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Examination of the Usefulness of Figma as a Prototyping Interface Platform on the Learning Outcomes of PJBL-based Informatics in High School Lakilaki, Eogenie; Artamananda, Artamananda; Akbar, Muhammad; Azhim, Muhammad Fajrul; Abdillah, Muhammad Fayyad
Journal of Educational Sciences Vol. 9 No. 3 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.3.p.1604-1618

Abstract

This study aims to examine the effectiveness of using Figma as a prototyping platform in Project-Based Learning (PjBL)-based informatics learning at the senior high school level. Figma, as a cloud-based tool, offers real-time collaboration features that can improve students' interface design skills as well as encourage teamwork. This study uses a quantitative approach with Pearson correlation test, heatmap correlation, correlation matrix and linear regression analysis to analyze the relationship between learning management variables, communication process, student responses, and learning activities to student learning outcomes. The results show that the communication process variable has the most dominant influence on student learning outcomes. This study confirms that the integration of Figma in PjBL-based learning can improve 21st century skills, including critical thinking, creativity, and collaboration, thus preparing students for the challenges of the world of work in the digital era.
Eksplorasi Peran Gamifikasi Dan Motivasi Dalam Dinamika Utbk Di Perguruan Tinggi Negeri Indonesia Lakilaki, Eogenie; Artamananda, Artamananda; Salsabila, Annisa Fatihah; Wijaya, Panca; Abdillah, Muhammad Fayyad
Innovative: Journal Of Social Science Research Vol. 4 No. 5 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i5.14980

Abstract

Dewasa kini, Angka Partisipasi Kasar Perguruan Tinggi di Sumatera Selatan tercatat masih rendah, hal ini disinyalir akibat keterbatasan akses belajar UTBK dan stigma sulitnya ujian tersebut. Untuk mengatasi hal ini, TELISIK menawarkan kelas belajar daring gratis dan intensif yang mengintegrasikan metode gamifikasi dan motivasi. Program ini diikuti oleh 146 pelajar dari seluruh Sumatera Selatan dan didukung oleh 12 tutor dari berbagai Perguruan Tinggi di Indonesia. Hasilnya, TELISIK berhasil mengantarkan 63 dari 96 peserta yang mengikuti UTBK ke Perguruan Tinggi Negeri. Metode gamifikasi melalui platform Quizizz terbukti efektif meningkatkan keterlibatan dan prestasi akademik, dengan sebagian besar peserta meraih skor UTBK di atas rata-rata. Program ini juga menekankan pentingnya apresiasi dan umpan balik konstruktif dalam memotivasi peserta mencapai tujuan akademis mereka.