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ANALISIS KEBUTUHAN PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS WEB PADA KURIKULUM MERDEKA Rani, Shaumi; Toendan, Krisnayadi; Yedithia, Fenroy; Thomas, Orbit
PEDAGOGIKA: Jurnal Pedagogik dan Dinamika Pendidikan Vol 12 No 2 (2024): Pedagogika: Jurnal Pedagogik dan Dinamika Pendidikan
Publisher : Prodi Pendidikan Guru Sekolah Dasar (PGSD) FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pedagogikavol12issue2page432-447

Abstract

Kemajuan teknologi saat ini menghasilkan berbagai jenis media pembelajaran berbasis teknologi. Salah satu media pembelajaran yang praktis dan dapat diakses dimana saja adalah media pembelajaran berbasis web, yaitu memanfaatkan teknologi internet dalam implementasiannya. Perubahan kurikulum menjadi Kurikulum Merdeka mulai diberlakukan di Indonesia secara bertahap. Khususnya di SMK Karsa Mulya Palangka Raya, Kurikulum Merdeka mulai diberlakukan untuk kelas X tahun ajaran 2023/2024. Sejalan dengan karakteristik Kurikulum Merdeka, yaitu berpusat pada peserta didik dan memberikan kebebasan memilih metode pembelajaran yang sesuai, maka media pembelajaran berbasis web memiliki potensi besar untuk mendukung keefektifan pembelajaran. Penelitian ini merupakan jenis penelitian kualitatif untuk menganalisis kebutuhan pengembangan media pembelajaran berbasis web pada pelaksanaan kurikulum merdeka di SMK Karsa Mulya Palangka Raya. Teknik pengumpulan data yang digunakan adalah observasi dan wawancara. Hasil penelitian ini menunjukan bahwa bahwa perlu adanya pengembangan media pembelajaran berbasis web dalam pelaksanaan pembelajaran di SMK Karsa Mulya Palangka Raya khususnya pada mata pelajaran Dasar-Dasar Desain Komunikasi Visual yang didukung dari segi fasilitas sekolah dan karakteristik peserta didik.
Integrasi Aplikasi Berbasis Mobile pada Blended Learning: A Systematic Literature Review Rani, Shaumi; Koli, Maria Carliovita Samita; Rukmi, Jayanti Noor Purbo; Maysyarah, Siti; Kurniawan, Citra
Journal of Education Research Vol. 6 No. 3 (2025)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v6i3.2250

Abstract

Blended learning yang menggabungkan pembelajaran tatap muka dan online semakin berkembang dengan dukungan aplikasi berbasis mobile. Penelitian ini mengeksplorasi integrasi aplikasi mobile dalam blended learning menggunakan metode Systematic Literature Review (SLR) berdasarkan pendekatan PRISMA, menghasilkan 13 artikel inklusi dari Scopus dan Google Scholar. Penelitian ini menyajikan analisis sistematis tentang jenis aplikasi, fitur, dan efektivitasnya, memberikan kontribusi pada pemahaman yang lebih mendalam serta dasar rekomendasi penelitian lebih lanjut. Hasil menunjukkan bahwa aplikasi seperti Google Classroom, Moodle, dan platform Android meningkatkan fleksibilitas, interaktivitas, serta hasil belajar melalui multimedia, gamifikasi, dan umpan balik langsung. Tantangan seperti keterbatasan infrastruktur dan literasi digital tetap menjadi kendala utama, menunjukkan perlunya pendekatan pelaksanaan yang komprehensif. Aplikasi mobile memiliki potensi besar mendukung blended learning yang efektif.
Optimization of Instructional Technology for Attention Span in the Digital Generation Rani, Shaumi; Pionera, Mutiarani; Kuswandi, Dedi; Wedi, Agus
PEDAGOGIKA: Jurnal Pedagogik dan Dinamika Pendidikan Vol 13 No 2 (2025): Pedagogika: Jurnal Pedagogik dan Dinamika Pendidikan
Publisher : Prodi Pendidikan Guru Sekolah Dasar (PGSD) FKIP Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/pedagogikavol13issue2page383-393

