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Developing E-Learning Evaluation Instruments: A Study in Vocational School Nurrahman, Arief; Cahyani, Meita Dwi; Nurfatmawati, Lisa; Wibowo, Hendri
Journal of Office Administration : Education and Practice Vol. 3 No. 3 (2023): November
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/joaep.v3n3.p163-174

Abstract

This study aims to develop instrument for evaluating e-learning through Learning Management System (LMS) in the Office Administration program at vocational schools with CSE-UCLA evaluation model. Using cluster random sampling, data were collected from 85 respondents in the small-scale and 235 in the wide-scale trial stage. Validation procedures included Aiken's index for content validity, while construct validation utilized Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA), with reliability assessed using Cronbach's Alpha coefficient. The results showed that there were five instrument constructs for implementing e-learning. The Aiken index to measure content validity showed a valid item. The validity of the instrument construct was evaluated using EFA with a KMO value of 0.751, and each item had an anti-image coefficient more than 0.5, meaning that the factor analysis requirements for the future were met. The fit model based on the CFA result showed the value of Chi-square (X^2) = 239.61, df = 179, P-value = 0.416, RMSEA = 0.000. The loading factor value was 0.41-0.89 (>0.30), meaning the item was valid. The instrument's reliability showed a value of 0.791 that all instruments developed were reliable.
Pelatihan Spreadsheet Akuntansi sebagai Strategi Peningkatan Keterampilan Bekerja Siswa di Abad 21 Arief Nurrahman; Aghni, Rizqi Ilyasa; Cahyani, Meita Dwi; Maulana, Muchamad Ziddan
Sejahtera: Jurnal Inspirasi Mengabdi Untuk Negeri Vol. 3 No. 2 (2024): Sejahtera : Jurnal Inspirasi Mengabdi Untuk Negeri
Publisher : Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/sejahtera.v3i2.2057

Abstract

The Spreadsheet training program implemented by the accounting laboratory aims to improve job competition skills, as well as providing material and practical training related to the use of Spreadsheets. The target of this training activity is Pacitan Development Vocational School students. Participants who took part in the training were 21 students. Spreadsheet training is carried out offline in the accounting laboratory, FEB UNY. The training methods used are Focus Group Discussion and practice or simulation. This training went through two stages of implementation. First, a session providing material by the resource person as well as discussion resources with the students. Second, a Spreadsheet practice session directly using a computer guided by the speaker. Based on the evaluation results, the implementation of the Accounting Spreadsheet training went well and smoothly. The results of this training activity are that participants can understand material about accounting spreadsheets, master the concept of spreadsheet practice, and practice using spreadsheets in accounting transactions. Responses from participants regarding activities were also seen from the results of participant satisfaction surveys, suitability of material and practice, assessment of the quality of resource persons, and satisfaction with facilities which indicated that they were good or satisfied with attending the training.
Pengembangan Aplikasi Games sebagai Media Evaluasi Hasil Belajar Mahasiswa Nurrahman, Arief; Cahyani, Meita Dwi; Saputri, Agatha; Nugraha, R. Andro Zylio; Achmadi, Caesar Rosyad; Makarim, Muhammad Harfiansyah
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 2 No 1 (2024): Vol. 2 No. 1 Agustus 2024
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v2i1.3815

Abstract

Kemampuan kognitif mahasiswa terhadap materi perkuliahan harus disesuaikan dengan Capaian Pembelajaran Lulusan (CPL) dan Capaian Pembelajaran Mata Kuliah (CPMK) yang ditetapkan. Oleh karena itu, perlu dilakukan media evaluasi untuk mengukur ketercapaian belajar mahasiswa. Tujuan penelitian ini mengembangkan aplikasi games Kahoot sebagai media evaluasi belajar mahasiswa dengan melihat kelayakan, kepraktisan, dan kevalidan. Metode penelitian ini adalah Research and Development (R&D) menggunakan model 4D (Define, Design, Develop, Disseminate). Materi dan instrumen tes serta aplikasi games Kahoot diuji oleh 4 ahli menggunakan Aiken V dan 93 sampel mahasiswa. Hasil validasi oleh ahli menunjukkan bahwa materi dan instrumen memperoleh nilai 0,81-0,94 (valid). Validasi ahli terhadap aplikasi games Kahoot memperoleh nilai 0,88-1,00 (valid). Pengujian aplikasi menunjukkan rata-rata nilai mahasiswa 81,53 (baik). Respon mahasiswa terhadap kepraktisan aplikasi games Kahoot memperoleh skor 89,5% (sangat baik). Uji kelayakan menunjukkan aplikasi sangat layak digunakan sebagai media evaluasi belajar dengan persentase 93%. Hasil penelitian ini membuktikan bahwa aplikasi games Kahoot sangat layak dan efektif dijadikan media evaluasi hasil belajar. Implikasi penelitian ini menunjukkan aplikasi games Kahoot dapat diadopsi sebagai media evaluasi yang valid, praktis, dan layak untuk meningkatkan hasil belajar mahasiswa.
PENGARUH PENGETAHUAN SYARIAH DAN PERTIMBANGAN PASAR KERJA MELALUI SELF-EFFICACY TERHADAP MINAT BERKARIER MAHASISWA Hanifah, Yuliyatin; Muflikhah, Heni Fadhilatul; Cahyani, Meita Dwi; Wijayanti, Diana Wahyu; Chandra, Meyliana
Jurnal Riset dan Penalaran Mahasiswa Vol 2, No 2 (2024): Desember 2024
Publisher : Universitas Negeri Yogyakarta

