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A Proposal of a Method to Promote Creativity Based on Computational Thinking Using Modified Problem-posing Fukui, Masanori
Dinamika Jurnal Ilmiah Pendidikan Dasar Vol 16, No 1 (2024): Dinamika Jurnal Ilmiah Pendidikan Dasar
Publisher : Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/dinamika.v16i1.21467

Abstract

The development of creativity and computational thinking (CT) has been emphasized in education through various studies and research. In activities such as problem-based learning (PBL), students are required to set and solve problems independently. However, it is often difficult for them to discover problems independently, and for teachers to evaluate them appropriately. This study focused on activities where students created problems, that is, problem-posing and examined methods for demonstrating creativity based on CT. Using this method, students were asked to modify and improve the original problem based on CT. The advantages of this method are that it encourages students to understand the structure of the problem, allows them to create entirely new problems, and helps teachers evaluate their work properly.
A Proposal of a Method to Promote Creativity Based on Computational Thinking Using Modified Problem-posing Fukui, Masanori
Dinamika Jurnal Ilmiah Pendidikan Dasar Vol. 16 No. 1 (2024): Dinamika Jurnal Ilmiah Pendidikan Dasar
Publisher : Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/dinamika.v16i1.21467

Abstract

The development of creativity and computational thinking (CT) has been emphasized in education through various studies and research. In activities such as problem-based learning (PBL), students are required to set and solve problems independently. However, it is often difficult for them to discover problems independently, and for teachers to evaluate them appropriately. This study focused on activities where students created problems, that is, problem-posing and examined methods for demonstrating creativity based on CT. Using this method, students were asked to modify and improve the original problem based on CT. The advantages of this method are that it encourages students to understand the structure of the problem, allows them to create entirely new problems, and helps teachers evaluate their work properly.
The Moderating Role of Self-Efficacy in the Relationship Between ICT Literacy and Students’ Self-Concept in Inquiry-Based Learning Yanuarto, Wanda Nugroho; Anggoro, Subuh; Setyaningsih, Eka; Fukui, Masanori
Tadris: Jurnal Keguruan dan Ilmu Tarbiyah Vol 9 No 2 (2024): Tadris: Jurnal Keguruan dan Ilmu Tarbiyah
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/tadris.v9i2.22046

Abstract

This study focuses on inquiry-based teaching and learning (IN), emphasizing the development of students' self-efficacy (SEDU), self-concept (PP), and information and communication technology literacy (TIK). Students are encouraged to prioritize the learning process over grades or competition, to develop a sense of competence and autonomy, and to focus on broader skill development rather than purely technical objectives. The purpose of this research was to evaluate the performance of SEDU, PP, and TIK within an IN framework. A quantitative approach with a cross-sectional survey design was employed to collect and analyze data. This study investigates the relationships among SEDU, PP, TIK, and IN. Data were collected using a structured questionnaire, and the relationships between these variables were analyzed using structural equation modeling (SEM). The sample consisted of 631 elementary school teachers and 224 mathematics education students from the University of Muhammadiyah Purwokerto, Indonesia. The analysis revealed statistically significant interactions among SEDU, PP, TIK, and IN. Additionally, SEDU was identified as a moderating factor in the interaction between PP, TIK, and IN. These findings suggest that SEDU has the potential to enhance classroom enrichment in IN settings for students with high levels of PP and TIK. This study contributes to the existing literature on instructional feedback and inquiry-based learning by providing recommendations for fostering effective IN classrooms. Specifically, it highlights the importance of enhancing students' technological competencies and personal growth to maximize the benefits of inquiry-based education.
Pengembangan Media Pembelajaran Augmented Reality Berbasis STEM Berbantuan Assembler Edu Untuk Materi Makan dan Dimakan Ayuningtyas, Octyara Dwi; Anggoro, Subuh; Fukui, Masanori
Jurnal Ilmiah Global Education Vol. 6 No. 3 (2025): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v6i3.4126

