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Improving Students' Visualization Concept through Augmented Reality Textbook in the Animal Respiratory System Material Nunung Nindigraha; Deka Dyah Utami; Ainir Rachmawati
Experiment: Journal of Science Education Vol 6, No 1 (2026)
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/experiment.v6i1.41571

Abstract

This research and development aims to produce a feasible textbook with Augmented Reality on the topic of respiratory organs in animals. Research and Development (R&D) is a research method that results in a product. The development method used refers to the Sadiman model. In its implementation, the textbook with Augmented Reality serves as a supplementary tool in the learning process, meaning this product is designed to complement teaching the topic of respiratory organs in animals. The results of the product feasibility tests conducted with media experts and subject matter experts, as well as field trials with students, show that the Augmented Reality product received positive responses, is feasible, and can be used in the learning process. Thus, it can be concluded that the Augmented Reality textbook can serve as a supplementary resource for students learning about animal respiratory organs, as its use can facilitate, motivate, and increase students' interest in the subject.
Development of Telecounseling Media Based on Facial Expression Analysis as A Tool for Detecting Suicide Tendencies in Students Amiirah Aniisah; Aditya Ramadito Rahman; M. Aldwin Priyatama; Wzamah Al Hussein; Muhibbudin Fadhli; Eka Pramono Adi; Deka Dyah Utami
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 1 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p57-65

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.
Pengembangan Aplikasi Asesmen Untuk Pembelajaran Tembang Kreasi Pada Mata Pelajaran Bahasa Jawa Bintang Setiawan; Deka Dyah Utami; Herlina Ike Oktaviani
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.
DEVELOPMENT OF DISTANCE LEARNING STRATEGIES BASED ON LEARNING MANAGEMENT SYSTEMS TO IMPROVE SELF-DIRECTED LEARNING AND STUDENTS’ UNDERSTANDING OF CONCEPTS Ahkamsyadid Yusmaputra Salim; Deka Dyah Utami; Agus Wedi
World Psychology Vol. 5 No. 2 (2026)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/wp.v5i2.1146

Abstract

Advances in information technology have significantly changed higher education, particularly through the implementation of distance learning. However, challenges remain, including low levels of student self-directed learning and inadequate conceptual understanding. This study aims to develop an LMS-based distance learning strategy in the form of digital learning modules that are valid, practical, and effective in improving student self-directed learning and conceptual understanding. This study uses a research and development (R&D) approach with Dick and Carey's instructional design model. Product validity was evaluated through expert validation, with results of 91% from subject matter experts, 80% from media experts, and 100% from learning design experts, indicating that the product is feasible for implementation. The usefulness and effectiveness were evaluated through small and large group trials and N-Gain analysis. The results of the independent learning questionnaire increased from 83% in the small group trial (practical category) to 97% in the large group trial (very practical category), indicating the high usefulness of the developed product. Additionally, N-Gain analysis showed a significant increase in students' conceptual understanding between pre- and post-tests. These findings indicate that LMS-based distance learning strategies effectively enhance students' self-directed learning and conceptual understanding.
Systematic Literature Review: Gamification as a Learning Approach in Christian Religious Education in the Digital Age Prilly Lastika Manuputty; Deka Dyah Utami; I Nyoman Sudana Degeng
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.