Musdad, Akhmad Arif
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Implementasi Desain Pembelajaran Sejarah Mode Bauran (Blended Learning) Berbasis Digital Nafi’ah, Ulfatun; Musdad, Akhmad Arif
Historia: Jurnal Pendidik dan Peneliti Sejarah Vol 7, No 1 (2024): Kritik Sosial dalam Sejarah dan Pembelajaran Sejarah
Publisher : Prodi. Pendidikan Sejarah FPIPS UPI dan APPS (Asosiasi peneliti dan Pendidik Sejarah)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/historia.v7i1.66331

Abstract

This research aims to determine the implementation of digital-based blended learning history design in SMA/SMK in Malang City. This study used a descriptive qualitative method. Data collection techniques were carried out using observation, documentation, interviews, and open questionnaires. The research subjects were the PPG Pre-Service History Practicing Teachers at the State University of Malang, Phase II, who carried out practical field experiences at SMAN 1, SMAN 10, SMKN 4, and SMKN 6, Malang City in 2023. To check the validity of the data, data triangulation was carried out. The data analysis carried out was narrative-qualitative. Data analysis in this research includes data reduction, data presentation, and conclusion. The research results show that the blended learning mode that has been implemented can increase student learning outcomes from an average of 61.33 to 89.5. Students' psychomotor learning outcomes increase with product evaluation through virtual exhibition activities. The implementation of mixed-mode history learning in vocational and senior high schools runs effectively by teachers conducting classroom observations and adjusting students' learning needs. Apart from that, history teachers apply various varied learning models, namely project-based learning (PJBL) and problem-based learning (PBL). Evaluation is carried out to improve students' cognitive, affective, and psychomotor abilities. History learning activities are carried out with a learning process that integrates high-level thinking (HOTS). Learning also uses various digital media including Canva, video, Padlet s.id, and educational games, capable of producing critical, creative, and innovative historical learning. The mixed implementation mode used has challenges for history teachers including having to provide clear instructions for the learning process; for vocational school students, history subjects are not productive learning, so teachers supervise learning so that students focus on historical material; Vocational school teachers provide differentiated assignment options for determining the type of product produced.
Development of Learning Media Based on Gamification of Hijayyah Letters in Elementary Schools Mahardikha, Sekhar Khairunnisa; Yusuf, Munawir; Musdad, Akhmad Arif
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 1 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v25i1.34554

Abstract

Post-pandemic learning activities, especially in elementary schools, have been carried out face-to-face learning. Before all face-to-face learning activities are implemented, all parties must have implemented limited face-to-face learning. Limited face-to-face learning is a learning process that is carried out face-to-face between students and a limited number of school educators/teachers. Limited face-to-face meetings are carried out with 2 sessions, namely the morning session and afternoon session with 1 class in each session ranging from 10-16 students by implementing students and teachers wearing masks while learning takes place, seating between students is provided distance by emptying 1 table, before and after learning takes place students are required to use hand sanitizers. This study aims to produce a gamification-based learning media that can be used as an independent learning medium so that students can learn without being assisted by anyone and this media can be played anytime and anywhere. The research model used is the ADDIE model. The ADDIE development model consists of five stages including analysis, design, development, implementation, and evaluation. This application was tested on 19 grade 1st elementary school students. This research was conducted from January to October 2022. The results showed that this learning media was of interest to Grade 1st elementary school students and received a very good response.