Abstract

Exposure to technology causes a decrease in attention span in the digital generation which have an impact on the learning process. This provides an opportunity for learning technology to provide solutions to deal with this. This Systematic Literature Review aims to explore learning technology on attention span to optimize learning in the digital generation. The search strategy uses the PRISMA method with a qualitative descriptive approach collected from the Google Scholar, Scopus, and PubMed databases, resulting in 20 articles for analysis. The results of the study show that the phenomenon of attention span is closely related to cognitive load theory. Therefore, most of the approaches described prioritize dividing learning content into small parts and integrating it with various strategies so that the content attracts students' attention. Through active and collaborative learning models, student involvement will also increase, which will affect their attention span.
Optimalisasi Teknologi Pembelajaran Terhadap Attention Span Pada Generasi Digital: A Systematic Literature Review Rani, Shaumi; Kuswandi, Dedi; Wedi, Agus
PENA KREATIF : JURNAL PENDIDIKAN Vol 14 No 1 (2025): Pena Kreatif : Jurnal Pendidikan
Publisher : FKIP UM Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29406/jpk.v14i1.7465

Abstract

Paparan teknologi menjadikan penurunan rentang perhatian pada generasi digital sehingga berdampak pada proses pembelajaran. Hal ini memberikan peluang pada teknologi pembelajaran untuk dapat memberikan solusi dalam menghadapi hal tersebut. Systematic Literature Review ini bertujuan untuk mengeksplorasi teknologi pembelajaran terhadap rentang perhatian untuk mengoptimalkan pembelajaran pada generasi digital. Strategi pencarian menggunakan metode PRISMA dengan pendekatan deskriptif kualitatif yang dikumpulkan dari basis data Google Scholar, Scopus, dan PubMed sehingga menghasilkan 20 artikel untuk dianalisis. Hasil penelitian menunjukan bahwa fenomena rentang perhatian sangatlah berkaitan erat dengan teori beban kognitif. Oleh karena itu sebagian besar pendekatan yang dijabarkan mengutamakan pada pembagian konten pembelajaran menjadi bagian-bagian kecil dan diintegrasikan dengan berbagai strategi agar konten lebih menarik perhatian siswa. Melalui model pembelajaran aktif dan kolaboratif juga akan meningkatkan keterlibatan siswa sehingga akan berpengaruh kepada rentang perhatian generasi digital.
Efektivitas Gamifikasi terhadap Keterlibatan Siswa dalam Pembelajaran Daring : Systematic Literatur Review Salim, Ahkamsyadid Yusmaputra; Rani, Shaumi; Sayidaturrahmah, Sitti Saum; Kesuma, Dany Wijaya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02` (2025): Volume 10 No. 2 Juni 2024 In Built
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02`.25918

Abstract

The problem faced in online learning is the low student engagement, which can affect their learning outcomes. Gamification, as an innovative approach, is expected to improve student motivation and participation in the online learning environment. This study aims to review the effects of gamification on student engagement, focusing on intrinsic and extrinsic motivation during online learning. The method used is a systematic review of articles relevant to this topic. The article review process involves examining studies that identify various elements of gamification, such as incentives, competition, collaboration, and formative assessment, and their impact on student engagement and motivation. The expected result of this research is to provide insights into how gamification can enhance student engagement, as well as to identify the most effective gamification elements in the context of online learning. Additionally, this study aims to offer practical recommendations for educators on how to implement gamification to improve learning effectiveness.
Development of Gamification-based Microlearning Media for Learning Integers Rani, Shaumi; Soepriyanto, Yerry; Wedi, Agus; Degeng, Made Duananda Kartika
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 3 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i3.60542

Abstract

Learning integers at the junior high school level often faces obstacles in the form of low student understanding and engagement, mainly due to the abstract nature of the material and the learning approaches that are still dominated by conventional methods. Therefore, it is necessary to develop learning media that can present material concisely, interestingly, and relevant to the characteristics of students. This study aims to develop gamification-based microlearning media on a Learning Management System (LMS) platform specifically designed for integer material at the junior high school level, and to examine its feasibility for classroom use. The novelty of this study lies in the integration of microlearning and gamification in a media development design for the context of integer learning, which is still rarely studied in previous studies. This study uses the Research and Development method with the Web-Based Instructional Design (WBID) model as the development framework. The research subjects consisted of 32 students at a junior high school selected using a purposive sampling technique. Data were collected through expert validation, student response questionnaires, LMS analytics, and were analyzed using descriptive quantitative and qualitative techniques. The results of the validation by material and media experts obtained an average score of 87.5% and 90%, respectively, with the category of very valid. The limited trial and full implementation showed excellent results with percentages of 86.05% and 87%, respectively. Summative evaluations showed that 27 of 32 students completed the learning on time, 30 of 32 students earned engagement badges, and the majority accessed the LMS consistently every week. These findings provide empirical evidence that the developed gamification-based microlearning media is effective in increasing engagement and supporting integer learning. However, this study is limited by the sample size and has not yet measured the direct impact on academic learning outcomes.