Claim Missing Document
Check
Articles

Found 8 Documents
Search

Trends in Blended Learning Models for High-Level Thinking Skills (HOTS) Eges Triwahyuni; Pascalian Hadi Pradana
Journal of Education Technology Vol. 9 No. 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i1.84590

Abstract

Problems occur based on the field finding that the availability of time and space is limited during the learning process. In traditional classrooms, there is often not enough time to cover the material thoroughly, let alone build critical thinking skills. The aim of this research is to find out how the blended learning model can improve students' thinking skills. This research uses Systematic Literature Review (SLR) analysis with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta Analyses) method. To collect data, researchers used the Publish or Perish application. Currently, 49 articles from Scopus and 1 article from another application were selected, and then filtered using appropriate and relevant inclusion criteria. The research results show that combining the blended learning model with other learning models and supported by relevant learning media helps improve the assessment of students' HOTS thinking skills. This model allows for more thorough evaluation and encourages students to learn more, think critically, and find creative solutions independently. This results in a learning experience that is deeper, more meaningful, and relevant to real-world challenges. HOTS thinking skills needed for student success in the digital era can be built through a blended learning model that is integrated with appropriate learning models and media.
The Influence of Digital Learning Media Nearpod on The Motivation and Academic Achievement of Elementary School Students Widodo Pujo Bintoro; Eges Triwahyuni; Ahmad Zaki Emyus
Journal of Education Technology Vol. 8 No. 4 (2024): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i4.85613

Abstract

This research is motivated by the low motivation of elementary school students, which also impacts their learning achievement. Low learning motivation is caused by the lack of supporting media for learning activities. The purpose of this study was to analyze the significant effect of the use of Nearpod digital learning media on elementary school students' learning motivation and learning achievement. The study used the Quasi Experiment method with a nonequivalent pretest-posttest control group design. The data collection method used questionnaires and tests. The instruments used were motivation questionnaires and learning achievement tests. The data analysis technique used inferential statistics with the t-test. Based on the results of the study, it can be concluded that the use of Nearpod digital learning media has a significant effect on elementary school students' motivation and learning achievement. This is evidenced by the analysis results showing that the tcount for the motivation and learning achievement variables is greater than the ttable, which means that the alternative hypothesis is accepted. Nearpod, with interactive and multimedia features, increases student involvement in the learning process, which ultimately positively impacts understanding concepts and academic achievement. This study implies that the application of Nearpod digital learning media has a positive impact on elementary school students' motivation and learning achievement.
Development of a STEM Based E-Module on Motorcycle Electrical Systems to Enhance Creative Thinking Skills in Vocational High School Students Adi Abdullah; Eges Triwahyuni
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i2.58516

Abstract

Facts in the field show the low creative thinking skills of students. Students' difficulties in understanding the material lead to low creative thinking skills. The background of this research in the era of the Industrial Revolution 4.0, students are expected to have creative and solution-oriented thinking skills, so they are able to solve various everyday problems intelligently and productively. The purpose of this research is to develop an electronic module based on Science, Technology, Engineering, and Mathematics (STEM) to improve students' creative thinking skills in motorcycle electrical systems in State Vocational High Schools. The research method used is development research with the ADDIE model. The research subjects were grade XI students in State Vocational High Schools. Data analysis techniques in this study used qualitative and quantitative methods. The results of the creative thinking skills improvement test showed an N-Gain score of 0.45, which is included in the moderate category. Media expert validation results 86.25%, material expert validation 87.50%. The conclusion of this study is that the STEM-based motorcycle electric E-module is feasible to use and can improve creative thinking skills in State Vocational High Schools. This research provides implications that the development of an electronic module based on Science, Technology, Engineering, and Mathematics (STEM) in motorcycle electrical systems can be a reference for teachers in improving creative thinking skills in terms of content, strategies, methods, and teaching approaches.
Animation Media Based on Scratch 3.0 Software to Improve Student Understanding of Pronunciation Material at Junior High School Rofik; Eges Triwahyuni; Hariyanto
JST (Jurnal Sains dan Teknologi) Vol. 14 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jst-undiksha.v14i2.101716

