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Pengembangan Video Tutorial Pada Pelatihan Jabatan Fungsional Pengawas Farmasi Dan Makanan di Badan POM Rahmatullah, Iqbal; Nursetyo, Kunto Imbar; Kustandi, Cecep
Jurnal Pembelajaran Inovatif Vol. 7 No. 1 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.071.02

Abstract

Penelitian pengembangan ini menghasilkan produk berupa video tutorial dengan animasi untuk Pelatihan Jabatan Fungsional Pengawas Farmasi dan Makanan. Materi yang dibahas dalam video yaitu fungsi penilaian. Pengembangan produk ini menggunakan model pengembangan Hannafin & Peck yang memiliki 3 fase yaitu fase analisis kebutuhan, fase desain, fase pengembangan dan implementasi serta diiringi evaluasi disetiap fasenya. Evaluasi yang dilakukan pada fase satu dan fase dua menggunakan metode wawancara langsung, sedangkan pada fase ketiga menggunakan evaluasi formatif yaitu Expert Review oleh ahli materi dan ahli media. Berdasarkan hasil data yang diperoleh dalam penelitian pengembangan ini, dapat disimpulkan bahwa video tutorial ini layak dan dapat digunakan sebagai sumber belajar pada Pelatihan Jabatan Fungsional Pengawas Farmasi dan Makanan.
Pengembangan Online Course Berbasis Project Based Learning Untuk Mata Kuliah “Fotografi Pendidikan” Gunawan, Arief Ariadi; Nursetyo, Kunto Imbar; Cecep Kustandi
Jurnal Pembelajaran Inovatif Vol. 7 No. 2 (2024): Jurnal Pembelajaran Inovatif
Publisher : Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JPI.072.05

Abstract

Penelitian ini bertujuan mengembangkan online course Fotografi berbasis project-based learning di LMS UNJ untuk Program Studi S1 Teknologi Pendidikan Universitas Negeri Jakarta. Produk ini menyasar mahasiswa Teknologi Pendidikan UNJ dengan tujuan memperbarui materi, sumber belajar, petunjuk belajar, dan model pembelajaran. Penelitian menggunakan model ILDF yang meliputi tiga tahap: eksplorasi, penyusunan, dan evaluasi. Hasilnya adalah online course Fotografi dengan learning object dan panduan belajar yang telah dievaluasi oleh ahli materi, desain pembelajaran, dan media pembelajaran. Evaluasi ahli menyarankan penambahan implementasi model Project Based Learning, contoh katalog foto, perubahan format tampilan LMS, penambahan template katalog, dan perbaikan tujuan pembelajaran. Produk ini diuji dengan pengguna secara one-to-one dan kelompok kecil. Evaluasi one-to-one menunjukkan kesesuaian produk dengan beberapa perbaikan penulisan. Evaluasi small group melibatkan 9 mahasiswa yang memberikan rata-rata skor 3,75 (Sangat Baik). Hasil uji coba menunjukkan produk sudah sesuai untuk digunakan.
Development of Android-Based Gamification Learning Media for Multiplication Material for Grade III Elementary School Students Suprayekti; Kunto Imbar; Della Nuari; Ariani, Diana; Widyaningrum, Retno; Kustandi, Cecep
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 2 (2023): 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.v25i2.34717

