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Pengembangan Model Pembelajaran SIPAKAR sebagai Sistem Informasi Praktik Karya dan Refleksi untuk Pelacakan Progres Pembelajaran dan Penilaian Formatif Mahasiswa PPG Seni Budaya di Sekolah Mitra Ike Ratnawati; Khusaini; Mitra Istiar Wardhana; Muslim; Ira Junita Suryantoro; Maria Goretti Indah Della Conseta
Reslaj: Religion Education Social Laa Roiba Journal Vol. 7 No. 10 (2025): RESLAJ: Religion Education Social Laa Roiba Journal
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v7i10.9328

Abstract

This research aims to develop the SIPAKAR (Practice and Reflection Information System) learning model as a digital system that supports learning progress tracking and formative assessment for Teacher Professional Education (PPG) Culture Arts students at partner schools. SIPAKAR is designed as an integrative platform that allows students to systematically document the practice of artworks and reflection activities, as well as allows lecturers and teachers to conduct formative assessments based on real-time data. The research approach used is the ADDIE development model, which at this stage is limited to the Development (D) stage, including the Analysis, Design, and Development stages of initial prototypes. The analysis stage includes a study of user needs, a study of PPG learning characteristics, and the identification of gaps in the existing documentation and assessment systems. At the design stage, the researcher developed a system structure that includes the features of paper uploads, rubric assessments, reflection journals, and learning progress tracking charts. The development phase resulted in a web-based prototype of SIPAKAR that was tested on a limited basis and received input from early users. Provisional results show that this model has the potential to improve clarity of learning outcomes, reflective student engagement, and accountability of lecturer and partner teacher assessments. This study recommends the integration of SIPAKAR into the technology-based PPG learning system in a broader and sustainable manner.
Pengembangan Model Pembelajaran Berbasis LMS Gamifikasi Bermuatan TPACK dalam Materi Pembuatan Game Edukasi untuk Mengakselerasi Literasi Teknologi dan Pedagogi Mahasiswa PPG Seni Budaya Ike Ratnawati; Dwi Sulistyorini; Mitra Istiar Wardhana; Maria Goretti Indah Della Conseta; Muslim; Ira Junita Suryantoro
EduInovasi:  Journal of Basic Educational Studies Vol. 5 No. 3 (2025): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v5i3.9327

Abstract

This research aims to develop a learning model based on Learning Management System (LMS) that is integrated with gamification strategies and TPACK (Technological Pedagogical Content Knowledge) content to be used in making educational games for students of the Teacher Professional Education Program (PPG) of Cultural Arts. The main goal of this development is to accelerate students' technological literacy and pedagogy to be able to design and produce educational games that are relevant to the context of art learning. The model was developed using the Research and Development (R&D) approach with the ADDIE model, but only focused on the initial three stages, namely Analysis, Design, and Development. The analysis stage was carried out to identify learning needs and map the level of digital literacy and pedagogic of students. The design stage includes designing the learning model structure, gamification elements, and TPACK-based content integration. While the development stage involves the creation of a gamified LMS prototype and validation tests by subject matter experts, media experts, and limited users. The results of the development show that t(Prasetyo dkk., 2024)his learning model is feasible to be implemented and received a positive response from PPG Arts and Culture students. The resulting model not only enriches the digital learning experience, but also improves students' ability to design educational games based on art and culture in a contextual and technology-integrated manner.