Ananta, Maulana Paramaditya
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Evaluation of the Effect of Using Educational Games on Early Childhood Learning Achievement Nurteti, Lilis; Srisudarso, Mansyur; Wahyuni, Annisa; Ramadhan, Mariatul Kamila; Ananta, Maulana Paramaditya
Journal Emerging Technologies in Education Vol. 2 No. 1 (2024)
Publisher : Yayasan Pendidikan Islam Daarut Thufulah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/jete.v2i1.755

Abstract

Background. Early childhood from 3-5 years old is classified as a digital native generation. This is triggered by the dependence of individuals on technology. The ease of access in the form of videos and other entertainment will trigger children to do activities. This aspect will help in providing stimulation for children while parents are busy with work. The use of educational games is one form of the role of technology use on the motor and cognitive development of children. Purpose This study aims to investigate how influential the use of educational games is. Looking for shortcomings and advantages in the use of educational games to be evaluated. Educational games that present interesting animations and images will captivate children when they see them. This will make children enthusiastic and easy to remember things. Method. The method used in this research is a qualitative method. This method is a way of research that uses numbers. The data collected comes from a questionnaire distributed to teachers at an early age level. The statements presented are loaded on Google from to facilitate access from teachers without taking time. The statements presented are related to evaluating the effect of using educational games on early childhood achievement. The collected data will later be transferred to Excel. After that the data will be inputted into spss to do the oneway anova test. Results. The result of this research is the use of technology in the form of educational games will help optimize the development and growth of early childhood. However, not all educational games are able to accommodate balanced and comprehensive development. It takes the role of parents and teachers to control the use of technology in early childhood so as not to get addicted.   Conclusion This research can be concluded that the use of technology in the form of content, educational games and other things in proportion will help improve the learning achievement of children. Proper use according to portions will help without replacing the role of parents and teachers.  
Penugasan Berbasis Screencast terhadap Hasil Belajar Prosedural Mahasiswa dalam Pembelajaran Statistik Menggunakan SPSS melalui Metode Kuasi Eksperimen Ananta, Maulana Paramaditya; Soepriyanto , Yerry; Praherdhiono, Henry
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 6 (2025): JPTI - Juni 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.829

Abstract

Pemanfaatan teknologi dalam pembelajaran statistik menjadi kebutuhan yang semakin penting, khususnya dalam penguasaan keterampilan prosedural menggunakan perangkat lunak analisis data seperti SPSS. Penelitian ini bertujuan untuk mengkaji efektivitas penugasan berbasis screencast terhadap hasil belajar prosedural mahasiswa pada mata kuliah Statistik Pendidikan. Penelitian menggunakan pendekatan kuantitatif dengan desain kuasi-eksperimen. Subjek terdiri dari 64 mahasiswa yang dibagi ke dalam dua kelompok. Kelompok eksperimen yang diberikan penugasan berbasis screencast dan kelompok kontrol yang menyusun laporan tertulis. Instrumen yang digunakan berupa tes hasil belajar prosedural, dan data dianalisis menggunakan uji-t independen. Hasil menunjukkan adanya perbedaan yang signifikan antara kedua kelompok, di mana kelompok eksperimen memperoleh nilai rata-rata yang lebih tinggi. Temuan ini mengindikasikan bahwa penugasan berbasis screencast dapat meningkatkan kemampuan prosedural mahasiswa dalam penggunaan SPSS. Penelitian ini berkontribusi terhadap pengembangan strategi penugasan berbasis teknologi dalam konteks pedagogi digital, serta memberikan implikasi bagi perancangan pembelajaran statistik berbasis keterampilan praktik menggunakan SPSS atau perangkat lunak lain.
ANALISIS PENGUASAAN TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE (TPACK) OLEH GURU SMK PUSAT KEUNGGULAN KOTA MALANG Ananta, Maulana Paramaditya; Lazuardini, Salsa Islam; Ramadhan, Mari'atul Kamila
Jurnal Kepemimpinan dan Pengurusan Sekolah Vol. 10 No. 4 (2025): December (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jkps.v10i4.904

Abstract

The Center of Excellence Vocational High School (SMK PK) program is designed to produce graduates with superior competence in their respective fields of expertise. This condition requires teachers to continuously improve the quality of the learning process they deliver. One important framework that can be utilized is TPACK, which refers to the integration of content knowledge (CK), pedagogical knowledge (PK), and technological knowledge (TK) in teaching and learning. This study aims to reveal the ability of SMK PK teachers to integrate these three aspects in order to support the development of competitive graduates. The research employed a qualitative method with a descriptive approach. Data were obtained from five productive subject teachers across different study programs in one SMK PK located in Malang City. The focus of the study was on teachers’ mastery of PCK, TCK, TPK, and TPACK domains in implementing learning activities. Data collection techniques included interviews, observations, and documentation. The findings indicate that in selecting instructional technology, teachers consider students’ characteristics and conditions while aligning them with predetermined learning outcomes. Teachers also tend to choose technological tools and representations that are more familiar and user-friendly to minimize potential difficulties.
Pengembangan Bahan Ajar Digital Interaktif untuk Materi Struktur Sel Eukariotik dan Prokariotik di SMA: Development of Interactive Digital Learning Materials on Eukaryotic and Prokaryotic Cell Structures for Senior High School Ananta, Maulana Paramaditya; Sulton; Abidin, Zainul; Soepriyanto, Yerry
Edu-Sains: Jurnal Pendidikan Matematika dan Ilmu Pengetahuan Alam Vol. 15 No. 1 (2026): Januari 2026
Publisher : Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jmpmipa.v15i1.48442

Abstract

Penelitian pengembangan ini bertujuan menghasilkan bahan ajar digital interaktif yang valid dan efektif untuk digunakan dalam pembelajaran materi struktur sel eukariotik dan prokariotik pada mata pelajaran biologi. Latar belakang penelitian ini adalah kondisi pembelajaran yang masih berpusat pada guru, di mana penyampaian materi dilakukan melalui media PowerPoint dan diskusi, sehingga diperlukan inovasi untuk mendukung keterlibatan siswa dalam kegiatan belajar. Produk bahan ajar digital interaktif yang dikembangkan dilengkapi dengan berbagai elemen seperti tombol, teks, ikon, gambar, video, serta visualisasi tiga dimensi. Proses pengembangan mengacu pada model Sadiman, meliputi tahap identifikasi kebutuhan, perumusan tujuan, penyusunan materi, penentuan alat keberhasilan, penyusunan naskah media, produksi media, uji coba, revisi, hingga produk akhir siap digunakan. Hasil validasi menunjukkan persentase kelayakan sebesar 96,25% dari ahli media dan 100% dari ahli materi. Uji coba dilakukan pada siswa kelas XI MIPA 1 SMA Islam Malang melalui tiga tahap, yaitu uji coba perseorangan (91,87%), uji coba kelompok kecil (93,75%), dan uji coba lapangan (91,91%). Berdasarkan hasil tersebut, bahan ajar digital interaktif ini dinyatakan layak dan efektif sebagai media pembelajaran.