Abstract

The lack of practice questions given by the teacher resulted in students having difficulties in operating multiplication. This study aims to produce an android-based gamification application as a medium to support the learning process in operating multiplication material for third grade elementary school students. This development research uses the Rapid Prototyping model. The subjects involved in this study consisted of 2 material experts, 1 instructional design expert, 1 media expert, 3 students for individual trials, 9 students for small group trials, and 15 students for field trials. Data collection methods used are unstructured interviews and questionnaires. The gamification development process is carried out through 5 stages, namely (a) needs analysis and content analysis, (b) determining objectives, (c) building prototypes, (d) utilizing prototypes, (e) system installation and maintenance. The results of the expert review showed improvement, the results of individual trials and small group trials for all aspects received a positive response but there were 3 suggestions for improvement in the small group test, and the results of the field trial of 15 students had achieved a score above the minimum completeness criteria. Based on the results of this analysis, it can be concluded that Android-based gamification media can be used as enrichment for independent learning for third grade elementary school students.
How to Improved MSMEs Competitiveness in Indonesia?: Augmented Reality for Digital Marketing Innovation Situmorang, Robinson; Kustandi, Cecep; Khaerudin
JTP - Jurnal Teknologi Pendidikan Vol. 26 No. 1 (2024): 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.v26i1.38972

Abstract

This research aims to analyze the development of Augmented Reality (AR) as a digital marketing innovation in tourist villages in West Java. This research uses the Borg and Gall (2003) development model with quantitative and qualitative data analysis techniques. The research results show that this mobile-based AR is said to be feasible for use with an average feasibility test value of 78.7%. The implication of this research is tourist villages in promoting their tourism potential starting from tourist destinations to MSMEs. Apart from that, the presence of MSMEs can also encourage the potential of culinary tourism in tourist villages so that they can develop further following technological developments.
MENINGKATKAN KAPASITAS GURU : DARI KELAS KONVENSIONAL MENUJU KELAS INSPIRATIF Rugaiyah; Rahmawati, Desi; Kustandi, Cecep; Novianti, Rahmah; Fadholi, Muhammad; Cut, Musyaffa; Wulandari, Retno; Mustika, Adelia; Wulan, Cinta
Prosiding Seminar Nasional Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2025): PROSIDING SEMINAR NASIONAL PENGABDIAN KEPADA MASYARAKAT - SNPPM2025
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pembelajaran konvensional yang berpusat pada guru di Pondok Pesantren Darul Irsyad, Kabupaten Bogor, menjadi tantangan dalam menciptakan suasana belajar yang inspiratif dan relevan dengan tuntutan era digital. Program pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kapasitas para guru melalui manajemen pendidikan kreatif dengan mentransformasi kelas konvensional menjadi kelas yang lebih inspiratif. Metode yang digunakan adalah pendekatan Pelatihan dan Pendampingan Partisipatif yang dilaksanakan melalui empat tahap: perencanaan, implementasi, pendampingan, dan evaluasi. Program ini berfokus pada pelatihan metode pembelajaran inovatif SIAP (Smart, Inspiring, Active, Positive) serta peningkatan keterampilan digital guru dalam membuat media ajar interaktif menggunakan aplikasi Mentimeter, Quizizz, dan Canva. Hasil evaluasi menunjukkan peningkatan signifikan pada kompetensi guru, dibuktikan dengan kenaikan skor rata-rata pemahaman dari 55% (pre-test) menjadi 85% (post-test). Selain itu, refleksi kualitatif menunjukkan adanya peningkatan motivasi dan kesadaran guru untuk menjadi lebih kreatif dan inovatif. Program ini berhasil menjadi katalisator perubahan, menciptakan ekosistem pembelajaran yang lebih dinamis, interaktif, dan partisipatif, yang pada akhirnya diharapkan dapat meningkatkan motivasi dan hasil belajar siswa.   Abstract Conventional, teacher-centered learning at the Darul Irsyad Islamic Boarding School in Bogor Regency poses a challenge to creating an inspiring and relevant learning atmosphere for the digital era. This community service program aims to enhance the capacity of teachers through creative educational management by transforming conventional classrooms into more inspiring ones. The method employed was a Participatory Training and Mentoring approach, implemented in four stages: planning, implementation, mentoring, and evaluation. The program focused on training teachers in the innovative SIAP (Smart, Inspiring, Active, Positive) learning method and improving their digital skills in creating interactive teaching media using Mentimeter, Quizizz, and Canva. Evaluation results showed a significant improvement in teacher competence, evidenced by an increase in the average comprehension score from 55% (pre-test) to 85% (post-test). Furthermore, qualitative reflections indicated increased motivation and awareness among teachers to become more creative and innovative. This program successfully catalyzed change, creating a more dynamic, interactive, and participatory learning ecosystem, which is ultimately expected to improve student motivation and learning outcomes.
Synthesis of Learning Styles and Learning Media to Optimize 21st Century Skills in Vocational Education: A Systematic Literature Review Fahmi Anhar Muladi; Maria Paristiowati; Cecep Kustandi
Proceeding of the International Conference on Global Education and Learning Vol. 2 No. 2 (2025): December : Proceeding of the International Conference on Global Education and L
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/icgel.v2i2.169

