Claim Missing Document
Check
Articles

Found 18 Documents
Search

The Implementation of the Role-Playing Model to Enhance Students' Empathy in Understanding Social Conflicts in Social Studies Learning Ngongo, Lidya; Sogen, Maria Magdalena Beatrice
SOSEARCH : Social Science Educational Research Vol. 5 No. 2 (2025)
Publisher : Program Studi Pendidikan IPS Unesa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/sosearch.v5n2.p91-97

Abstract

Social conflicts that frequently arise in society demand a learning approach that not only emphasizes cognitive aspects but also fosters the development of students’ empathy. In the context of Social Studies (IPS) education, understanding social conflict is crucial for enabling students to respond to differences wisely. This study aims to examine the effectiveness of implementing the role-playing learning model in enhancing students’ understanding and empathy toward the topic of social conflict. Using a descriptive qualitative approach with Classroom Action Research (CAR) design, the study was conducted in two cycles in Grade VIII at SMPK Sta. Maria Assumpta. Each cycle consisted of planning, action implementation, observation, and reflection stages. The results showed a significant improvement in both cognitive and affective aspects. The average student comprehension score increased from 66.3 (pre-action) to 84.7 at the end of the second cycle, while empathy scores rose from 60% to 85%. Learning through the role-playing model proved effective in encouraging critical thinking, understanding multiple perspectives in conflict, and developing students’ social sensitivity and empathy. These findings suggest that experiential learning approaches, such as role playing, are highly relevant for Social Studies education in shaping reflective and humanistic student character.
Validation of a Transformative Learning Model Based on Marosok Local Wisdom for Strengthening Students' Entrepreneurial Character Siska, Felia; Yulanda, Novidya; Sogen, Maria Magdalena Beatrice; Irwan, Irwan; Yonatan, Darius
Jurnal Mamangan Vol 14, No 1 (2025): Jurnal Ilmu Sosial Mamangan Accredited 2 (SK Dirjen Ristek Dikti No. 0173/C3/DT
Publisher : LPPM Universitas PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22202/mamangan.v14i1.9372

Abstract

The Marosok tradition is one of the local wisdoms of the Minangkabau culture that upholds the values of honesty, trust, responsibility, work ethic, and empathy. Due to globalization, the Marosok tradition is increasingly unfamiliar to school-aged generations. In fact, this tradition embodies entrepreneurial character values of Minangkabau traders. This study aims to elevate local community traditions as content in Social Studies education (IPS) while also preserving the local wisdom inherited from the Minangkabau society. The objective of this research is to develop a transformative learning model based on Marosok local wisdom and to produce a valid transformative learning model for Social Studies education. This research employs the Research and Development (R&D) method following the Borg & Gall model. Data collection techniques include questionnaires, focus group discussions (FGDs), interviews, and observations. The data analysis technique uses descriptive statistics. The research findings indicate that the development of a transformative learning model based on local wisdom results in seven syntax stages: Bapatuik, formulating essential questions, designing the project, implementing the project, assessing the results, decision-making, and constructing new meaning perspectives. Model validation was carried out in two stages: Focus Group Discussion and expert validation using questionnaires. The FGD stage recommended that the learning model could proceed to the implementation phase with a suggestion to reduce the decision-making syntax stage. The results of the model and learning tools validation by experts in model design, content, language, and practicing teachers indicated an average validity score of 93%, confirming that the transformative learning model based on Marosok local wisdom is valid for school implementation. The conclusion of this study is that the Marosok-based local wisdom learning model has been developed and is valid for use in Social Studies learning at the junior secondary level (SMP/MTs), with the potential to strengthen students’ entrepreneurial character
Utilization of Edlink Application by Lecturers in the Learning Process at Citra Bangsa University Atama, Joan Corlince; Sogen, Maria Magdalena Beatrice; Saekoko, Jurni; Keling, Rijkar Putra.S; Neonbasu, Didimus Armindo
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8868

Abstract

The development of information technology has encouraged the transformation of higner education systems, one of which is through the utilization of Learning Management System (LMS) applications such ad EdLink. This study aims to analyze the utilization of the EdLink application by lecturers in the laerning process at Citra Bangsa University. The problem raised in the field, such as tecnical obstacles and the need for training. Perkembangan teknologi informasi telah mendorong tranformasi sistem pendidikan tinggi, salah satunya melalui pemanfaatan aplikasi Learning Management System (LMS) seperti EdLink. Penelitian ini bertujuan untuk menganalisis pemenfaatan aplikasi EdLink oleh dosen dalam proses pembelajaran di Universitas Citra Bangsa. Permasalahan yang diangkat adalah kesenjangan antara harapan optimalisasi pembelajaran daring dengan kenyataan dilapangan, seperti kendala teknis dan kebutuhan peneliti
Artificial Intelligence as an Innovative Solution in the World of Education Angul, Angelina; Sogen, Maria Magdalena Beatrice; Boko, Heddy Mamida Yosefa; Belo, Ivonia Nazario Alves
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8820

