Cakir, Gulsun Kurubacak
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Development of Web-Based Learning Media Using Problem-Based Learning (PBL) Approach on Scratch Material to Enhance Learning Motivation of Seventh-Grade Junior High School Students Ahmad, Fathul Luthfillah; Nugroho, Azis Luki; Anjarsari, Delvi Dwi; Rahmayanti, Ririn; Ningrum, Gres Dyah Kusuma; Arifin, M. Zainal; Satriyatma, Avo; Cakir, Gulsun Kurubacak
Letters in Information Technology Education (LITE) Vol 7, No 2 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um010v7i22024p80-85

Abstract

The low motivation of students to understand programming material at the junior high school level presents a challenge in informatics education. This study aims to develop web-based learning media using a Problem-Based Learning (PBL) approach on Scratch material to increase the learning motivation of seventh-grade junior high school students. The Research and Development (R&D) methodology used the ADDIE model, encompassing five stages: analysis, design, development, implementation, and evaluation. Data were collected through observations, interviews, and questionnaires using a mixed-methods approach to obtain in-depth and measurable results. The analysis showed that the learning media was highly valid, with a 95.83 percent rating from content experts and 93.84 percent from media experts, and received an excellent response from student trials. Motivation assessments revealed a significant increase in student learning motivation from 72.18 percent (high) before using the media to 87.85 percent (very high) after its implementation. This learning media was positively received by students, deemed engaging, and made it easier for them to grasp fundamental programming concepts. Therefore, the web-based learning media using the PBL approach has proven effective in supporting increased student learning motivation and contributes to the advancement of informatics education in junior high schools.
Gamified web-based learning to improve evaluation skills in teacher professional education courses Hidayat, Wahyu Nur; Widiyanti, Widiyanti; Ichwanto, Muhammad Aris; Prasetya, Didik Dwi; Akbar, Asna Isyarotul; Prihandicha, Adiftya Bayu; Cakir, Gulsun Kurubacak
Jurnal Inovasi Teknologi Pendidikan Vol. 12 No. 3 (2025): September
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v12i3.79270

Abstract

Education is a key pillar in the development of individuals and society. In this digital era, technology has revolutionized learning by expanding access and improving the quality of the learning process. One of the recent innovations is the use of web-based learning (WBL), which, although flexible, often lacks interaction elements, thus reducing user engagement. To address this, this research proposes a platform, “Meja Guru Academy,” that integrates gamification elements in WBL to improve the learning evaluation skills of Teacher Professional Education (PPG) students. This research utilizes the Design Thinking approach, which involves the stages of empathy, problem definition, idea development, prototyping, and evaluation—the data collection method through questionnaires produced quantitative and qualitative data for system validation. Content experts rated the platform's educational material at 85.33%, indicating exceptional alignment with learning objectives, while media experts provided a score of 89.60%, highlighting effective usability. User testing with PPG students yielded a strong System Usability Scale (SUS) score of 79, suggesting the platform is highly user-friendly. Additionally, the User Experience Questionnaire (UEQ) results indicated positive user perceptions across multiple aspects, with high ratings in pragmatic quality attributes such as perspicuity and efficiency, and hedonic qualities including stimulation and novelty. Overall, Meja Guru Academy presents an innovative and effective solution for advancing PPG students' evaluation competencies, fostering engagement and self-directed learning through gamified WBL.