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Pengembangan Aplikasi Pembelajaran Multiplatform dengan Desain Mobile dan Desktop Untuk Mendukung Pendidikan Moderen Taufik Afandi; Khasan Nuzaki; Rahmat Kamal
Dewantara : Jurnal Pendidikan Sosial Humaniora Vol. 3 No. 4 (2024): Desember : Dewantara : Jurnal Pendidikan Sosial Humaniora
Publisher : Universitas 45 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30640/dewantara.v3i4.3681

Abstract

Learning applications are very important in facilitating access to education, supporting independent learning, and increasing the effectiveness of the learning process with interactive features. This article aims to discuss the development of multiplatform learning applications with designs that support mobile and desktop devices as an effort to increase effectiveness and flexibility in modern education. The research approach involves analyzing user needs, designing user-centered design (UCD)-based interfaces, and testing application functionality on various devices. The research method used in this article is research and development. The results of the study indicate that multiplatform applications can increase user engagement and provide wider access to digital learning. This article also reviews the design of mobile and desktop applications, concepts, designs and prototypes, and implementation in relevant learning
Pemanfaatan Augmented Reality sebagai Media Inovatif dalam Pembelajaran IPAS untuk Melestarian Sumber Daya Alam Taufik Afandi; Umi Mahmudah
IHSANIKA : Jurnal Pendidikan Agama Islam Vol. 3 No. 1 (2025): IHSANIKA : Jurnal Pendidikan Agama Islam
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/ihsanika.v3i1.2105

Abstract

The aim of this research is to explore the effectiveness of using Augmented Reality (AR) technology as an innovative medium in learning Natural and Social Sciences (IPAS) to increase elementary school students' awareness and understanding of preserving natural resources. This research uses a quasi-experimental research method with a pretest-posttest control group design. The research subjects were fifth grade students at an elementary school in Indonesia, who were divided into an experimental group that used AR media and a control group that used conventional learning media. The research results show that the use of AR media significantly increases students' understanding of the concept of preserving natural resources compared to traditional learning methods. In addition, students in the experimental group showed higher levels of learning motivation as well as active participation in class discussions. The implication of this research is that AR technology can be an effective and interesting learning tool in teaching complex environmental topics. The use of AR not only helps students understand concepts visually and interactively, but also motivates them to be more actively involved in efforts to conserve natural resources. The results of this research provide a basis for the development of technology-based learning media that can be applied in various educational contexts, especially to support sustainable education at the elementary school level.
Transformasi Intelektual Islam Atas Dunia Barat Taufik Afandi; Abdul Khobir
Jurnal Budi Pekerti Agama Islam Vol. 3 No. 2 (2025): April: Jurnal Budi Pekerti Agama Islam
Publisher : Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jbpai.v3i2.982

Abstract

This study examines the influence of Islamic intellectual transformation on the development of Western civilization, especially in the transfer of knowledge, technology, and cultural values ​​from the Middle Ages to the modern era. The background of this study is based on the importance of understanding the contribution of Islamic civilization in building the intellectual foundation for the rise of Europe. This study aims to identify and analyze the contributions of Muslim scientists in various disciplines, such as philosophy, astronomy, mathematics, and medicine, and how these thoughts were adopted and developed in the Western world. The method used is a qualitative approach through historical literature studies and comparative analysis of classical and modern documents. The findings show that Islamic intellectual thought played a significant role in accelerating Western intellectual development, through translations of scientific works and the influence of the thoughts of figures such as Al-Farabi, Ibn Sina, and Ibn Rushd. The implications of this study emphasize the importance of recognizing the role of Islamic civilization in the history of global science, as well as the need to revitalize dialogue between civilizations to strengthen harmony and cross-cultural cooperation.
Strategi Pembelajaran di Era Digital: Gamifikasi dan Metode Inkuiri dalam Meningkatkan Belajar Siswa Sekolah Dasar Taufik Afandi; Abdul Khobir; Muhlisin Muhlisin
Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan Vol. 2 No. 2 (2025): Jurnal Pendidikan Anak Usia Dini dan Kewarganegaraan
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/paud.v2i2.368

