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The Implementation of the 2013 Curriculum: Concept, Application and Quantitative, Qualitative and R&D Approaches Franklin Stevan Dahoklory; Dwi Yuniasih Saputri; Duddy Arisandi; Julita Tuamely; Baso Intang Sappaile
International Journal of Educational Research Excellence (IJERE) Vol. 3 No. 1 (2024): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v3i1.888

Abstract

Curriculum alterations have become a common occurrence, coincident with advances in technology and informational resources. This is designed to maintain alignment with the current educational landscape and to ensure relevance to contemporary times. Research is a scientific process that is formal and intensive. This is because it refers to established rules, cycles, and ways of representation that are necessary to obtain results that are recognized and beneficial to human life. The methodology employed in this research study was a systematic review of the literature. This approach was utilized to describe and elucidate the fundamental tenets of qualitative, quantitative research, as well as research and development initiatives associated with the implementation of the 2013 Curriculum. This result of the study is the concepts of qualitative, quantitative, and research & development research—along with their respective characteristics, types, and applications—offer significant benefits in the realm of education, particularly in the context of curriculum development. These research methodologies, which are commonly utilized in educational settings, align with the 2013 curriculum guidelines, facilitating studies or research related to education, thereby enabling more effective and impactful outcomes.
Building the Future of Education with Curriculum Innovation Freedom to Learn in the Era of Society 5.0 Baso Intang Sappaile; Vandan Wiliyanti; Wahyu Mustajab; Hadi Prayitno; Indah Rahayu Panglipur
International Journal of Educational Research Excellence (IJERE) Vol. 3 No. 1 (2024): January-June
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v3i1.902

Abstract

The Merdeka Curriculum constitutes an innovative educational approach that responds to evolving societal and technological demands within the Society 5.0 framework. This study conducted a comprehensive review of existing literature to gain insight into the Merdeka Curriculum's underlying philosophy and assess its contribution to basic education. The findings indicate that the Merdeka Curriculum is designed to foster the development of essential 21st-century skills required in the era of the industrial revolution 4.0. To ensure effective implementation, it is necessary to effect changes in the educational paradigm, develop teacher competencies, and garner support from various stakeholders. The Merdeka Curriculum presents an invaluable opportunity to cultivate students with the requisite attributes to thrive in an era of accelerating technological and social change. This literature study offers a nuanced understanding of the Merdeka Curriculum in the context of basic education that is pertinent to the challenges of the present moment.
Enhancing Critical Thinking Skills in Mathematics Education: Integrating Problem-Based Learning in Seconday Schools Baso Intang Sappaile; Sayida Khoiratun Nisak; Ahmad Afandi; Sofiyatul Anshoriyah; Mardiati Mardiati
International Journal of Educational Research Excellence (IJERE) Vol. 3 No. 2 (2024): July-December
Publisher : PT Inovasi Pratama Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55299/ijere.v3i2.1085

Abstract

Mathematics has an instrumental function in enhancing the quality of Indonesian citizens. However, as science and technology progress and the digital age intensifies, it has become imperative to modify the mathematical learning paradigm to align it with the demands of the 21st century. The research objectives were to ascertain the following: The study sought to answer three research questions(1) the difference in the improvement of mathematical critical thinking ability of students who are given problem-based learning with students who are given direct learning; (2) the interaction of learning with initial mathematics ability on the improvement of students' mathematical critical thinking ability; (3) the difference in the improvement of learning independence of students who are given problem-based learning with students who are given direct learning. The findings of the study can be summarized as follows: (1) students who received problem-based learning exhibited a greater improvement in their mathematical critical thinking abilities than those who received direct learning; (2) there was no interaction between learning and initial mathematical ability on the improvement of mathematical critical thinking abilities; (3) students who received problem-based learning demonstrated a greater improvement in their learning independence than those who received direct learning.
Meningkatkan Literasi Digital Melalui Pelatihan Aplikasi Kinemaster Untuk Pembuatan Konten Pembelajaran Gamar Al Haddar; Akhmad Ramli; Baso Intang Sappaile; Retno Dewi Prisusanti; Hilya Wildana Sofia
Jurnal Sipakatau: Inovasi Pengabdian Masyarakat Vol. 1 No. 1 (2023): Jurnal Sipakatau
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/jsipakatau.v1i1.233