Abstract

The low ability of students in understanding pronunciation indicates that English learning still faces serious challenges. This occurs because innovative learning media have not been applied optimally, resulting in conventional and less interactive teaching. This study aims to develop and test the effectiveness of Scratch 3.0 as a learning medium in improving students’ pronunciation comprehension by analyzing, evaluating, and validating the media comprehensively. The type of research used is development research with the ADDIE model. The research subjects consist of two trial groups: an experimental class with 30 students and a comparison group with 32 students. Research data were collected through media expert validation, material expert validation, student response questionnaires, as well as learning achievement tests in the form of pretests and posttests. The research instruments included validation sheets, questionnaires, and test items to ensure the quality and effectiveness of the media. Data analysis was conducted using descriptive quantitative methods through validity tests, feasibility assessments, and calculations of students’ learning improvement. The results of the study show that Scratch 3.0 is proven to be valid, feasible, and effective in significantly improving students’ pronunciation comprehension. Thus, it can be concluded that the development of this media successfully addresses the problem of students’ low understanding of pronunciation. The implication of this research is that Scratch 3.0 can be used as an alternative innovative learning medium that encourages students to be more active, independent, and motivated in learning English.
Using Gemini AI on the Interest and Learning Outcomes of Computer and Network Engineering Students in Vocational High Schools Tofan Dwi Tjahyono; Kustiyowati; Eges Triwahyuni
JST (Jurnal Sains dan Teknologi) Vol. 14 No. 2 (2025): July
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jst-undiksha.v14i2.102807

Abstract

In the digital age and the 4.0 industrial revolution, the use of artificial intelligence (AI) technology in education has become increasingly urgent, particularly in technical vocational learning such as Network Security. This study aims to analyze the effect of using Gemini AI on students' interest and learning outcomes in Network Security at vocational high schools. This study employs a quantitative approach with a quasi-experimental design in the form of a non-randomized control group pre-test post-test design. The sample consists of two Grade XI TKJ classes at SMKN 1 Banyuanyar selected through purposive sampling. Data collection techniques include a questionnaire to measure learning interest and pre-test and post-test assessments to evaluate learning outcomes. Data were analyzed using the independent samples t-test, and effectiveness was assessed using Cohen’s d. The results showed a significant increase in both learning interest (d = 1.821) and learning outcomes (d = 3.560) in the experimental class after implementing Gemini AI, with a significance level of p < 0.001. These findings confirm that AI-based learning can be an effective solution in improving the quality of vocational education in the field of technology. This study contributes practically and theoretically to the development of adaptive learning methods and is recommended to be expanded to other contexts and subjects.
PENGARUH GAMIFIKASI DIGITAL TRUTH OR DARE BERBASIS HEURISTIK POLYA TERHADAP KEMAMPUAN PEMECAHAN MASALAH IPAS SISWA KELAS IV SEKOLAH DASAR Siti Fadilah; Fauzan Adhim; Eges Triwahyuni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Completed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.60442

Abstract

This study aims to examine the effect of Polya Heuristic-based Digital Truth or Dare Gamification on the Science and Social Studies (IPAS) problem-solving skills of fourth-grade elementary students. The background of this research is driven by students' low problem-solving abilities due to teacher-centered learning processes and a lack of practice in systematically solving real-world problems. This study used a quantitative approach with a quasi-experimental Nonequivalent Control Group Design. The sample involved 50 fourth-grade students at an elementary school in Jember Regency, divided into an experimental group (25 students) and a control group (25 students). The experimental group received learning that integrated digital questions and challenges with Polya's four heuristic stages (understanding the problem, devising a plan, carrying out the plan, and looking back), while the control group used conventional learning. Data were collected through essay tests and analyzed using Normalized Gain (N-Gain) and Analysis of Covariance (ANCOVA). The results showed that the experimental group's N-Gain was 0.5497 (medium category), higher than the control group's 0.2613 (low category). The ANCOVA test proved that the treatment had a significant effect on problem-solving skills (F = 8.508; p = 0.005) with an effect contribution of 15.6% after controlling for students' initial abilities. In conclusion, Polya Heuristic-based Digital Truth or Dare Gamification is an effective and significant innovative strategy for improving students' IPAS problem-solving skills.
Pengaruh Model Pembelajaran Berbasis Project Dan Media Flashcard Terhadap Perkembangan Sosial Emosional Anak Tk Suharto Suharto; Eges Triwahyuni; Hariyanto Hariyanto
Consilium: Education and Counseling Journal Vol 6 No 2 (2026): Edisi Agustus
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v6i2.8397

