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Analisis Kebutuhan untuk Pengembangan Video Animasi Pembelajaran TPACK pada Mata Kuliah K3 di Universitas Negeri Jakarta Aulia, Fajrina; Murtinugraha, R. Eka; Saleh, Rosmawita
Jurnal Teknologi Pendidikan Vol. 1 No. 3 (2024): March
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtp.v1i3.311

Abstract

Saat ini, peserta didik yang lebih menyukai literasi teknologi menganggap pembelajaran konvensional dalam teknik bangunan, terutama yang berkaitan dengan keselamatan dan kesehatan (K3), tidak menarik bagi mereka. Akibatnya, pencapaian nilai menjadi lebih rendah. Tujuan dari penelitian ini adalah untuk mengevaluasi kebutuhan pembelajaran K3 melalui pengembangan media pembelajaran berbasis Technological Pedagogical Content Knowledge (TPACK) di Fakultas Teknik Bangunan Universitas Jakarta. Dengan harapan dapat meningkatkan kualitas pendidikan di institusi ini, tujuannya adalah untuk mengembangkan media pembelajaran yang lebih menarik dan efektif. TPACK dirancang untuk meningkatkan pembelajaran, meningkatkan pemahaman tentang materi K3, dan meningkatkan kesadaran akan keselamatan dan kesehatan kerja. Penelitian ini menggunakan penelitian dan pengembangan (R&D) untuk mengumpulkan data tentang preferensi peserta didik, gaya belajar, dan strategi pembelajaran yang efektif untuk memahami mata kuliah K3. Dengan hasil penelitian menunjukkan dominasi metode ceramah (65,5%), preferensi peserta didik terhadap gaya belajar visual/spasial (79,3%), dan memerlukan sebuah pengembangan media berupa video pembelajaran berbasis TPACK untuk memahami K3.
Transformation of Aqidah Akhlak Learning through Game-Based Learning Using Zeep Quiz at State Senior High School 1 Imogiri Komalasari, Komalasari; Putra, Lovandri Dwanda; Aulia, Fajrina; Purnama, Delvia Dwi; Shofia, Zakiatus; Saputri, Oke
Jurnal Ar Ro'is Mandalika (Armada) Vol. 6 No. 3 (2026): JURNAL AR RO'IS MANDALIKA (ARMADA)
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59613/armada.v6i3.6167

Abstract

With technological advancements, more schools are starting to use technology, particularly in Islamic Religious Education (PAI) learning. Teachers play an important role in utilizing technology, one of which is through game based learning methods (GBL). This method provides an enjoyable and varied learning experience with game elements such as scores, challenges, and rewards. This study explores the use of GBL in PAI at SMA Negeri 1 Imogiri using the Zep Quiz online platform. The study employs a qualitative approach with direct observation at the school as well as classroom learning practice with students. In addition, this research also uses a literature review from various relevant journals as a theoretical basis. The results of the study indicate that the use of the Zep Quiz web, which allows students to access materials and quizzes interactively, is effective in increasing learning motivation and student achievement. Through observation and classroom practice at SMA Negeri 1 Imogiri, it was found that this website also provides an evaluation feature at the end of learning that helps students understand their level of mastery of the material. Thus, the implementation of Game Based Learning (GBL) through Zep Quiz has been proven capable of creating a learning atmosphere that is more effective, engaging, and relevant to the needs of PAI learning in the digital era.