Articles
Interactive E-Module Development in Multimedia Learning
Nurhikmah H;
Abdul Hakim;
M. Syakir Wahid
AL-ISHLAH: Jurnal Pendidikan Vol 13, No 3 (2021): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (510.245 KB)
|
DOI: 10.35445/alishlah.v13i3.863
This study aims to develop interactive e-modules in the Multimedia Learning Course and to know the validity, practicality of the effectiveness of developing interactive e-modules in Multimedia Learning subject. This research method used Research and Development (R D), which focused on developing smartphone-based learning media, especially Android. The development model used the Alessi and Trollip development model, consisting of 3 stages: planning, design, and development. This research was conducted at Makassar State University with 45 students and one lecturer in multimedia learning. Interactive e-modules are used in multimedia learning courses to assist and facilitate lecturers in the learning process. Interactive e-modules were developed and validated by material experts and media experts, with the results of material validation obtained an average score of 4.9 (very valid) and media experts obtained an average score of 4.1 (valid) so that interactive e-modules can be tested in the field to determine the practicality and effectiveness with the results shown in the category of very practical and very effective. Based on the results found, it can be concluded that interactive e-modules are practical and effective in the learning process in multimedia learning courses at the Education Technology Study Program, Makassar State University
Kemampuan tenaga pendidik dalam memanfaatkan pembelajaran berbasis e-learning
Abdul Hakim;
Nurhikmah H
Seminar Nasional Pengabdian Kepada Masyarakat Vol 2018, No 3: Prosiding 3
Publisher : Seminar Nasional Pengabdian Kepada Masyarakat
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (53.584 KB)
The Activities of Community Partnership Program(PKM) carried out in Makassar. The partnership problems are:1) The changes of Information and CommunicationTechnology (ICT) that affect an education, 2) the ability ofeducators in using ICT, especially the use of an internet inlearning is still lack, utilizing some learning programs basedon e-learning primarily, and 3) the availability of internetinvarious of places can be used freely, both of at school andcampus. The results obtained from the training activities wereattended by 27 teaching staff both teachers and lecturers,showing that, 1) the implementation of e-learning basedlearning went smoothly because it was supported by availablefacilities, 2) The selection of marking moodle programs basedon needs and facilities available, further activities of PKM arecarried out directly to provide examples and mentoringparticipants. The facilitator in understanding and compiling elearningbased learning, and 3) All participants produceavailable e-learning products.
Pelatihan Gamifikasi dalam Video Pembelajaran untuk PAUD
Nurhikmah H.;
Abdul Hakim;
Abdul Malik Ramli;
Baso Asrul N. Bena
INOVASI: Jurnal Hasil Pengabdian Masyarakat Vol 2, No 2 (2022): INOVASI: Jurnal Hasil Pengabdian Masyarakat
Publisher : Universitas Negeri Makassar
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (296.016 KB)
|
DOI: 10.35580/inovasi.v2i2.40893
Abstrak. PKM Gamifikasi dalam Video Pembelajaran untuk PAUD ini tujuannya untuk memberikan pengetahuan dan keterampilan bagi guru pendidikan anak usia dini (Kelompok IGTKI-PGRI Kabupaten Majene) tentang gamifikasi dan pembuatan video pembelajaran dengan menggunakan software gratis, PKM ini dilaksanakan dengan 3 tahapan kegiatan, Tahap Persiapan, Pelaksanaan, dan Tahap Evaluasi Adapun hasil kegiatan yang di laksanakan selama 3 hari atau 32 jam. di ikuti oleh 27 guru PAUD. yaitu meningkatnya kemampuan guru dalam memproduksi video pembelajaran yang menarik dan pengetahuan tentang gamifikasi dalam pembelajaran Sesuai karakterisitik siswa nya masing-masing dan kondisi lingkungan tempat dimana akan dingunakan media tersebut., adapun output dari PKM ini adalah memperoleh sertifikat yang berjumlah 32 jam peserta. PKM Gamifikasi dalam Video Pembelajaran untuk PAUD di kabupaten Majene, Terjadi peningkatan pengetahuan dan keterampilan dalam memproduksi media animasi video pembelajaran untuk anak usia dini yang terlihat dari produk yang dihasilkan pada saat praktik, sehingga guru dapat memproduksi sendiri media pembelajaran. Kata Kunci: covid-19, gamifikasi, video pembelajaran, PAUD
PENGARUH PENGGUNAAN MEDIA AURORA 3D PRESENTATION TERHADAP HASIL BELAJAR SISWA ILMU PENGETAHUAN ALAM KELAS VII SMP NEGERI 1 BONTOMARANNU KABUPATEN GOWA
Bayu Mahendra;
Abdul Hakim;
Hamzah Hs
Jurnal Kependidikan Media Vol 11, No 3 (2022): JURNAL KEPENDIDIKAN MEDIA
Publisher : Universitas Muhammadiyah Makassar
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.26618/jkm.v11i3.9407
Masalah dalam penelitian ini yaitu Apakah ada pengaruh penggunaan media pembelajaran Aurora 3D Presentation terhadap hasil belajar pada siswa Mata pelajaran Ilmu Pengetahuan Alam?” penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media Aurora 3D Presentation terhadap hasil belajar IPA ilmu pengetahuan alam kelas VII SMP Negeri 1 Bontomarannu Kabupaten Gowa. Analisis data yang digunakan yakni analisis statistik deskriptif dan analisis statistik inferensial dengan sampel yaitu kelas VII A sebanyak 30 siswa yang terdiri dari 16 siswa laki-laki dan 14 siswa perempuan. Jenis penelitian ini menggunakan eksperimen dengan menggunakan pendekatan kuantitatif, instrumen penelitian yang digunakan adalah soal tes dan dokumentasi.. Hasil penelitian menunjukan bahwa: hasil belajar siswa menunjukkan rata- rata hasil pretest 52,87 dan rata-rata hasil posttest 84,47. Sehingga dapat disimpulkan bahwa media Aurora 3D Presentation mempunyai pengaruh pada hasil belajar siswa kelas VII A pada mata pelajaran ilmu pengetahuan alam SMP Negeri 1 Bontomarannu Kabupaten Gowa.