Abstract

 The rapid advancement of digital technology has led to significant changes in the education sector, increasing the demand for responsive and efficient educational systems. Artificial Intelligence (AI) has emerged as an innovative alternative capable of enhancing effectiveness, personalization, and accessibility in learning. This article reviews the use of AI in education, including adaptive learning systems, educational chatbots, and virtual tutors, which create a more interactive learning experience tailored to the individual needs of each student. While AI offers numerous benefits, such as improved access to education in remote areas, issues related to ethics, data privacy, and infrastructure readiness must also be addressed. Utilizing a literature review method, this article connects the latest theories and practices regarding the implementation of AI in education and provides recommendations for efficient integration. Research findings indicate that AI has remarkable potential to transform education, fostering a more adaptive and responsive learning environment and preparing future generations to face the challenges of the times.Keywords: Artificial Intelligence (AI), Adaptive Learning Systems, Personalized Learning 
The Effect of Using Black Box Ai to Improve Web Programming Skills of Informatics Education Students Banung, Floriana Letni; Sogen, Maria Magdalena Beatrice; Ndao, Angelo Fransisco Daga; Tunu, Sherwin Gainell; Koa, Ayu Desita
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8852

Abstract

Student   often   face   challenges   or   difficulties   in   creating   attra   web   interfaces,particularly   in   understanding   code   and   finding   suitable   coding   references.   This   study   aims   to   determine   the   impact   of   using   Blackbox.AI   in   supporting   seventh-semester   students   of   the   informatics   Education   study   program   at   Universitas   Citra   Bangsa   in   enahancing   their   web   programming   skills   approach   with   data   collected   were   conducted   using   observation   sheets   to   directly   monitor   the   students’   skill   development   in   independently   completing   web   programming   projects.   The   coolected   data   were   analyzed   using   descriptive   statistics   and   significance   testing.   The   results   of   the   study   indicate   that   the   use   of   Blackbox.AI   has   a   positive   and   significant   impact   on   improving   students’   web   programming   skills.   Students   found   it   easier   to   search   for   coding   references,   produced   more   attractive   web   designs,   and   developed   better-structured   layouts.   Furthermore   ,   students   expressed   high   satisfaction   with   the   outcomes   of   their   proggramming   tasks.   Based   on   the   questionnaire   results,   the   majority   of   students   stated   that   the   use   of   Blackbox.AI   greatly   assisted   them   in   understanding   both   the   concepts   and   practices   of   web   programming.  
Analysis of Computational Thinking Ability of Informatics Education Students lobang, marisa enjelika marsanda; Sogen, Maria Magdalena Beatrice; Io, Reginaldis Jesika; Dae, Daniell Lakke; Ledoh, Pingky Kimberly
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8866

Abstract

Computational thinking (CT) is a systematic and logical problem-solving skil crucial in computer science education for effective problrm-solving. This research aims to analyze the computational thinking abilites of computer science education students, specifically in the aspects of problem identification, decomposition, abstracation, pattern recognition, and algorithms.The study utilized a mixed-methods approach (quantitative and qualitative) with questionnaires as the data collection instrument.The findings indicate that computer science education students possess a good basic CT ability,particularly in identifying problems and developing solution algorithms.however,there was variation in abilities regarding decomposition and abstraction,xhich still need improvement.These findings provide an important basic for developing more effective curricula and teaching methods to enhance students computational thinking skills..improved CT abilities are believed to increase students preparedness for the increasingly complex challenges of technology and the professional world. Computational thinking (CT) merupakan keterampilan berpikir sistematis dan logis yang sangat penting dalam dunia pendidikan informatika untuk memecahkan masalah secara efektif. Penelitian ini bertujuan untuk menganalisis kemampuan computational thinking mahasiswa Pendidikan informatika, khususnya dalam aspek identifikasi masalah, dekomposisi, abstraksi, pengenalan pola, dan algoritma. Metode penelitian yang digunakan adalah metode campuran kuantitatif dan kualitatif (mixed metod) dengan pendekatan , menggunakan kuesioner sebagai instrumen pengumpulan data. Hasil penelitian menunjukkan bahwa mahasiswa Pendidikan informatika memiliki kemampuan dasar CT yang baik, terutama dalam mengidentifikasi masalah dan Menyusun algoritma Solusi. Namun, terdapat variasi kemampuan pada aspek dekomposisi dan abstraksi yang masih perlu ditingkatkan. Temuan ini memberikan dasar penting bagi pengembangan kurikulum dan metode pembelajaran yang lebih efektif dalam mengasah kemampuan computational thinking mahasiswa. Peningkatan kemampuan CT diyakini dapat meningkatkan kesiapan mahasiswa dalam menghadapi tantangan teknologi dan dunia kerja yang semakin kompleks.
Exploring the Experience of Informatics Education Students in Sharpening Thinking Skills Through Scratch Tena, Beatrix Dasilva; Sogen, Maria Magdalena Beatrice; Miru, Yosep Gayus; Jaiman, Fridolin; Mowata, Seregius Erdin
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8930