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This systematic literature review examines the relationship between learning styles and learning media in optimizing 21st-century skills among Diploma Three (D3) vocational students. Through systematic analysis of 74 relevant national and international journal articles published between 2018 and 2024 from Scopus database, this study reveals that the alignment between learning styles (visual, auditory, kinesthetic) and learning media significantly influences the development of critical thinking, creativity, communication, and collaboration skills. Technology-based media such as interactive videos, learning management systems (LMS), and virtual simulations effectively accommodate diverse learning preferences while enhancing students' motivation and engagement in the learning process. The findings indicate that e-modules integrating problem-based learning (PBL) demonstrate effectiveness rates of 65-85% in improving critical thinking skills. This research concludes that the integration of learning styles with digital-based learning media serves as an effective strategy to produce competent and adaptive vocational graduates who are well-prepared to face the challenges of Industry 4.0 and Society 5.0.
Pengembangan Website E-mentoring Berbasis DARP (Discuss, Archive, Reflect, and Prepare) Pada Guru Madrasah Salsabila, Shufi; Kustandi, Cecep; Nurjannah, Nurjannah
PROSIDING SENADIKA : Seminar Nasional Akademik Vol 1 No 1 (2024): PROSIDING SEMINAR NASIONAL AKADEMIK (SENADIKA) 2024
Publisher : PROSIDING SENADIKA : Seminar Nasional Akademik

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Abstract

Penelitian ini bertujuan untuk mengembangkan media e-mentoring berbasis model DARP (Discuss, Archive, Reflect, Prepare) guna meningkatkan kompetensi guru madrasah dalam menghadapi tantangan era digital, seperti keterbatasan waktu, biaya, dan diseminasi hasil pelatihan. Model ini mengadopsi teori pembelajaran eksperimen Kolb, yang mencakup tahapan diskusi, pencatatan artefak, refleksi, dan persiapan, untuk mendukung proses pembelajaran yang efektif dan efisien. Dengan pendekatan Research and Development (R&D) berbasis model 4D (Define, Design, Develop, Disseminate), penelitian menghasilkan prototipe website e-mentoring dirancang untuk memfasilitasi interaksi mentor dan mentee melalui fitur diskusi, arsip, refleksi, dan persiapan materi. Hasil pengembangan menunjukkan bahwa e-mentoring berbasis DARP dapat menjadi alternatif pendampingan yang relevan untuk mendukung pembelajaran online di era digital, namun penelitian masih memerlukan pengujian formatif guna memastikan efektivitas dan validitasnya.
Effectiveness of digital storytelling comics based on a deep learning approach in enhancing environmental awareness among elementary school students Tjakrawerdaja, Wirastusrini; Wibowo, Firmanul Catur; Kustandi, Cecep; Arymbekov, Beken
Journal of Environment and Sustainability Education Vol. 3 No. 4 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/joease.v3i4.169

