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Nilai Pendidikan Karakter dalam Novel Kembara Rindu Karya Habiburrahman El Shyrazi Cendani, Tinezia; Effendi, M. Syahrun
Silampari Bisa: Jurnal Penelitian Pendidikan Bahasa Indonesia, Daerah, dan Asing Vol 5 No 1 (2022): Silampari Bisa: Jurnal Penelitian Pendidikan Bahasa Indonesia, Daerah, dan Asing
Publisher : LPPM Universitas PGRI Silampari Lubuklinggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31540/silamparibisa.v5i1.1727

Abstract

This study aims to describe the value of character education in the novel Kembara Rindu by Habiburrahman El Shirazy. The method used is a qualitative method. The data collection technique used is the documentation technique. The data analysis technique is by describing the entire contents of the novel, marking the value of character education, interpreting, and drawing conclusions. Test the validity of the data by checking and expert validity. From the results of the study, there are 5 types of character education values ​​and the dominant ones used in the novel Kembara Rindu by Habiburrahman El Shirazy are the values ​​of character education related to oneself as much as 52.47%, then the value of character education related to relationships with fellow creatures is 25, 31%, then the value of character education related to God Almighty (religious) 20.37%, and the value of character education related to nationality as much as 1.23%, and finally the value of character education related to the environment as much as 0.62% . The value of character education shown in this novel is more about how the relationship between creatures. Therefore, from the results of this study, it should be noted how the value of character education should be implemented in schools.
Feasibility of Augmented Reality Media for Ecosystem Learning in Primary Education: Expert Validation and User Trials Cendani, Tinezia; Kristanto, Andi; Mariono, Andi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.17505

Abstract

This study aims to develop augmented reality application technology as a learning medium for ecosystem material in science subjects at the primary education level. The research belongs to a Research and Development (R&D) study employing the Holistic 4D Model (Define, Design, Develop, Deploy), limited to the Develop stage. The instrument used for data collection was an open-ended questionnaire to determine the feasibility of the media, with development subjects including expert review, one-on-one, and field test. Expert review involved media experts, subject matter experts, and instructional design experts who are competent in the field of educational technology. The one-on-one trial was conducted with three fifth-grade students in primary education, while the field test was carried out with 24 students at the same grade level. The results indicated that the Augmented Reality Media for Ecosystem Learning is highly valid. This was based on scores obtained from subject matter experts (3.80, highly valid category), media experts (3.83, highly valid category), and instructional design experts (3.81, highly valid category). The response to the media implementation reached 91% in the one-on-one trial and 87% in the field test. These findings demonstrate that the Augmented Reality Media for Ecosystem Learning is feasible to be used in learning within primary education.
The Effectiveness of Ecoviar (Ecosystem via Augmented Reality) Learning Media in Enhancing Students’ Computational Thinking and Scientific Literacy Cendani, Tinezia; Kristanto, Andi; Mariono, Andi; Zakaria, Aminudin; Nisa', Khoirun
JPPS (Jurnal Penelitian Pendidikan Sains) Vol. 15 No. 2 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jpps.v15n2.p147-156

Abstract

Objective: The objective of this study was to assess the effectiveness of ECOVIAR (Ecosystem via Augmented Reality) learning media in improving elementary school students' Computational Thinking and scientific literacy skills on ecosystem material. Method: A quasi-experimental design with a non-equivalent control group design was used in this study. A total of 60 fifth-grade students participating in the experimental class and the control class were used as the research sample. The experimental class was given treatment using ECOVIAR media, while the control class underwent conventional learning. Data were collected using a validated long-response test to measure Computational Thinking and scientific literacy. Data analysis was calculated using a normality test, a homogeneity test, and an independent sample t-test. Results: The findings indicated no significant difference in the initial abilities between the two groups (Sig. > 0.05). However, significant differences were found in the post-test results for both computational thinking (Sig. = 0.002 < 0.05) and scientific literacy (Sig. = 0.000 < 0.05). It is concluded that students taught using ECOVIAR media achieved significantly higher learning outcomes compared to those in the conventional learning group. Novelty: The development and utilization of Augmented Reality media in learning specifically designed for the ecosystem of learning materials with a focus on improving Computational Thinking and scientific literacy is a novelty in this study, because it is still rarely studied simultaneously in elementary school expansion.
Physics Learning Utilizing VIRRIC (Virtual Reality Hydroelectric): Effects on Students' Learning Outcomes and Experiences Zakaria, Aminudin; Anggaryani, Mita; Cendani, Tinezia; Citra, Nina Fajriah
Journal of Digitalization in Physics Education Vol. 2 No. 1 (2026): April
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jdpe.v2i1.52253

Abstract

Objective: This study explores the impact of physics learning using VR-based media on students' learning outcomes and learning experiences. This study also examined gender differences in gains. Method:  This study uses the one-group pre-test and post-test methods to measure learning outcomes and a questionnaire to determine student responses. These student responses assess how students experience learning after using the Virtual Reality Hydroelectric (VIRRIC) media. This paper reports on the design, implementation, and impact of applying VIRRIC. VIRRIC was created using MilleaLab Creator software, a VR platform inspired by the Karangkates Hydroelectric Power Plant. The inspiration for this real renewable energy product is to support students in contributing to SDG 7. VIRRIC was tested in science class learning, and 30 high school students were tested. Results:  The trial results showed that 93% of students had a moderate n-gain (average n-gain = 0.433), indicating a decent increase in learning outcomes before and after using VIRRIC. In addition, the application of VIRRIC was well received by the students, with a questionnaire score of 0.76, indicating that they had good learning experiences in physics through VIRRIC. Both results show a positive correlation between STEM activities using VIRRIC and students' learning outcomes and learning experiences. Therefore, VIRRIC can be a medium for teaching, particularly on the renewable energy topic. Novelty: This study provides scientific evidence of VR technology's effectiveness in supporting physics learning. It provides empirical evidence of how conventional physics learning can be transformed into digitalization using VR.