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Pengembangan Animasi Pembelajaran Berdiferensiasi Bagi Siswa Berkebutuhan Khusus Di Taman Kanak-Kanak Prabawati, Anastasia Putri Cahyo; Susilaningsih, Susilaningsih; Utami, Deka Dyah
JKTP: Jurnal Kajian Teknologi Pendidikan Vol 7, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um038v7i32024p161

Abstract

This research is motivated by efforts to improve the quality of the inclusive learning process. From the results of interviews with teachers, it was found that the majority of students in the class were students with special needs. Apart from that, it was found that the learning process of typical students with students with special needs was still combined into one class by implementing a conventional learning system. The aim of this research is to produce differentiated learning animation that have high validity. This type of research is development research or Research and Development with the development model used, namely the ADDIE development model. After going through validation and testing procedures, it was concluded that the differentiated learning animation media developed had high validity, meaning the media was feasible and interesting to be implemented in the inclusive learning process. Abstrak Penelitian ini dilatarbelakangi oleh adanya upaya untuk meningkatkan kualitas proses pembelajaran inklusi. Dari hasil wawancara dengan guru ditemukan bahwa mayoritas siswa yang berada di dalam kelas adalah siswa berkebutuhan khusus. Selain itu, ditemukan bahwa proses pembelajaran siswa tipikal dengan siswa berkebutuhan khusus masih digabungkan menjadi satu kelas dengan menerapkan sistem pembelajaran konvensional. Tujuan penelitian ini adalah untuk menghasilkan animasi pembelajaran berdiferensiasi yang memiliki validitas tinggi. Jenis penelitian ini adalah penelitian pengembangan atau Research and Development dengan model pengembangan yang digunakan yaitu model pengembangan ADDIE. Setelah melalui prosedur validasi dan uji coba disimpulkan bahwa media animasi pembelajaran berdiferensiasi yang dikembangkan memiliki validitas tinggi yang bermakna media tersebut layak dan menarik untuk diimplementasikan dalam proses pembelajaran inklusi.
Development Of Interactive Multimedia-Assisted Gamification Learning In The Innovation Management Course Class A13 Puspitasari, Defita Aning; Setyosari, Punaji; Utami, Deka Dyah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Gamification is still not familiar to students in class A13. This research aims to develop gamification learning development media assisted by interactive multimedia that can meet needs, feasibility and attractiveness. The types of data used in this research are quantitative and qualitative data. This research produces gamification assisted by interactive multimedia with PowerPoint class results. Based on validation tests carried out on media experts, material experts and students, it can be concluded that gamification learning media assisted by interactive multimedia is included in the valid category. So the gamification developed can be used in learning activities. Keywords: Learning Development, Gamification, Interactive Multimedia
The Effectiveness of use of Artificial Intellegence (AI) in Supporting the Learning of Students Department of Educational Technology State University of Malang Kaulika, Vania Wilona; Praherdhiono, Henry; Utami, Deka Dyah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

Nowadays use Artificial Intelligence (AI) has received controversy in various fields, but this research wants to explore the potential of AI in supporting learning. One of the most widely used AI products is Chat GPT (Generative Pre-trained). The purpose of this research is to describe the usefulness, convenience, behavioral intentions, and actual use of GPT Chat in learning for students at the Faculty of Education, State University of Malang using the model. Technology Acceptance Model (TAM). TAM is a theoretical approach to describe the level of acceptance of technology. This research uses a quantitative descriptive approach and data processing uses statistics. The results of this research found that the use of GPT Chat by generation Z State University of Malang students proved effective in supporting their learning. So it was concluded that the average of the 4 variables of usefulness, convenience, behavioral intention and actual use of Chat GPT in supporting the learning of Educational Technology students at the State University of Malang was included in the good/high category with an average score (Mean) of 57.00 and a percentage of 71.25%. Keywords : Chat GPT, TAM, Learning
Development Of Social Media-Based One-Stop Microlearning Videos Ebzy, Fadiza Nova; Adi, Eka Pramono; Utami, Deka Dyah
Proceedings Series of Educational Studies 2024: The 3rd International Conference on Educational Management and Technology (ICEMT) 2024
Publisher : Universitas Negeri Malang

