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IKIGAI AS STUDENT HIGH ORDER LITERACY SKILLS INTRINSIC MOTIVATION LEARNING TEMPLATE Hikmawan, Rizki; Suherman, Ayi; Fauzi, Ahmad; Mubarak, Ibnu
Journal of Education Research and Evaluation Vol 4, No 1 (2020)
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (455.85 KB) | DOI: 10.23887/jere.v4i1.22449

Abstract

This study aims to develop instructional design that include Ikigai concept to improve students High Order Literacy Skills competence in accordance to standard needed in industrial 4.0 era. Product development is done by Research and Development (R&D) Method with Akker procedure scheme. On the field of Informatic Education, our main concern is student that can be described as skilled programmer often have poor communication or collaboration skills with societies and vice-versa, student with good social skills often has poor technical skill. However, when the students have clear life-goal, those lack of social or technical skills are gradually improved. In this study, we cultivate student's intrinsic motivation by utilize Ikigai concept on teaching and learning activities. The result show that when the students have clear life-goal, those lack of social or technical skills are gradually improved. Furthermore, by properly using Ikigai as motivation template, it could be the most important factor that help eastern culture people achieve self-actualization.
Ensuring CT With Three-Dimentional Integrated Assessment Hikmawan, Rizki; Suherman, Ayi; Majid, Nuurwachid Abdul; Ridwan, Taufik
International Conference on Elementary Education Vol. 2 No. 1 (2020): Proceedings The 2nd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

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Abstract

Computational Thinking (CT) is one of the fundamental abilities in the 21st century, while assessment is one of the most important activities in the learning process. Unfortunately, until now there are still a few assessment instruments that ensuring student CT capability, particularly for elementary grade. Based on several previous studies, we conclude the most effective way to design assessments for CT is by Three-Dimensional Integrated Assessment (TDIA) framework. TDIA has two objectives, that is integration between 3 important components in the assessment (direct, open, and process based) and 4 components of CT, that consist of abstraction, decomposition, pattern recognition, and algorithm. The research is done by Development Research. We hope the results will show types of assessment instrument which are expected to accurately measure student CT skills. In addition, also increase CT recognition as knowledge and skills that must be possessed by Science, Technology, Engineering, and Mathematics educators and practitioners
Profile of Student's Self-Acceptance and Their Habits of Minds Widodo, Suprih; Sari, Dian Permata; Hikmawan, Rizki; Majid, Nuur Wachid Abdul
International Conference on Elementary Education Vol. 2 No. 1 (2020): Proceedings The 2nd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (381.146 KB)

Abstract

The freshman is an individual who is adapting to a new environment in college. This adaptation process differs from one another because each individual is unique and is influenced by many factors. The slow or fast process of adaptation will result in student achievement. Self-acceptance is an individual's ability to be able to accept the existence of oneself. While habits of minds is the ability of students to control positive behaviour in order to have confidence and have a steady personality. The study will use a qualitative and quantitative approach that seeks to uncover self-acceptance and habits of mind. Respondents in this study were first semester students at one university in Purwakarta who were selected by random sampling techniques. Data processing techniques will be carried out qualitatively and quantitatively. based on the results of the study there is a no positive relationship between self-acceptance and habits of mind of students, their self-acceptance is at a average size with good mathematical thinking habits
Research on the Development of Edu Games as Learning Media for Geometry and Arithmetic in Elementary School Children Ridwan, Taufik; Hidayat, Endang; Hikmawan, Rizki; Andrian, Rian; Yasin, Aldi
International Conference on Elementary Education Vol. 3 No. 1 (2021): Proceedings The 3rd International Conference on Elementary Education
Publisher : Elementary Education Study Program School of Postgraduate Studies Universitas Pendidikan Indonesia in collaboration with UPI PRESS

