively and understand optimal production management. The results of this activity show a significant increase in production capacity, where UD Zaida was able to increase oyster mushroom production output and reduce production waste. This program has also succeeded in increasing the skills and knowledge of workers, while providing a positive impact on the local economy through increasing income and employment opportunities. The dissemination of automatic baglog press machines has proven to be a sustainable solution that drives efficiency and productivity in the mushroom farming sector. This implementation activity recommends expanding the use of this technology to other regions as an effort to support the growth of the oyster mushroom industry at the national level.
Pengembangan Buku Interaktif 3D Audio Visual pada Materi Tutorial Pengembangan Media Pembelajaran Berbasis Studi Kasus Adaptif untuk Peningkatan Kompetensi Keterampilan Mahasiswa PPG Seni Budaya Iriaji; Titi Rahayuningsih; Yuliati; Risa Septyana; Eka Putri Surya; Alby Aruna; Adinda Marcelliantika
Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah Vol. 6 No. 11 (2024): Al-Kharaj: Jurnal Ekonomi, Keuangan & Bisnis Syariah
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/alkharaj.v6i11.3898

Abstract

This study aims to develop a 3D audio-visual interactive book on tutorial materials for developing adaptive case-based learning media to enhance the skill competencies of PPG Art and Culture students. The methodology includes needs analysis, interactive book design, and effectiveness evaluation. This interactive book is designed to provide an immersive and comprehensive learning experience through the use of 3D and audio-visual technology. The results indicate that this interactive book significantly improves students' understanding and skills in developing adaptive, case-based learning media. Evaluations through surveys and in-depth interviews confirm that the book is effective in supporting a more innovative and interactive learning process. This study makes a significant contribution to the development of modern and relevant learning materials in contemporary education.