Abstract

This study focuses on the development of a STEM-oriented Augmented Reality (AR) learning medium for the topic “Eating and Being Eaten,” facilitated through the Assemblr Edu platform. It involves assessments of content feasibility, student usability testing at SD Negeri 2 Mersi, and evaluations of teacher feedback. The research follows Thiagarajan’s 4-D model, which comprises the stages of define, design, develop, and disseminate. Data were gathered using questionnaires and interviews, with participants including students, teachers, as well as media and content validators.The data analysis combined descriptive quantitative and qualitative approaches. Validation by content experts yielded a score of 87,53%, indicating a high level of validity. Similarly, media experts assessed the product at 81.25%, also categorized as highly valid. A small-scale trial involving 20 students resulted in a 92.33% score, suggesting strong student interest. Meanwhile, teacher feedback from 51 participants resulted in a 92.44% score, reflecting excellent reception. These findings indicate that the developed media is engaging, positively received, and practically applicable in learning environments.
Realizing sustainable development goal 4 (SDG 4): Examining quality processes, content, and outcomes in higher education students Yanuarto, Wanda Nugroho; Setyaningsih, Eka; Hapsari, Ira; Fukui, Masanori
Al-Jabar: Jurnal Pendidikan Matematika Vol 16 No 2 (2025): Al-Jabar: Jurnal Pendidikan Matematika
Publisher : Universitas Islam Raden Intan Lampung, INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ajpm.v16i2.28533

Abstract

Purpose: This study explores how Sustainable Development Goal 4 (SDG 4), which emphasises inclusive, equitable, and quality education, is implemented in the context of Indonesian higher education. It focuses on how the quality of teaching processes, curriculum content, and student learning outcomes interact to shape meaningful learning experiences. Method: A cross-sectional quantitative design was used, involving 638 university students from Universitas Muhammadiyah Purwokerto, Indonesia. Data were collected through a structured questionnaire and analysed using Structural Equation Modelling (SEM-AMOS) to examine both direct and indirect relationships among instructional practices, curriculum relevance, and learning achievement. Findings: The analysis showed a strong and positive connection between the quality of educational processes and student outcomes. However, weaker or even negative links were observed between process quality and content, as well as between content and outcomes, suggesting that good teaching practices alone are insufficient without a coherent and relevant curriculum design. Significance: This study deepens the understanding of SDG 4 by showing how pedagogy and curriculum alignment jointly contribute to learning equity in universities. The findings offer practical insights for educators and policymakers striving to enhance teaching quality and inclusiveness in higher education.
Inovasi Media Majalah Sains Anak Berbasis Augmented Reality: Strategi Visualisasi Konsep Sistem Pencernaan Manusia untuk Mengatasi Miskonsepsi Siswa SD Rufaida, Nur Izza; Anggoro, Subuh; Fukui, Masanori
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.4159

Abstract

Penelitian ini dilatarbelakangi oleh tingginya prevalensi miskonsepsi siswa Sekolah Dasar pada materi sistem pencernaan manusia, terutama mengenai peran lambung dan proses mekanis-kimiawi. Urgensi penelitian ini terletak pada perlunya inovasi media yang mampu memfasilitasi conceptual change melalui visualisasi konkret yang selaras dengan tuntutan digital abad ke-21. Penelitian ini bertujuan untuk mengembangkan Majalah Sains Anak berbasis Augmented Reality (AR) yang valid, praktis, dan efektif dalam mengatasi miskonsepsi tersebut. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Instrumen efektivitas menggunakan desain quasi-experimental pretest-posttest control group design dengan three-tier diagnostic test yang diberikan kepada 56 siswa kelas V di SD Al Irsyad 02 Cilacap. Temuan penelitian menunjukkan bahwa Majalah Sains berbasis AR dinyatakan sangat valid oleh ahli materi (98%), ahli media (95,2%), dan ahli bahasa (96,4%). Tingkat kepraktisan sangat tinggi berdasarkan respon guru (96%) dan respon positif siswa. Hasil uji efektivitas menunjukkan bahwa kelas eksperimen mengalami peningkatan 80,08%, sementara kelas kontrol hanya meningkat 24,75%. Uji Mann-Whitney U menghasilkan nilai signifikansi 0,000 (p<0,05), sehingga H0 ditolak. Siswa di kelas eksperimen berhasil mencapai kategori konsep ilmiah (construction). Simpulannya, Majalah Sains Anak berbasis AR valid, praktis, dan efektif dalam untuk merestrukturisasi pemahaman konsep siswa pada materi sistem pencernaan manusia.