Abstract

This service activity is intended to explore the potential use of technology to improve digital literacy among students by utilizing the Kinemaster application as an innovative learning tool. Digital literacy is a crucial factor in individual success in a society that relies on information technology, and multimedia applications such as Kinemaster are considered to have a significant role in achieving this goal. The approach applied in this PKM is to provide training to participants, especially students and teachers, on the use of Kinemaster applications to create multimedia content that supports learning. They are taught how to edit videos, add multimedia elements, and produce interesting learning materials through this application. The positive impact of this activity involves improving participants' digital literacy skills, increasing their ability to use technology for learning, and increasing their interest in creative exploration through multimedia. The positive contribution of this PKM is reflected in the development of digital literacy among students, supporting a more interactive and technology-based learning process, and creating opportunities for participants to become more skilled and responsible multimedia content producers.
GAMIFICATION-BASED LEARNING PATHS TO IMPROVE MATHEMATICAL REASONING IN MULTICULTURAL CLASSROOMS Baso Intang Sappaile
International Journal of Teaching and Learning Vol. 2 No. 12 (2025)
Publisher : Adisam Publisher

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Abstract

This study aims to examine the effectiveness of implementing a gamification-based learning pathway in improving students' mathematical reasoning skills in multicultural classrooms. In an increasingly diverse educational context, a key challenge is creating a learning approach that is inclusive, engaging, and accommodating to different cultural backgrounds. Gamification, with elements such as points, challenges, and achievements, is believed to be able to motivate students more evenly without neglecting cultural differences. This study used a quasi-experimental approach with two groups: a class implementing conventional learning and a class using a gamification-based learning pathway. The analysis showed that students in the gamification group experienced significant improvements in mathematical reasoning skills and demonstrated higher levels of participation and engagement. These findings indicate that the gamification approach is not only cognitively effective but also contributes to more adaptive and responsive learning in multicultural classroom contexts. This study recommends integrating gamification design into the mathematics curriculum as a strategy to strengthen cross-cultural engagement and improve more equitable learning outcomes.
MATHEMATICS ANXIETY AND VIRTUAL REALITY: EXPLORING COGNITIVE LOAD IN SIMULATED ALGEBRA LESSONS Baso Intang Sappaile
International Journal of Teaching and Learning Vol. 2 No. 12 (2025)
Publisher : Adisam Publisher

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Abstract

This study aims to explore the relationship between math anxiety, the use of virtual reality (VR) technology, and cognitive load in simulation-based algebra learning. Math anxiety is a significant barrier to learning, impacting students' motivation, conceptual understanding, and academic performance. On the other hand, developments in educational technology, particularly VR, offer more immersive, interactive, and contextual learning experiences, potentially reducing math anxiety and increasing learning engagement. However, the adoption of VR also presents new challenges related to cognitive load, as the complexity of visual displays, navigation, and interactions in simulated environments can burden students' mental processes. Using a literature review method, this study examines the results of previous studies on the relationship between math anxiety, the effectiveness of VR in algebra learning, and the implications of cognitive load in technology-based learning experiences. The results indicate that VR has the potential to positively impact reducing math anxiety by increasing emotional engagement and learning motivation. However, its successful implementation is strongly influenced by instructional design that balances visual stimuli with students' cognitive capacities. This study recommends the need for VR-based learning design strategies that are adaptive to students' anxiety levels and cognitive load management to optimize algebra learning outcomes in virtual environments.
THE ROLE OF CREATIVE AND INNOVATIVE EDUCATION MANAGEMENT IN IMPROVING THE QUALITY OF LEARNING Loso Judijanto; Lapas Zoni; Baso Intang Sappaile
International Journal of Teaching and Learning Vol. 2 No. 5 (2025): International Journal of Teaching and Learning (INJOTEL)
Publisher : Adisam Publisher

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Abstract

Creative and innovative educational management can help overcome the challenges faced by teachers in carrying out their duties. With a clear framework, teachers can have a guide that can help them organize their workload, plan learning, and cope with changes in policy and curriculum. Effective educational management can also provide the support, training, and supervision needed for teachers to continue to develop themselves and improve the quality of their teaching. The quality of learning is centered on the teacher's ability during the learning process in the classroom. Teachers are required to have the ability to plan learning, in the learning process, and in evaluating learning. When educators put forth the proper effort in imparting knowledge in accordance with the character traits of their students and the constraints of their teaching time, their attempts to apply teacher innovation and creativity management to enhance the quality of learning can succeed. Enhancing the quality of learning is largely dependent on creative and inventive educational management through innovation in the development of educational multimedia, the role of the principal in integrated quality management, the development of creative and innovative learning media, and the management of facilities and infrastructure.
UTILIZATION OF TECHNOLOGY AS A MATHEMATICS LEARNING MEDIA TO SUPPORT LEARNING IN SCHOOLS Windra; Baso Intang Sappaile
International Journal of Teaching and Learning Vol. 2 No. 6 (2025): International Journal of Teaching and Learning (INJOTEL)
Publisher : Adisam Publisher

