Masnur Masnur
Universitas Muhammadiyah Enrekang

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Optimising the Strengthening of Teachers' TPACK Skills in Developing Media and Learning Resources in Elementary Schools through Google Site Masnur Masnur; Fuad Danindra; Nadar Nadar
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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Abstract

Program pemberdayaan kemitraan masyarakat (PKM) yang bermitra dengan Majelis Dikdasmen dan PNF PDM Kabupaten Pinrang bertujuan untuk meningkatkan kemampuan TPACK guru-guru di tiga sekolah dasar di wilayah tersebut. Berdasarkan hasil wawancara dan observasi, terdapat beberapa permasalahan yang dihadapi mitra, yaitu: keterbatasan dalam pelayanan berbagai layanan, pemahaman dan penerapan konsep TPACK yang terbatas, serta kurangnya pengetahuan dan keterampilan dalam menggunakan aplikasi untuk membuat media dan sumber belajar. Program ini dirancang untuk memberikan pelatihan dalam pengembangan media dan sumber belajar berbasis teknologi, khususnya menggunakan Google Sites, guna meningkatkan kemampuan TPACK guru. Pelatihan dan pendampingan yang diberikan diharapkan dapat meningkatkan kinerja mitra dalam mencapai tujuan program kerja dan memperbaiki kualitas pembelajaran. Selain itu, program ini juga selaras dengan konsep Merdeka Belajar Kampus Merdeka (MBKM) untuk dosen dan mahasiswa, terutama yang mengambil mata kuliah di Program Studi Pendidikan Guru Sekolah Dasar. Hasil program PKM menunjukkan peningkatan yang signifikan dalam pemahaman TPACK guru, yang berhasil mengintegrasikan pengetahuan teknologi, pedagogi, dan konten secara efektif dalam proses pembelajaran.
Analysis of the Need for Technology Integration and Development of Four Cs Skills in Science Learning in Elementary Schools in Pinrang Regency Saleha Saleha; Masnur Masnur; Nadar Nadar; Elihami Elihami
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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Abstract

This study investigates technology integration and Four Cs skills development (Critical Thinking, Creativity, Collaboration, Communication) in elementary school science learning in Pinrang Regency, South Sulawesi. Using a mixed-methods sequential explanatory design, the research involved 120 science teachers and 360 students from grades IV-VI across 30 elementary schools. Data were collected through structured questionnaires, in-depth interviews, and classroom observations, then analyzed using descriptive statistics, Structural Equation Modeling (SEM), and thematic analysis. The findings reveal a significant gap between awareness and implementation of technology integration. While 82% of teachers recognized the importance of technology in learning, only 34% felt digitally competent (mean = 3.04). Four Cs skills implementation showed moderate achievement with collaboration scoring highest (3.35), followed by critical thinking (3.18), communication (3.07), and creativity lowest (2.94). SEM analysis confirmed that teachers' digital competencies significantly predict Four Cs implementation (β = 0.647, p < 0.001), with infrastructure acting as a moderator (β = 0.234, p < 0.05). The model explained 67.8% of variance in Four Cs implementation. Key barriers included technological infrastructure (89.2%), digital competencies (75.8%), institutional support (66.7%), time constraints (53.3%), and resistance to change (45.0%). Significant disparities exist between urban schools (25 Mbps bandwidth) and rural schools (8 Mbps). The developed Layered Technology Integration model demonstrated high validity (CVR = 0.89) and effectiveness in pilot implementation. The study recommends systematic professional development programs, infrastructure improvement, and the development of Project-based Learning models integrated with TPACK framework to enhance 21st century skills in elementary science education.
Development of game-based learning in integrated science and social studies to enhance environmental awareness and learning outcomes of fifth-grade students at MI Muhammadiyah Kalosi Muflihah Salahuddin; Masnur Masnur; Achmad Dahlan Muchtar
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i2.8998