Manajemen Berbasis Sekolah dan Kesalahpahaman Persepsi
Soetam Rizky Wicaksono;
Abdul Hakim;
Kasmudin Mustapa
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 11 No 2 (2023)
Publisher : STKIP PGRI SITUBONDO
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.47668/pkwu.v11i2.769
While SBM (School-Based Management) has already been implemented in many countries, including Indonesia, the Education Council has already brought this idea to create a better education act. However, SBM still has the wrong paradigm among principals of schools in Indonesia. Some of them still hardly believe that SBM can leverage their school. This paradigm is based upon their narrow-minded point of view because many of them feel that there is no "real example" that SBM really can do that is leverage from the promise. Therefore, this research tries to give empirical evidence that SBM in Indonesia can give leverage factors to schools. Even though SBM has been proven to leverage schools' achievement, there are still misperceptions among school management, parents, and teachers about how SBM should work. The result of this research is also being socialized to the principals, so they can understand how important SBM is for their school and will be eager to implement SBM in their school (for those who do not implement it yet).
The Effect of Online Learning on Student Learning Outcomes in Indonesian Subjects
Abdul Hakim;
Nurhikmah H Nurhikmah;
Nur Halisa;
Farida Febriati;
Latri Aras;
Lutfi B Lutfi
Journal of Innovation in Educational and Cultural Research Vol 4, No 1 (2023)
Publisher : Yayasan Keluarga Guru Mandiri
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (244.723 KB)
|
DOI: 10.46843/jiecr.v4i1.312
This study employs a Pre-Experimental Design (Non-design) to examine whether online learning has any effect on learning outcomes in Indonesian subjects. The sample size for this study was 16 students, chosen at random. Data collection methods include observation, testing, and documentation. Observations were made by observing both teacher and student activities. The test consists of a pretest before implementing offline learning and a posttest after implementing online learning, as well as documentation for research purposes. The data was analyzed using descriptive statistics and the non-parametric Wilcoxon signed ranks test (Z). The average value of student learning outcomes in an Indonesian class after offline learning was higher than after online learning, according to the results of the non-parametric Wilcoxon signed ranks test (Z) processed using SPSS 22 for windows. The findings revealed that the effect of online learning on learning outcomes in an Indonesian course after implementing offline learning is greater than the effect of online learning after implementing offline learning. The findings reveal that the effect of online learning on learning outcomes in an Indonesian language subject after implementing offline learning is greater than the effect of online learning after implementing offline learning. It is possible to conclude that online learning has an effect on students' learning outcomes in Indonesian Class IV subjects at SD Negeri 1 Bonto-Bonto, Pangkep Regency.
The Development of Teaching Material for Blended Learning: A Strategy to Improve Students’ Creativity and Innovation in the 21st Century
Pattaufi Pattaufi;
Dedy Aswan;
Abdul Hakim
Journal of Educational Science and Technology (EST) Volume 9 Number 1 April 2023
Publisher : Universitas Negeri Makassar
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.26858/est.v9i1.37916
The study aims to develop a blended learning design to optimize the Microteaching subject in the Educational Technology program. The development method implemented here was the Integrative Learning Design Framework (ILDF), which consists of three stages: exploration, formulation, and evaluation. We used the PEDATI model to design synchronous and asynchronous learning activities in the formulation process. The research outcome is a prototype of blended learning material for microteaching subjects integrating face-to-face and online learning. Validation by an expert in media, learning design, and material shows that it is in a good category. Besides that, the N-gain score of 0.7 indicated that the 21st-century skills students must possess include teaching creativity that can be learned through blended learning. A proper learning model supports an effective and efficient learning process. The research findings can be used to design blended learning design in the future to create a more innovative and interactive learning process.