Abstract

 The rapid development of information technogy necessitates that informatics Education students prosess optimal sritical, creative, and problem-solving abilities development of higher-order thinking skill. This research aims to explore student’s experinces in honing their thinking abilities through the use of Scratch as a learnig medium. The method employed is descriptive, qualitative, with data collected via quastionnaires distributed to sixth-semester students. The research findings incate that integrating Scratch encourages sdudents to be more active, and collaborative in learning, and enhances their critical, creative, and computational thinking skills. Scratch also effectively facilitates students in understanding programming logic, desgining algotithms, and solving problems independently. These findings support the winder utulization of Scratch to foster the development of thinking skills among informatics Education students.  
Exploration of Student Experience in Utilizing Sevima Edlink in Hybrid Learning in the Informatics Education Department Perada Liat, Angelina Heleni; Sogen, Maria Magdalena Beatrice; Malelak, Jedidya; Sinlae, Desri Alfiyunita; Timu, Randi Yotang
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8847

Abstract

The implementation of hybrid learning in higher education requires effective learning management platforms such as Sevima EdLink. This study aims to explore the experiences of Informatics Education students at Citra Bangsa University in utilizing Sevima EdLink for hybrid learning. A mixed-methods approach was used, combining qualitative interviews and quantitative surveys. The results show that Sevima EdLink facilitates course management, material access, and assignment submission, although initial challenges exist in navigation and feature use. The announcement feature is effective for oneway communication, but chat and real-time collaboration require improvement. Students appreciate centralized academic information access, despite occasional technical issues. Overall, Sevima EdLink is considered effective in supporting hybrid learning, with recommendations for improving the user interface and real-time communication features.Penerapan pembelajaran hybrid di perguruan tinggi menuntut efektivitas platform manajemen pembelajaran seperti Sevima EdLink. Penelitian ini bertujuan mengeksplorasi pengalaman mahasiswa Pendidikan Informatika Universitas Citra Bangsa dalam memanfaatkan Sevima EdLink pada pembelajaran hybrid. Metode yang digunakan adalah mixed methods, dengan wawancara kualitatif dan survei kuantitatif. Hasil penelitian menunjukkan Sevima EdLink memudahkan pengelolaan perkuliahan, akses materi, dan pengumpulan tugas, meski terdapat tantangan awal pada navigasi dan penggunaan fitur. Fitur pengumuman efektif untuk komunikasi satu arah, namun fitur chat dan kolaborasi real-time masih perlu ditingkatkan. Mahasiswa mengapresiasi akses informasi akademik yang terpusat, meski kendala teknis kadang terjadi. Secara keseluruhan, Sevima EdLink dinilai efektif mendukung pembelajaran hybrid, dengan rekomendasi peningkatan antarmuka pengguna dan fitur komunikasi real-time.
The Use of Word Wall-Based Educational Games to Improve Learning Motivation of Informatics Education Students Pua Lapu, Dian Isti Arini; Sogen, Maria Magdalena Beatrice; Punuf, Herlina Novitha; Todo, Lenny Mariana Seran
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8872

Abstract

Advances in technology have encouraged the integration of digital media in the learning process. In this study, researchers utilized educational games based on Wordwall available through the wordwall.net platform. The purpose of this study was to evaluate the effect of using the Wordwall educational game on increasing students' learning motivation. The research method used was descriptive qualitative with 30 sixth semester students from the Informatics Education Study Program at Citra Bangsa University as subjects. A questionnaire was used as a data collection instrument to obtain information on the level of students' learning motivation after using the Wordwall learning media. The results showed that the implementation of Wordwall-based educational games made a positive contribution to student involvement in the learning process and encouraged increased learning motivation. Thus, Wordwall can be considered as an alternative to effective and interesting learning media.  
Analysis of the Utilization of Learning Management System (LMS) as Learning Media for Informatics Education Students Hamzah, Moh. Syukron; Sogen, Maria Magdalena Beatrice; Liu, Argi Hartanto; Tuan, Fransiskus Xaverius
JUPE : Jurnal Pendidikan Mandala Vol 10, No 2 (2025): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v10i2.8871

Abstract

Amidst the advancement of educational technology, the utilization of learning management systems (LMS) still faces a number of obstacles, especially in terms of student perceptions regarding ease of use, feature functionality, and the level of satisfaction felt during the learning process. This study aims to evaluate in depth the utilization of Learning Management Systems (LMS) as the main tool in the learning process of students in the Informatics Education Study Program, Citra Bangsa University. The main problems studied in this study include student perceptions of aspects of ease of use, interface appearance, completeness of features, interactivity, learning effectiveness, and level of satisfaction in using LMS. The research methodology applied is quantitative descriptive, with an instrument in the form of a questionnaire distributed to 30 students from semesters 2, 4, and 6. The findings show that the majority of students gave positive assessments, especially in terms of ease of use (86.7%), interface appearance (90%), completeness of features (83.3%), interaction and collaboration (86.6%), and effectiveness in understanding the material (83.3%). However, the level of satisfaction and preference for LMS is still at 70%, indicating a need for further development. Thus. LMS can be categorized as an effective and feasible platform to be developed in the context of digital learning in higher education.