Curricula: Journal of Curriculum Development
Curricula: Journal of Curriculum Development p-ISSN 2964-7339 e-ISSN 2830-7917 is an open access and peer-reviewed journal published by Curriculum Development Study Program, Faculty of Educational Sciences, Universitas Pendidikan Indonesia in collaboration with Himpunan Pengembang Kurikulum Indonesia (HIPKIN). The journal includes particular interests in issues related to curriculum development, including curriculum design, implementation, evaluation, and learning development (resources, models, media, and assessment). Curricula: Journal of Curriculum Development aims to publish research conducted by teachers, lecturers, and others focusing on research at the levels of Early Childhood, Elementary, Junior High, or Senior High Schools, as well as Higher-Education. This journal is published twice a year, in June and December. Curricula: Journal of Curriculum Development can accept articles in Indonesian or English.
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Impact of using podcasts on students learning motivation
Irmadel Aurelliana;
Syifa Syahfiana Nugraha
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.47883
A podcast is a media file or digital audio to be specific, which can be published regularly through the internet in a particular format, such as mp3 formats. Podcast is also widely used, and the education field is not an exception. During the pandemic state that is happening right now, the education process is required to continue, so a Distance Learning policy is issued, which requires all people, including students, to stay at home as a way to prevent transmission of the virus through a circular by the Minister of Education and Culture that stated in law number 3 of 2020 regarding the prevention of Covid-19. This distance learning policy requires educators to be able to choose suitable learning media. In this research, the researcher uses an interview method with the Mahad Abu Aziz elementary school teacher. The results showed that podcasts as a learning media received a good response from the students. Podcasts can be effectively used in the learning process only if the educators have good speaking ability, including good intonation, and can create a pleasant situation in their audio presentation. In conclusion, podcast as a learning media receives excellent feedback from students because it is considered easy to use and works better, especially in Language lesson.
Kahoot! as innovation gamification for examination
Efrilla Niza;
Aura Salsabilah Ardian
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.47862
Kahoot! is a learning innovation with a gamification method in the form of a platform. This study used a literature review method based on various research results that discuss the implementation of learning using web-based media. The data analysis consists of reading the literature review, summarizing, analyzing, and synthesizing it. The results of this study indicate that in carrying out the learning process, educators need to follow technological developments. By using Kahoot! As a medium for conducting exams or tests, students will get a new and fun experience while doing their exams. This is supported by the website's visual appearance, which uses funny and exciting animations. In addition, in its use, There is no charge, and the application is relatively easy to use. However, the downside of using Kahoot! as a learning media, both educators and students need a good internet network and adequate devices. Kahoot! can be used as an alternative media in learning because of its advantages, but it should also be noted that in its use, Kahoot! Requires a good internet connection and adequate devices.
The role of YouTube platform as a learning resource in online learning effectiveness
Diva Fikri Harry Adnan;
Norma Istiqomah
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.47882
The COVID-19 pandemic has resulted in teachers using media more creatively in the learning process, one of which is using video-based media via YouTube. This study aims to find out the role and implementation as well as the obstacles that arise in using YouTube as a learning resource in supporting the effectiveness of online learning based on the perceptions or views of students. The research uses quantitative methods with primary data sources and data collection using surveys or questionnaires involving active students as respondents. The study results show that most respondents agree that using YouTube is a practical learning resource or online learning media. However, there are still some obstacles encountered in practice. So, the YouTube platform had a good impact on the effectiveness of online learning during the COVID-19 pandemic and increased opportunities for using YouTube as a learning media.
Use of Instagram as learning media in senior high school
Muhammad Nur Iman Hadiyana Setia;
Monica Fajriana
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.47897
This study examines using Instagram as an innovative learning tool for high school students. The indicators assessed are the easiness, frequency, and experience that Instagram provides as a learning tool. This study used a qualitative approach and collected data using a questionnaire completed by SMA/SMK/MA/MAK students. The study used a Likert scale by giving weight to each available answer. The weights in each category will be summed and converted into qualitative data. The data will be drawn by counting how many categories of answers from all respondents. The results showed that forty-four point four percent of students who were respondents agreed with Instagram as a learning tool. The results showed that respondents considered Instagram an easy-to-use learning tool. Instagram's position is ideal as a learning tool because students are comfortable using it. Teachers are expected to use Instagram social media more often as a learning tool so that the benefits of using Instagram can be more optimized in supporting student learning achievements.