Pelaksanaan Pembelajaran Daring di masa COVID-19 di SMP Negeri 3 Marioriwawo
Alvina Nurulita;
Abdul Hakim;
Nurhikmah H
JOURNAL OF EDUCATIONAL TECHNOLOGY, CURRICULUM, LEARNING AND COMMUNICATION Vol 1, No 3 (2021): Edisi Juli
Publisher : Universitas Negeri Makassar
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.26858/jetclc.v1i3.22411
This study aims to describe 1) How is the process of implementing online learning 2) the advantages and disadvantages of online learning during the implementation of online learning 3) Obstacles to the implementation of online learning during the COVID-19 period in Indonesian language subjects. The data analysis technique used was descriptive-analytical technique. The results of the study indicate that the implementation of online learning is a process of implementing learning that students are required to study alone in their respective homes. The disadvantages and advantages of online learning are that it is easy because teachers can give assignments and students send assignments more easily because they are sent via WhatsApp, the drawback is the lack of student activity in participating in teaching and learning activities. The obstacle is the ineffectiveness of learning due to lack of supervision from parents and students experiencing boredom during the online learning process.
Pengembangan Alat Evaluasi Pembelajaran Berbasis Mobile Learning Siswa SMPN 3 Kahu
Isna Wati Amir;
Abdul Hakim;
Nurhikmah H Nurhikmah H
JOURNAL OF EDUCATIONAL TECHNOLOGY, CURRICULUM, LEARNING AND COMMUNICATION Vol 2, No 1 (2022): Edisi Januari
Publisher : Universitas Negeri Makassar
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.26858/jetclc.v2i1.28199
Evaluasi merupakan bagian yang sangat penting dalam pendidikan. Kebutuhan pada media evaluasi berbasis quizizz ini sesuai dengan kenyataan bahwa perlu adanya alat evaluasi yang menarik untuk di gunakan demi mempermudah proses evaluasi pada mata pelajaran Bahasa Indonesia kelas VII di Smp 3 Kahu. Tujuan penelitian ini yaitu (1) Mengetahui bagaimana dan (2) Mengetahui bagaimana tingkat kevalidan dan kepraktisan alat evaluasi pembelajaran berbasis mobile learning pada mata pelajaran Bahasa Indonesia siswa kelas VII Smp 3 Kahu. Jenis penelitian ini (R&D) dengan menggunakan model ADDIE. Data yang di olah nantinya berbantuk deskriptif kuantitatif. Data kuantitatif di peroleh dari angket yang di berikan kepada validator materi, validator media dan Desain, guru pelajaran Bahasa Indonesia Kelas VII, dan siswa kelas VII C berjumlah 21 siswa. Sedangkan data kuantitatif di peroleh dari kritik dan saran yang di berikan oleh validator dan pengguna. Hasil validasi dari ahli materi dengan kriteria sangat valid. Hasil validasi oleh ahli media memperoleh dengan kriteria valid. Hasil uji coba dan hasil uji lapangan soal di karegorikan valid semua dengan reliabilitas yang di peroleh pada tahap pertama di kategorikan tidak reabel dan pada tahap uji lapangan di kategorikan reabel. Pada penilaian peserta didik memperoleh dengan kriteria menarik.Kata Kunci: Evaluasi; Quizizz
Pengembangan Buku Digital Mata Kuliah Manajemen Pembelajaran
Fitri Hidayanti;
Abdul Hakim;
Farida Febriati
JOURNAL OF EDUCATIONAL TECHNOLOGY, CURRICULUM, LEARNING AND COMMUNICATION Vol 2, No 1 (2022): Edisi Januari
Publisher : Universitas Negeri Makassar
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.26858/jetclc.v2i1.26474
Tujuan penelitian ini adalah untuk mendeskripsikan tingkat kebutuhan mahasiswa terhadap penggunaan buku digital pada mata kuliah Manajemen Pembelajaran, mendeskripsikan tingkat validitas dan kepraktisan buku digital. Metode yang digunakan adalah research and development sedangkan teknik pengumpulan data dilakukan menggunakan angket tertutup, selanjutnya analisis data dilakukan menggunakan teknuik analisis deskrtiptif kualitatif dan statistic deskrtiptif. Hasil penelitian menunjukkan bahwa produk buku digital Manajemen Pembelajaran valid digunakan berdasarkan hasil validasi ahli media dan isi memiliki kualifikasi sangat baik selanjutnya tajap pengembangan media buku digital yang diujicobakan pada mahasiswa dan dosen pengampuh juga berada pada kualifikasi sangat baik.Kata Kunci: buku digital; manajemen pembelajaran; pembelajaran