Abstract

The digital era requires the world of education to adapt to learning innovations that can increase student participation and enthusiasm, especially at the elementary school level. This research was motivated by students' low interest in learning which was influenced by conventional learning methods that were less interactive. The aim of this research is to examine the effectiveness of creative learning strategies through collaboration between gamification and inquiry methods in increasing student enthusiasm for learning. This research uses a qualitative approach with a case study method carried out in one elementary school in Indonesia. Data was collected through observation, interviews and documentation, then analyzed descriptively. The research results show that the integration of gamification with inquiry methods can significantly increase students' active involvement, curiosity and enthusiasm for learning in the learning process. The use of game elements combined with independent exploration is proven to create a fun and challenging learning atmosphere. The implications of these findings show the importance of implementing innovative and contextual learning strategies to support student learning processes in the digital era. This strategy is recommended as an alternative learning method that is relevant to be widely implemented in elementary schools.
Pemanfaatan Teknologi Canva dalam Meningkatkan Efektivitas Pembelajaran Pendidikan Pancasila di SD Negeri 01 Watusalam Taufik Afandi; M. Ali Ghufron
Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi Vol. 3 No. 2 (2025): Mei : Neptunus : Jurnal Ilmu Komputer Dan Teknologi Informasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/neptunus.v3i2.807

Abstract

In the digital era, learning Pancasila Education at SD Negeri 01 Watusalam faces challenges in delivering material that is interesting and easy for students to understand. This research aims to examine the use of the Canva graphic design application in increasing the effectiveness of Pancasila education learning in the school. The research method used is descriptive qualitative with data collection techniques through observation, interviews and documentation. The research results show that using Canva in learning can increase students' creativity, allowing them to create more interesting and interactive learning materials, such as posters and infographics, which help them understand the values ​​of Pancasila better. Apart from that, using Canva also increases student involvement and motivation in the learning process. However, this research also identified several limitations, such as limited access to technological devices and stable internet connections, as well as a lack of training for teachers in using graphic design applications such as Canva. However, with the right guidance and optimal use, Canva can be an effective tool for improving student learning outcomes and developing graphic design skills relevant to the needs of today's digital world. This research recommends the need for training for teachers in using Canva and improving technology infrastructure in schools to support digital-based learning.
Pemanfaatan Augmented Reality Sebagai Media Inovatif Dalam Pembelajaran IPAS Untuk Melestarian Sumber Daya Alam Taufik Afandi; Umi Mahmudah
Jurnal Pendidikan dan Kewarganegara Indonesia Vol. 1 No. 4 (2024): Desember : Jurnal Pendidikan dan Kewarganegara Indonesia
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupenkei.v1i4.95

Abstract

The aim of this research is to explore the effectiveness of using Augmented Reality (AR) technology as an innovative medium in learning Natural and Social Sciences (IPAS) to increase elementary school students' awareness and understanding of preserving natural resources. This research uses a quasi-experimental research method with a pretest-posttest control group design. The research subjects were fifth grade students at an elementary school in Indonesia, who were divided into an experimental group that used AR media and a control group that used conventional learning media. The research results show that the use of AR media significantly increases students' understanding of the concept of preserving natural resources compared to traditional learning methods. In addition, students in the experimental group showed higher levels of learning motivation as well as active participation in class discussions. The implication of this research is that AR technology can be an effective and interesting learning tool in teaching complex environmental topics. The use of AR not only helps students understand concepts visually and interactively, but also motivates them to be more actively involved in efforts to conserve natural resources. The results of this research provide a basis for the development of technology-based learning media that can be applied in various educational contexts, especially to support sustainable education at the elementary school level.