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Abstract

This literature research discusses the use of technology as a mathematics learning medium to support the learning process in schools. Modern technologies such as Augmented Reality (AR), Virtual Reality (VR), and Artificial Intelligence (AI) have shown their potential in changing the way teachers and students interact with mathematical material. The use of this technology allows the application of more interactive, personalized and collaborative learning methods, which leads to increased student understanding and motivation. This study examines several important aspects in the application of technology to mathematics learning, including how the technology facilitates the visualization of complex mathematical concepts, offers personalized assistance according to student needs, and encourages collaboration between students. The results obtained show that the integration of technology in mathematics learning can increase the effectiveness and efficiency of the teaching and learning process, thereby creating an adaptive and innovative educational environment. Thus, the use of technology as a medium for mathematics learning is a strategic step in the modernization of education that contributes positively to improving the quality of students' learning experiences. This research recommendation focuses on further development and training for educators in utilizing technology optimally to support learning in schools.
LEARNING INNOVATION THROUGH EDUCATIONAL GAMES IN INCREASING ELEMENTARY SCHOOL CHILDREN'S INTEREST IN LEARNING Baso Intang Sappaile
Indonesian Journal of Education (INJOE) Vol. 4 No. 3 (2025): Indonesian Journal of Education (INJOE)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

Technological advancements and changes in children's learning patterns necessitate innovative teaching methods that can enhance elementary school students' interest in learning. One form of innovation widely used is educational games, whether in digital form, board games, role-playing, or gamification. This research is a literature review aimed at analyzing the role of educational games in increasing elementary school children's interest in learning, as well as identifying supporting factors and challenges in their implementation. The research method used is a literature study, reviewing various relevant sources such as journals, books, and research reports. The study results indicate that educational games can increase intrinsic and extrinsic motivation, foster curiosity, and create a more enjoyable learning environment. Additionally, games also encourage active student engagement and strengthen social interaction within the classroom. Factors supporting the successful implementation of educational games include teacher support, creativity, the availability of infrastructure, and collaboration with parents. However, the challenges faced include time constraints, teacher readiness, media costs, and alignment with learning outcomes. Therefore, a sustainability strategy needs to be prepared so that educational games can be effectively integrated into learning. This research suggests the need for further study regarding the effectiveness of digital educational games and their integration into the Merdeka Belajar curriculum.
THE IMPACT OF DIGITAL LITERACY PROGRAMS ON STUDENTS' CRITICAL ABILITIES IN VOCATIONAL HIGH SCHOOLS (SMK) Baso Intang Sappaile
Indonesian Journal of Education (INJOE) Vol. 4 No. 3 (2025): Indonesian Journal of Education (INJOE)
Publisher : CV. ADIBA AISHA AMIRA

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Abstract

This research aims to examine the role of digital literacy in enhancing the critical thinking skills of Vocational High School (SMK) students, with a focus on information analysis, creativity, and problem-solving skills in the technological era. The study was conducted using a systematic literature review method on journal articles, proceedings, books, and research reports published within the last 5–10 years. The analysis results show that digital literacy helps students effectively find, evaluate, and utilize information, as well as improve their ability to identify valid arguments and avoid false information. Additionally, digital literacy serves as a driver of creativity, enabling students to design innovative solutions to real-world problems in vocational fields, including thru the integration of technology in project-based learning. Identified challenges include infrastructure limitations, a lack of teacher training, and the digital divide among students, necessitating strategies to strengthen digital literacy programs in schools. This research recommends developing education policies that support equitable access to technology, enhance teacher competency, and foster cross-sector collaboration to strengthen digital literacy in vocational high schools. These findings are expected to serve as a reference for schools, teachers, and policymakers in designing effective digital literacy programs to equip students with critical thinking and adaptability skills in response to technological advancements.