Abstract

Environmental awareness in elementary school students generally still focuses on cognitive knowledge, without being followed by reflective understanding or real behavior in daily life. This condition highlights a gap in environmental education practices, particularly the lack of integration between affective and behavioral aspects, indicating a need for a learning strategy that fosters a meaningful attitude of environmental care. This study examined the effectiveness of immersive digital storytelling comics developed based on a deep learning approach in enhancing environmental awareness among elementary school students. The method used is quasi-experimental with a pretest-posttest design model. The research subjects consisted of 34 grade V students at one of the East Jakarta public elementary schools in the even semester of the 2024/2025 school year. The instrument is in the form of an environmental awareness questionnaire compiled based on indicators of environmental care attitudes, supported by observations and interviews. Data were analyzed descriptively, using paired t-tests, and N-Gain calculations. The results revealed a significant increase in environmental awareness, with the average score increasing from 42.06 (pretest) to 83.09 (posttest), and p<0.001. The N-Gain analysis of 71.40% indicates a high level of improvement. These findings demonstrate that integrating digital storytelling comics with a deep learning pedagogical approach effectively fosters environmental understanding, empathy, and pro-environmental behavior among elementary school students.
Studi Komparatif Berbasis Literatur tentang Strategi Pembelajaran Abad 21 melalui Pendekatan Digital Storytelling dalam Penguatan Pendidikan Karakter Oktovianti Pratiwi; Cecep Kustandi; Dwi Kusumawardani; Imam Fitri Rahmadi
Prosiding Seminar Nasional Ilmu Pendidikan Vol. 2 No. 2 (2025): Desember : Prosiding Seminar Nasional Ilmu Pendidikan
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/prosemnasipi.v2i2.162

Abstract

This study aims to explore the role of digital storytelling (DST) as a 21st-century learning strategy in strengthening character education. The rapid development of digital technology and the growing emphasis on student-centered learning have made DST a relevant pedagogical approach that integrates creativity, critical thinking, collaboration, and communication with values-based education. Using a simple systematic literature review (SLR) approach, this study analyzed eight peer-reviewed journal articles published between 2020 and 2024, obtained from international academic databases Scopus. Thematic content analysis was used to synthesize findings and map the contribution of DST to 21st-century learning competencies and character development. The results identified eight key themes: increased student engagement, improved collaboration and communication, enhanced critical thinking and decision-making, creativity and multimodal expression, self-reflection and identity building, empathy and social awareness, interdisciplinary and authentic learning, and the formation of moral values. These findings support constructivist and experiential learning theories and suggest that DST not only enhances cognitive skills but also facilitates affective and ethical development. The study concludes that DST can be a transformative instructional tool in modern education. Practical implications include integrating DST into curricula across disciplines and levels, and equipping educators with training in digital pedagogy and reflective teaching design. Further research is recommended to explore DST implementation in primary and secondary schools and to evaluate its impact using mixed methods.
Tinjauan Komparatif Game-Based Learning berbasis Media Ludo untuk Penguatan Pendidikan Karakter dan Kecakapan Abad 21 dalam Pembelajaran Bahasa Arab Syafira Risti Sinatrya; Khaerudin Khaerudin; Cecep Kustandi; Imam Fitri Rahmadi
Prosiding Seminar Nasional Ilmu Pendidikan Vol. 2 No. 2 (2025): Desember : Prosiding Seminar Nasional Ilmu Pendidikan
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/prosemnasipi.v2i2.164