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Abstract

This research is motivated by the fact that the learning process at Taman Siswa Junior High School has not yet utilized technology-based media in teaching. The findings from observations reveal that the learning media currently used do not meet the needs of Generation Z. The purpose of this research is to produce instructional video media to facilitate the learning process of seventh-grade students at Taman Siswa Junior High School on Procedure Texts. This type of research is development research or research and development (R&D) using the Sadiman development model. The researcher chose the Sadiman model because it is designed to develop learning media in the form of audio, video, and film. The steps taken include (1) Needs analysis, (2) Formulating objectives, (3) Formulating materials, (4) Developing measurement tools, (5) Scriptwriting, (6) Media production, (7) Validation, (8) Revision, and (9) Final product. The sample consists of 30 seventh-grade students at Taman Siswa Junior High School. The research
Development of Telecounseling Media Based on Facial Expression Analysis as A Tool for Detecting Suicide Tendencies n Students Aniisah, Amiirah; Rahman, Aditya Ramadito; Priyatama, Muhammad Aldwin; Hussein, Wzamah Al; Fadhli, Muhibuddin; Adi, Eka Pramono; Utami, Deka Dyah
Edcomtech Vol 9, No 1 (2024)
Publisher : Universitas Negeri Malang

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Abstract

This research is motivated by a 20% increase in suicide cases among college students in Malang City. It aims to develop a telecounseling platform based on Facial Expression Analysis (FEA) to detect suicidal tendencies. The development follows a Research and Development (R&D) methodology, adapted from the ADDIE model and modified into four stages: analysis, design, development, and evaluation. Needs analysis shows that both counselors and clients require features such as scheduling, FEA reports, bibliocounseling, and forums. Expert validation results indicate that this platform is highly relevant, user-friendly, and engaging, with a validity index of 1. The final evaluation shows that the platform can enhance counselors' effectiveness and assist clients in managing their emotional issues. The designed features support a more comprehensive and in-depth counseling process.
Development Of Training Programs To Enhance Teachers' Digital Skills With Technological Pedagogical Content Knowledge (TPACK) Oktaviani, Herlina Ike; Utami, Deka Dyah
Journal of Educational Technology Studies and Applied Research Vol 1 No 2 (2024): [2] - 2024 December
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/jetsar.v1i2y2024a23

Abstract

The development of digital skills for teachers is important in the digital era, especially in the effective integration of technology into teaching and learning. This research focuses on the development of a training program based on Technological Pedagogical Content Knowledge (TPACK) to enhance teachers' ability to utilize educational technology. The program was developed using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation, to create relevant and adaptive training experiences. The program focuses on a development process designed to meet the diverse needs of participants and address barriers to digital training implementation in various educational contexts. The training results show that the majority of participants successfully mastered the basic TPACK competencies and demonstrated high levels of satisfaction. The program also adapts its approach based on the characteristics and needs of participants at each educational level, incorporating both online and face-to-face sessions. Despite challenges in infrastructure and accessibility, the program has been proven to significantly enhance teachers' digital skills, as evidenced by good graduation rates and positive participant perceptions of the training benefits. Therefore, this TPACK-based training can serve as an effective model in teacher professional development.
Pengembangan Aplikasi Asesmen Untuk Pembelajaran Tembang Kreasi Pada Mata Pelajaran Bahasa Jawa Setiawan, Bintang; Utami, Deka Dyah; Oktaviani, Herlina Ike
Journal of Educational Technology Studies and Applied Research Vol 2 No 2 (2025): [5] - 2025 December
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/c5678b21

Abstract

Penelitian ini bertujuan mengembangkan aplikasi asesmen berbasis Android untuk pembelajaran Tembang Kreasi dalam mata pelajaran Bahasa Jawa di kelas VII SMP. Aplikasi ini dirancang sebagai media evaluasi interaktif yang memanfaatkan elemen visual, audio, dan umpan balik instan, guna meningkatkan efektivitas serta daya tarik proses pembelajaran. Penelitian menggunakan model pengembangan 4-D (Define, Design, Develop, Disseminate) yang mencakup validasi ahli media dan materi serta uji coba terbatas. Hasil validasi menunjukkan tingkat kelayakan aplikasi sebesar 95-100% dari para ahli dan respons positif siswa sebesar 88%. Uji coba aplikasi menunjukkan peningkatan hasil belajar dengan 65,2% siswa mencapai Kriteria Ketuntasan Minimal (KKM). Kesimpulannya, aplikasi ini efektif sebagai media asesmen yang mendukung pemahaman siswa terhadap materi Tembang Kreasi, memberikan pengalaman belajar inovatif, dan relevan dengan era digital. Pengembangan aplikasi ini juga berimplikasi pada pelestarian budaya lokal melalui integrasi teknologi pendidikan.
The Effect of Guided Inquiry Learning with Virtual Laboratory on Junior High School Students' Physics Learning Outcomes Nggadung, Wilfridus; Wedi, Agus; Utami, Deka Dyah
Jurnal Pendidikan Fisika dan Teknologi (JPFT) Vol 12 No 1 (2026): January-June (In Press)
Publisher : Department of Physics Education, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpft.v12i1.10980