Abstract

Penelitian ini bertujuan (1) mengetahui gambaran kebutuhan game based learning pada mata pelajaran IPAS (2) mengetahui kevalidan game based learning pada mata pelajaran IPAS (3) mengetahui kepraktisan game based learning pada mata pelajaran IPAS (4) mengetahui keefektifan pengembangan game based learning. Penelitian ini menggunakan desain pengembangan model ADDIE yang terdiri dari analisis (analysis), desain (design), pengembangan (development), implementasi (implementation), dan evaluasi (evaluation). Tahap analisis dilakukan analisis peserta didik, analisis guru, dan analisis kurikulum. Tahap desain dilakukan desain pengembangan media pembelajaran berbasis game based learning yang meliputi perancangan storyboard, perancangan plot, dan uji coba kelompok kecil. Tahap pengembangan dilakukan dengan pengembangan media menggunakan aplikasi Smart Apps Creator yang terdiri dari tahap pembuatan media game pembelajaran dan tahap validasi. Tahap implementasi dilakukan dengan uji coba kelayakan media di lapangan yang terdiri dari uji coba lapangan/kelompok besar. Tahap evaluasi dilakukan untuk mengetahui keberhasilan pengembangan media pembelajaran berbasis game based learning yang terdiri dari gambaran kebutuhan pengembangan, kevalidan media game pembelajaran, kepraktisan media game pembelajaran dan keefektifan media game pembelajaran. Gambaran hasil analisis kebutuhan menunjukkan bahwa pembelajaran lebih menekankan pada keterampilan peserta didik, guru, dan kurikulum pada pengembangan media game pembelajaran. Hasil uji validitas oleh para ahli terhadap media game pembelajaran berupa angket penelitian dengan hasil 4,46 kriteria “sangat layak” sehingga media game pembelajaran untuk meningkatkan karakter peduli lingkungan dan hasil belajar peserta didik layak digunakan. Hasil uji kepraktisan melalui uji coba lapangan/kelompok besar menggunakan angket , respon peserta didik menunjukkan hasil 8,7 kriteria “sangat layak” sehingga media game pembelajaran untuk meningkatkan karakter peduli lingkungan dan hasil belajar peserta didik dinyatakan sangat praktis. Hasil uji keefektifan melalui penilaian tes yang diberikan kepada peserta didik menunjukkan bahwa hasil nilai t hitung 37,763 > t table 2,086 sehingga media game pembelajaran untuk meningkatkan karakter peduli lingkungan dan hasil belajar peserta didik dinyatakan efektif.
Effectiveness of Augmented Reality (AR) Media Usage with the POGIL Learning Model in IPAS Learning at UPT SDN 212 Pinrang Muliati Muliati; Masnur Masnur; Yunus Busa
Edumaspul: Jurnal Pendidikan Vol 8 No 2 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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Abstract

Natural and Social Sciences learning requires innovative approaches that can integrate modern technology with effective learning methods. This research aims to analyze the effectiveness of using Augmented Reality media with Process Oriented Guided Inquiry Learning model in improving student learning outcomes in Natural and Social Sciences subjects at UPT SDN 212 Pinrang. The research method used a quasi-experimental design with pretest-posttest control group design involving 60 fifth-grade students divided into experimental and control groups. The experimental group used Augmented Reality media with Process Oriented Guided Inquiry Learning model, while the control group used conventional learning. Research instruments included learning outcome tests, student activity observation sheets, and learning motivation questionnaires. Data analysis techniques used descriptive and inferential statistics with independent sample t-test and paired sample t-test. The results showed significant improvement in the experimental group with pretest average of 68.7 increasing to 85.3 in posttest, while the control group increased from 67.9 to 74.2. Independent sample t-test showed significant differences between both groups with p-value < 0.05. Learning motivation analysis showed significant improvement with average score of 89.4 in the experimental group compared to 76.2 in the control group. The research conclusion indicates that using Augmented Reality media with Process Oriented Guided Inquiry Learning model is effective in improving learning outcomes and student motivation in Natural and Social Sciences learning. The integration of Augmented Reality technology with inquiry learning approach provides immersive and interactive learning experiences that enhance understanding of abstract concepts into more concrete ones.