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Abstract

Mathematics is a discipline science that has many influences on the theoretic in the classroom and the practice in everyday life. Some of the branches of mathematics that are important in elementary school are geometry and arithmetic. Along with the development of information and communication technology, the development of mathematics learning has also developed. This research tries to discuss and analyze the development of Edu games that can be used for learning geometry and arithmetic. The research method used in this research is the descriptive analysis method. As a result, educational games for geometry and arithmetic developed from conventional games (played through movements) and games in digital form. Digital games are also growing, starting from using computers, smartphones, to adding augmented reality
COMPUTER VISION TO SUPPORT PRE-SERVICE TEACHER MASTERY OF STUDENT CENTRE APPROACH Hikmawan, Rizki
EDUTECH Vol 20, No 3 (2021)
Publisher : Prodi Teknologi Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/e.v20i3.40750

Abstract

Various researcher state that to ensure student had the 4Cs competence is to use student-centered approach in the classroom. This further recognize the skills to create dynamic classroom as the core-skills of 21st teacher. To create such classroom, a teacher must be able to master the systematic and dynamic aspects of learning. It requires teacher to fully aware of every student activity. However, based on preliminary investigation, there two things that become obstacles, namely: (1) teacher had hard time giving full attention to whole classes due to non-coercion manner of student-centre approach, and (2) mastery of dynamic aspects in learning requires real experience which will certainly spend a lot of time. They need practical solutions that can help them master the core skill of 21st teacher. Therefore, we designed an application with image processing features (face detection, face recognition, and pose extraction) in order to help teachers to give full attention and provide positive reinforcement for every classroom participant. The research is done by RD Method, whereas application design uses SDLC method. The results are product in the form of software applications that are expected to accurately measure percentage student attention in the classroom. Product also present information as a basis for decision making to assist teacher in creating a dynamic classroom. In addition, we certainly hopeful that by using the product, prospective teachers can quickly adapt and apply the dynamic classroom. 
Pengembangan Best-Practices Pembelajaran Kompetensi Merancang Jaringan Akses Telekomunikasi Menggunakan Software Simulasi Opnet (Riverbed Academic Edition) Ahmad Fauzi; Taufik Ridwan; Rian Andrian; Rizki Hikmawan
SYNTAX Jurnal Informatika Vol 8 No 1: Mei 2019
Publisher : Universitas Singaperbangsa Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (408.146 KB) | DOI: 10.35706/syji.v8i1.2036

Abstract

Jaringan telekomunikasi merupakan bidang ilmu yang dinamis berkembang seiring perkembangan teknologinya. Dinamika ini juga berimplikasi terhadap pengembangan media dalam pembelajaran terkait hal ini, baik di perguruan tinggi, sekolah menengah kejuruan bahkan juga di lembaga pendidikan informal. Dengan demikian, perlu kiranya dibuatkan suatu pengamatan dan penelitian terhadap hal ini. Penelitian dikembangkan dengan mengadaptasi perkembangan teknologi jaringan telekomunikasi yang ada, kemudian memanfaatkannya untuk diterapkan dalam aplikasi simulasi. Aplikasi yang digunakan adalah Opnet  (riverbed academic edition) yang dapat mensimulasikan jaringan telekomunikasi dengan mendekati kondisi aslinya. Hasilnya, diperoleh pengembangan media pembelajaran untuk merancang jaringan telekomunikasi.
STEM BASED EDUCATION FOR FUTURE LEARNING: CASE STUDY IN SMK UNGGULAN TERPADU PGII BANDUNG Nuur Wachid Abdul Majid; Ahmad Fauzi; Taufik Ridwan; Rizki Hikmawan; Dian Permata Sari; Suprih Widodo
VANOS Journal of Mechanical Engineering Education Vol 3, No 1 (2018)
Publisher : Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/vanos.v3i1.3371

Abstract

This research aims to investigate of implementation STEM education in SMK Unggulan Terpadu PGII Bandung. The research used the qualitative case study approach. This research took place at SMK Unggulan Terpadu PGII Bandung. The informants in this research were the Vice Principal of the curriculum field in SMK Unggulan PGII and Lecture of Informatics Engineering. The data were collected through observations, in-depth interviews, and documentation. The technical analysis of the data referred to the analysis of Miles & Huberman interactive model, including data collection, data condensation, data display, and drawing and verifying conclusions. The result shows that STEM Education leads students to be able to solve problems, innovative, logical thinking, and insightful technology. So STEM will be implemented through: (1) Scientific-based learning; and (2) Achievement of Learning through Sustainable Learning.
Pengenalan Computational Thinking untuk Guru-guru di Kabupaten Purwakarta Rizki Hikmawan; Dian Permata Sari; Suprih Widodo; Dimas Setiawan; Muhammad Irwan Ramadhan; Sadam Fauzi
Jurnal Pengabdian Pada Masyarakat Vol 6 No 2 (2021)
Publisher : Universitas Mathla'ul Anwar Banten