Influence of oncam feature in online conference on learning motivation during the pandemic
Muchammad Zidan Maulana;
Azzahra Putri Dewanto
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.47884
The impact of the COVID-19 pandemic has affected various aspects, including education. Since the pandemic, students have been forced to do online learning. Students’ unpreparedness for this change resulted in less effective teaching and learning activities. The students become inactive and find it difficult to focus during class. This, of course, affects using the oncam feature on the level of student learning motivation during the current pandemic. In this study, the researcher used a quantitative method by using a research instrument in the form of a form containing a series of questions related to how respondents’ learning behavior was while undergoing an online learning process using an online conference application that provides an oncam feature. Participants in this study were 42 active students at the Indonesian Education University, Department of Educational Curriculum and Technology batch 2020. Based on the data obtained, it was shown that the oncam feature could affect respondents' motivation level in learning. Therefore, according to these findings, the oncam feature in online learning can be paid more attention to maintain student learning motivation so that the learning process can run optimally.
Effect of educational content creators on student motivation and learning outcomes in the pandemic COVID-19
Afni Zahrotulmuna Sya’ro;
Eka Puspa Dewi
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.47983
The limitations that exist during the COVID-19 pandemic, it requires all people to connect to the internet. As well as in distance learning, students have to look for learning material from other sources. This research is motivated by the fact that students often watch learning videos from educational content creators to look for subject matter that is not yet understood. The purpose of this study is to determine the effect of educational content creators on learning methods, motivation and student learning outcomes. The method used in this research is qualitative and quantitative methods and data collection techniques by distributing questionnaires to target participants, namely junior high school students, high school students and university students. From the research results, it can be seen that the development of instructional video media carried out by educational content creators can increase student motivation and learning outcomes during the COVID-19 pandemic.
Use of gamification to increasing motivation in learning
Ayesha Zafar;
Bagia Maulana Patah;
Syelma Nuraida Fatya
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.47860
The industrial revolution 4.0 became a driver of progress for all fields of life. In the field of education, era 4.0 made the old way of learning must be improved along with technological developments. One of them is gamification, a learning approach that uses several elements in games that aim to motivate students in the learning process so that they feel comfortable and have fun. This study uses a survey method, with the aim of knowing the responses, motivations, and interests of respondents related to this gamification. The survey was conducted using a google form, and distributed online to respondents through various communication media. The data is generated from research in the form of a bar chart. Then, this data is processed and the difference value is obtained from each question. Description of the research developed based on the questions in the questionnaire. The results of the study show that students like the learning process by gamification because students with a ranking game system have an award. Results Based on the research, students like learning by gamification. It should be explained that gamification is not just making a game. However, using the game system in real life. So, it is necessary to conduct further research on ways to develop gamification to increase students learning motivation.
Evaluation of the library management program as a learning resources with Discrepancy Model
A. Ardiansah;
Diemas Arya Komara;
Lien Halimah
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.48538
Monitoring and evaluation activities in this study focused on evaluating the school library management program as a learning resource at SMA Sumatra 40 Bandung using the discrepancy model. The research method used is a qualitative approach and a literature review that is processed descriptively. Based on the results of the study, it is known that several aspects evaluated at the Sumatra 40 Bandung High School Library are related to the implementation of the library management program, which has reached high school library standards following Peraturan Kepala Perpustakaan Nasional Republik Indonesia Nomor 12 Tahun 2017 tentang Standar Nasional Perpustakaan Sekolah Menengah Atas/Madrasah Aliyah. However, the aspect of library human resources has not met the standards applied. Recommendations that should be considered by the SMA Sumatra 40 Bandung Library are adding library staff and expanding the library space, and using information and communication technology so that the library management program as a learning resource can be maximized.
Influence of using animated video media in online learning at junior high school
Risma Rizqiana Haq;
Lies Diana Dwi Irawati
Curricula: Journal of Curriculum Development Vol 1, No 1 (2022): Curricula: Journal of Curriculum Development, June 2022
Publisher : Universitas Pendidikan Indonesia
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DOI: 10.17509/curricula.v1i1.47790
Learning is an activity that combines various things, namely humans, facilities, and procedures so that all parties are related to one another to achieve a goal. The facilities include learning media, including animated video media used in online learning during the COVID-19 pandemic. This research aims to see the influence and effectiveness of animated video media in online learning. This research uses a quantitative approach with descriptive methods. The study results show that animated videos can improve the quality of the learning process; the material presented using animated media becomes more straightforward and more accurate, so students understand the material more easily. The obstacle is online access to watch or download animated videos. Therefore, it can be concluded that animated video media is effectively used as a learning medium for distance or online learning.