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh model Pembelajaran Berbasis Project (Project-Based Learning) dan penggunaan media flashcard terhadap perkembangan sosial emosional anak Taman Kanak-Kanak. Penelitian ini bertujuan untuk: (1) mengetahui perbedaan perkembangan sosial emosional antara anak yang mengikuti pembelajaran berbasis proyek dan pembelajaran konvensional; (2) mengetahui pengaruh penggunaan media flashcard terhadap kemampuan sosial emosional; serta (3) menganalisis efektivitas integrasi model pembelajaran berbasis proyek dan media flashcard dalam meningkatkan kemampuan sosial emosional anak TK. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi experiment tipe non-equivalent control group design. Teknik pengumpulan data dilakukan melalui observasi, lembar penilaian perkembangan sosial emosional, dan dokumentasi. Hasil penelitian menunjukkan bahwa model Pembelajaran Berbasis Project secara signifikan meningkatkan kemampuan sosial emosional anak dan Media flashcard membantu anak mengenali ekspresi emosi, memahami aturan sosial, dan merespons situasi secara tepat. Kombinasi keduanya memberikan pengaruh positif yang lebih besar, ditunjukkan oleh peningkatan skor perkembangan sosial emosional secara signifikan pada kelompok eksperimen dibandingkan kelompok kontrol. Kesimpulannya pembelajaran berbasis proyek yang dipadukan dengan media flashcard terbukti efektif dalam mengoptimalkan perkembangan sosial emosional anak TK.
Pengaruh Model Pembelajaran Sentra Seni Terhadap Peningkatan Motorik Halus Dan Kreativitas Anak Usia Dini Di Taman Kanak-Kanak Mohammad Ansori; Eges Triwahyuni; Hariyanto Hariyanto
Consilium: Education and Counseling Journal Vol 6 No 2 (2026): Edisi Agustus
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v6i2.8364

Abstract

Pendidikan Anak Usia Dini (PAUD) merupakan fase fundamental dalam perkembangan manusia yang menuntut pembelajaran bermakna melalui kegiatan bermain. Namun hasil observasi awal di TK Ananda Sumbersari Jember menunjukkan sebagian besar anak masih memiliki keterbatasan dalam kemampuan motorik halus dan kreativitas, terutama dalam kegiatan yang membutuhkan koordinasi gerak presisi seperti menggunting, menempel, melipat, menggambar, serta mengekspresikan ide secara kreatif. Penelitian ini bertujuan menganalisis pengaruh model pembelajaran sentra seni terhadap peningkatan keterampilan motorik halus dan kreativitas anak usia dini. Penelitian menggunakan pendekatan kuantitatif dengan metode eksperimen semu (quasi experimental) model one group pretest–posttest. Sampel penelitian berjumlah 15 anak kelompok B yang ditentukan melalui teknik purposive sampling. Data dikumpulkan menggunakan lembar observasi perkembangan yang memuat indikator motorik halus seperti kemampuan meniru bentuk, menggunting pola, menempel rapi, memanipulasi alat, serta menghasilkan karya, dan indikator kreativitas seperti imajinasi, inisiatif, spontanitas, keberanian mencoba, rasa ingin tahu, orisinalitas, dan kemampuan menghasilkan gagasan unik. Instrumen diuji menggunakan validitas Pearson Product Moment dan reliabilitas Alpha Cronbach. Analisis data dimulai dengan uji normalitas Kolmogorov-Smirnov yang menunjukkan bahwa data berdistribusi normal. Uji hipotesis menggunakan Paired Sample T-Test menunjukkan adanya peningkatan signifikan sebelum dan sesudah penerapan sentra seni. Pada aspek motorik halus, diperoleh nilai signifikansi (Sig. 2-tailed) = 0,000 dengan effect size Cohen’s d = 0,993, Hasil penelitian menegaskan bahwa sentra seni efektif meningkatkan perkembangan motorik halus dan kreativitas anak melalui kegiatan bermain terstruktur, pengalaman langsung, dan dukungan scaffolding yang tepat. Penelitian ini sekaligus memperkuat teori konstruktivistik bahwa anak membangun pengetahuan melalui interaksi dengan lingkungan dan pengalaman nyata.