Abstract

Low physics achievement among junior high school students, particularly on the topics of work and energy, indicates the need for more effective instructional strategies. This study examined the effect of a guided inquiry approach assisted by PhET simulations on students’ learning outcomes in Work and Energy. A nonequivalent control group design was employed, involving 30 students in the experimental class and 30 students in the control class. The instrument consisted of 20 multiple-choice items designed to assess students’ understanding of fundamental concepts in Work and Energy. The results showed that the implementation of the PhET-assisted guided inquiry approach significantly improved students’ learning outcomes. This conclusion was supported by the results of an independent t-test and a high effect size. Nevertheless, the study was limited to a single topic and relied solely on quantitative data. Future research is therefore recommended to investigate other physics topics and to incorporate qualitative.
Pengembangan Video Animasi sebagai Media Edukasi Mitigasi dan Pelestarian Lingkungan bagi Generasi Alpha di Wilayah Rawan Longsor Utami, Deka Dyah; Kurniawan, Citra; Prihatmoko, Yulias; Inawati , Inawati; Pahrany, Andi Daniah; Prasetyo, Abd. Rahman; Patwati, Sri; Maliki, Husein; Yuliani , Katherin Ananda; Adam , Dwi Nata; Sumbogo, Muh. Fauzan
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 10 No. 2 (2026)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v10i2.7546

Abstract

Penelitian ini dilatarbelakangi masih rendahnya edukasi kelestarian lingkungan di wilayah yang rawan bencana longsor. Sehingga diperlukan edukasi dini mengenai pelestarian lingkungan bagi peserta didik generasi Alpha, khususnya mengenai peran bambu sebagai tanaman pencegah bencana erosi dan longsor di wilayah rawan bencana. Penelitian ini bertujuan untuk menghasilkan media edukatif berupa animasi series “Bam & Boo” yang menyajikan konten pelestarian lingkungan berbasis edukasi bambu. Jenis penelitian adalah Research and Development (R&D) dengan model pengembangan Sadiman yang mencakup tahap identifikasi kebutuhan, perumusan tujuan, penyusunan materi, penulisan naskah media, produksi, uji coba, revisi, hingga produk siap pakai. Teknik analisis data menggunakan metode deskriptif. Hasil validasi menunjukkan bahwa materi dan media memiliki tingkat validitas yang tinggi. Hasil penelitian terhadap 20 siswa sekolah dasar di sekitar wilayah bencana longsor menunjukkan peningkatan signifikan dalam pemahaman materi pelestarian lingkungan dengan skor evaluasi penyebaran angket pada aspek kemenarikan sebesar 93,00%, diikuti oleh efektivitas sebesar 91,40%, dan efisiensi sebesar 85,00%. Dengan demikian, animasi “Bam & Boo” terbukti menjadi solusi edukatif yang efektif, efisien dan menarik dalam meningkatkan kesadaran lingkungan bagi generasi alpha di sekitar wilayah rawan bencana longsor.
Systematic Literature Review: Gamification as a Learning Approach in Christian Religious Education in the Digital Age Manuputty, Prilly Lastika; Utami, Deka Dyah; Degeng, I Nyoman Sudana
Teknodika Vol 23, No 1 (2025): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/teknodika.v23i1.95497

Abstract

The rapid development of technology has advanced education, including the use of gamification as an innovative learning approach. Gamification integrates game elements to enhance students' interest and motivation and can be applied in various subjects, including Christian Religious Education. However, teaching methods in Christian Religious Education often remain traditional and monotonous. This study aims to encourage teachers to implement gamification in their teaching process. The research uses the Study Literature Review (SLR) method, collecting data from 12 relevant articles obtained through Google Scholar and Publish or Perish (POP). The findings show that gamification creates an engaging, interactive, and dynamic learning environment, improving students' motivation, participation, and learning outcomes across cognitive, affective, and psychomotor domains. Technology-based gamification enhances students' understanding based on their learning styles and fosters collaboration. However, its effectiveness depends on careful planning and relevant content selection. Without proper design, gamification may become a challenge rather than a benefit. Platforms like Kahoot have been widely used in education, offering interactive real-time quizzes that boost engagement and cooperation among students. Ultimately, gamification not only increases motivation but also transforms the learning experience into a more interactive and enjoyable process.