Abstract

Strengthening 21st century character and skill education is an important demand in today's learning transformation. Game-Based Learning (GBL)-based approaches such as Ludo are believed to present a learning process that is meaningful, fun, while forming positive values. This study aims to review and compare the results of previous studies on the application of GBL in the development of character and skills in the 21st century, especially in Arabic language learning. The method used is a simple systematic literature review of 12 scientific articles published in 2015–2025 obtained from selected scientific databases. The analysis was conducted based on three main dimensions: the game medium, the focus of learning (characters, 4Cs, vocabulary), and the method approach. The results of the study show that GBL is generally effective in improving vocabulary mastery and fostering collaboration, communication, and character values of students. Ludo media in particular has proven to be relevant as a means of value-based learning and interaction. However, studies that explicitly integrate Ludo-based GBL in Arabic language learning are still limited. This research is expected to be a conceptual basis for the development of innovative learning media that is integrative and in accordance with the challenges of 21st century education.
Co-Authors Aam Amaningsih Jumhur Aam Amaningsih Jumhur Aan Wasan Abd Syakur Adjmal QD Ahmad Lazuardi Al-Fitrie Ajat Sudrajat Al-Fitrie, Ahmad Lazuardi Aldina, Fauzi Alifuddin Imam Andaryati, Arenarita Peni Andinnari, Shaffiya Rasidha Ani Cahyadi Annisa Nur Irfani Ardiyanti, Handrini Arymbekov, Beken Asfara Zianadezdha Athiya Fara Swid Azahra Kurnia Fitri Badryatusyahryah Badryatusyahryah Bambang Budi Wiyono Budiaman Carlia Isneniwati Chaeruman, Uwes Anis Chatarina Megapuspita Cut, Musyaffa Daddy Darmawan Darmawan, Daddy Dedy Aswan Della Nuari Desi Rahmawati Desi Rahmawati Diana Ariani Diana Ariani, Diana Dinda Maemunah Durotul Yatimah Dwi Kusumawardani Elfita Rahmi ELIHAMI, ELIHAMI Erry Utomo Etin Solihatin Eveline Siregar Eveline Siregar FADHOLI, MUHAMMAD Fahmi Anhar Muladi Faisal Faisal Firmanul Catur Wibowo Gunawan, Arief Ariadi Gusti Yarmi Hirmana Wargahadirata, R. A. HS, Zuhdy Ibrahim, Nurdin Imam Fitri Rahmadi Irnawan, Fernanda Iva Sarifah Iwan Iwan Jayawarsa, A.A. Ketut Khaerudin Khaerudin Khaerudin Khaerudin Khaerudin Koe, Liberius Sabinus Kunto Imbar Kunto Imbar Nursetyo Kusumawardani, Dwi Lastiar Roselyna Sitompul Litha Kusuma Wardhani Lutfan Lutfan Lutfan, Lutfan Maria Paristiowati Maulidina, Azmira Mikdar, Syaeful Mira Tri Hasanah Muhammad Farhan Murni Winarsih Mustika, Adelia Nabilah, Siti Nabilla Agustia L Nurdin Ibrahim Nurjannah Nurjannah Nurjannah Nurlaela Nursetyo, Kunto Imbar Nuryati Nuryati Ojat Darojat Oktovianti Pratiwi Pattiasina, Petrus Jacob Permono Adi Putro Petrus Jacob Pattiasina Pohan Rangga Pratiwi, Oktovianti Purwatiningsih, Anastasia Sri Endang Putra, Luqman Suyanto R.A Murti Kusuma Wirasti R.A. Hirmana Wargahadibrata Rahmadi, Imam Fitri Rahmasari, Anggraeni Rahmat Syah Rahmatullah, Iqbal Refgiufi Patria Avrianto Retno Widyaningrum Retno Widyaningrum, Retno Retno Wulandari Richardus Eko Indrajit Rikko Fajar Ramadhan Rini Agustin Riska, Elena Rizky Fahrenza Rizky Ramadhan Rugaiyah Salsabila, Shufi Shaffiya Rasidha Andinnari Siregar, Eveline Siti Nabila Situmorang, Robinson Solihatin, Etin Suprayekti Suprayekti, Suprayekti Susanti, Astri Febry Syafira Risti Sinatrya Syamsiar, Syamsiar Tammu, Reisky Megawati Thalib, Jasmi Bin Abu Tjakrawerdaja, Wirastusrini Unifah Rosyidi, Unifah Wulan, Cinta Wulanda Sari Yulan Mardiati ZARA LARASATI Zuhdy, Zuhdy