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30653/002.202162.537

Abstract

COMPUTATIONAL THINKING INTRODUCTION FOR TEACHERS IN PURWAKARTA. The changing needs of the industrial world must always be responded quickly by the world of education. The needs of the industrial world change along with technological developments. Currently, the industry has entered the 4.0 era or better known as the digital industry. Today’s society only views computers only as tools, not as a science to educate, even negative when viewed from media notifications that report many cases of technology abuse. This causes parents to tend to limit their children’s use of technology. If children who incidentally are the future of the nation are limited or even prohibited from using technology, of course Indonesia will not be able to compete in the digital era of industry. This mindset must be straightened out, that the computer is not only a tool but also a benchmark for thinking patterns. Community service activities will take place in Purwakarta district in the form of counseling and learning Computational Thinking. Beginning with a face-to-face seminar with lecture learning methods, and questions and answers. After the teachers received counseling, then we facilitated their students to test their computational thinking skills through the Bebras Challenge, in collaboration with the NBO Bebras Indonesia.
PERANCANGAN MEDIA PEMBELAJARAN EDUKASI BERTEMAKAN TATA SURYA UNTUK SISWA KELAS IX (SEMBILAN) Rizki Pribadi; Rian Andrian; Suprih Widodo; Rizki Hikmawan
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 3 No. 1 (2022): Mei 2022
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v3i1.58

Abstract

The material and characteristics of learning Natural Sciences (IPA) are very different from other disciplines. The scope of material in scientific subjects is very broad and closely related to everyday life. The monotonous science learning process will certainly reduce students' motivation and interest in learning. Therefore, there is a need for innovation and learning through the use of methods and optimizing the use of media. One of the technological innovations available to teachers is interactive learning media. The research method used in the design of in-active learning media in science subjects for class XI (nine) is the Research and Development (RnD) research method. In addition, the development model used by researchers in this study is the Analyze, Design, Develop, Implement, Evaluate (ADDIE) model. The results of this study are interactive multimedia-based learning media made with the help of Adobe Flash Professional CS6. The resulting learning media has been tested using the type of black-box testing and is declared to be appropriate for all functions and can be used properly.
Sosialisasi Penggunaan Power Point Media Berbasis Teknologi Yang Menarik Bagi Anak Terhadap Guru SD Dimasa COVID-19 Debi Carolin Wulandari; Nur Endah; Fauzia Khairina; Uswatun Ramadan; Gilang Maulana Gunawan; Annisa Fitri Khaerani; Destya Chumairoh; Kanda Ruskandi; Rizki Hikmawan
Indonesian Journal of Community Services in Engineering & Education (IJOCSEE) Vol 2, No 2 (2022): October 2022
Publisher : Universitas Pendidikan Indonesia Kampus Purwakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (467.806 KB)

Abstract

COVID-19 yang terjadi sampai saat ini, mengharuskan semua masyarakat untuk melakukan kegiatan dirumah, termasuk kegiatan belajar mengajar. Untuk itu guru juga dituntut agar bisa membuat media pembalajaran yang menarik salah satunya menggunakan power point. Tujuan dari sosialisasi media pembelajaran powerpoint adalah agar guru dapat terus berinovasi dan membuat media pembelajaran yang menarik bagi peserta didik. Adapun sasarannya adalah guru SDN 1 Nagrikaler Purwakarta. Hasil dari sosialisasi ini secara garis besar dapat dikatakan berhasil, hal ini terlihat data angket dari target yang diinginkan pada sosialisasi yaitu; 66,7% guru tertarik menggunakan Power Point sebagai media pembelajaran pada masa pandemi, serta 100% guru mengungkapkan aplikasi Power Point merupakan media yang menarik bagi anak pada masa pendemi.