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

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) pengaruh pengetahuan syariah terhadap minat berkarier mahasiswa di lembaga keuangan syariah, (2) pengaruh pertimbangan pasar kerja terhadap minat berkarier mahasiswa di lembaga keuangan syariah, (3) pengaruh self-efficacy terhadap minat berkarier mahasiswa di lembaga keuangan syariah, (4) pengaruh pengetahuan syariah terhadap self-efficacy, (5) pengaruh pertimbangan pasar kerja terhadap minat berkarier mahasiswa di lembaga keuangan syariah, (6) pengaruh pengetahuan syariah terhadap minat berkarier mahasiswa di lembaga keuangan syariah melalui self-efficacy, (7) pengaruh pertimbangan pasar kerja terhadap minat berkarier mahasiswa di lembaga keuangan syariah melalui self-efficacy. Penelitian ini menggunakan populasi mahasiswa program studi Pendidikan Akuntansi dan Akuntansi FEB UNY angkatan 2021 yang berjumlah 162 mahasiswa. Uji hipotesis menggunakan analisis jalur. Hasil penelitian ini menunjukkan bahwa (1) pengetahuan syariah tidak berpengaruh signifikan terhadap minat berkarier mahasiswa di lembaga keuangan syariah, (2) pertimbangan pasar kerja berpengaruh signifikan terhadap minat berkarier mahasiswa di lembaga keuangan syariah, (3) self-efficacy berpengaruh signifikan terhadap minat berkarier mahasiswa di lembaga keuangan syariah, (4) pengetahuan syariah berpengaruh signifikan terhadap self-efficacy, (5) pertimbangan pasar kerja berpengaruh signifikan terhadap minat berkarier mahasiswa di lembaga keuangan, (6) pengetahuan syariah berpengaruh signifikan terhadap minat berkarier mahasiswa di lembaga keuangan syariah melalui self-efficacy, (7) pertimbangan pasar kerja berpengaruh signifikan terhadap minat berkarier mahasiswa di lembaga keuangan syariah melalui self-efficacy.
APAKAH APLIKASI GAMES KAHOOT DAPAT DIGUNAKAN SEBAGAI MEDIA ASSESSMENT FOR LEARNING? Cahyani, Meita Dwi; Nurrahman, Arief; Hendrantya, Eka Adi; Owen, Meutia Sulistyowati
Jurnal Edukasi Ekonomi Vol 8, No 1 (2024): Februari 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jee.v8i1.77391

Abstract

The concept of assessment for learning is usually used to provide feedback, monitor progress, and determine students' future learning progress. The Kahoot games application is an online-based test platform that can be used as an assessment medium for learning. This research aims to evaluate the use of the Kahoot games application as an assessment medium for learning. This research is descriptive quantitative research. Purposive sampling technique was used to take a sample of 93 students. An evaluation questionnaire consisting of product quality instruments, usability instruments and effectiveness instruments was used to collect data. The instrument was tested for content validity through expert judgment using the Aiken V formula. Construct validity testing using Exploratory Factor Analysis (EFA) was also carried out to see the validity of the questionnaire instrument. The instrument reliability test was carried out by looking at the value of Cronbach Alpha. The results of the analysis show that the evaluation questionnaire instrument meets this validity with a value of 0.81-1.00. The construct validity results show the KMO and Bartlett test value is 0.675 and the reliability value is 0.857, which means the instrument is valid and reliable. The evaluation results show that the product quality of the Kahoot games application is stated at 85.36%, which means very good, the application usability level is stated at 87.73%, which means very good, and the application effectiveness level is stated at 90.53%, which means very good. With these excellent evaluation results, it can be concluded that the Kahoot games application can be used as an assessment medium for learning for students.
Pengembangan Aplikasi Games sebagai Media Evaluasi Hasil Belajar Mahasiswa Nurrahman, Arief; Cahyani, Meita Dwi; Saputri, Agatha; Nugraha, R. Andro Zylio; Achmadi, Caesar Rosyad; Makarim, Muhammad Harfiansyah
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 2 No 1 (2024): Vol. 2 No. 1 Agustus 2024
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v2i1.3815

Abstract

Kemampuan kognitif mahasiswa terhadap materi perkuliahan harus disesuaikan dengan Capaian Pembelajaran Lulusan (CPL) dan Capaian Pembelajaran Mata Kuliah (CPMK) yang ditetapkan. Oleh karena itu, perlu dilakukan media evaluasi untuk mengukur ketercapaian belajar mahasiswa. Tujuan penelitian ini mengembangkan aplikasi games Kahoot sebagai media evaluasi belajar mahasiswa dengan melihat kelayakan, kepraktisan, dan kevalidan. Metode penelitian ini adalah Research and Development (R&D) menggunakan model 4D (Define, Design, Develop, Disseminate). Materi dan instrumen tes serta aplikasi games Kahoot diuji oleh 4 ahli menggunakan Aiken V dan 93 sampel mahasiswa. Hasil validasi oleh ahli menunjukkan bahwa materi dan instrumen memperoleh nilai 0,81-0,94 (valid). Validasi ahli terhadap aplikasi games Kahoot memperoleh nilai 0,88-1,00 (valid). Pengujian aplikasi menunjukkan rata-rata nilai mahasiswa 81,53 (baik). Respon mahasiswa terhadap kepraktisan aplikasi games Kahoot memperoleh skor 89,5% (sangat baik). Uji kelayakan menunjukkan aplikasi sangat layak digunakan sebagai media evaluasi belajar dengan persentase 93%. Hasil penelitian ini membuktikan bahwa aplikasi games Kahoot sangat layak dan efektif dijadikan media evaluasi hasil belajar. Implikasi penelitian ini menunjukkan aplikasi games Kahoot dapat diadopsi sebagai media evaluasi yang valid, praktis, dan layak untuk meningkatkan hasil belajar mahasiswa.