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Contact Name
Eko Risdianto
Contact Email
eko_risdianto@unib.ac.id
Phone
+6285267321435
Journal Mail Official
finger.1001tutorial@gmail.com
Editorial Address
Perumnas Pinangmas Blok J No. 234 Bentiring Permai Kota Bengkulu Indonesia
Location
Kota surakarta,
Jawa tengah
INDONESIA
Finger : Jurnal Ilmiah Teknologi Pendidikan
ISSN : 28306813     EISSN : 28306813     DOI : https://doi.org/10.58723/finger.v2i1.85
FINGER: Jurnal Ilmiah Teknologi Pendidikan with ISSN: 2830-6813 is a journal managed by CV Media Inti Teknologi and APMI Publisher. Publish articles on community service activities in the fields of education, design, development, assessment, model, Technology, Elearning, Blended Learning, MOOCs, Multimedia, Digital Learning Etc. FINGER :Jurnal Ilmiah Teknologi Pendidikan starting in 2022 Three times a year, in February, June, And November. Published articles can be downloaded for free, read and distributed as references for the next article. Paper is submitted online by registering first on this website or can be sent via email to finger.1001tutorial@gmail.com
Articles 5 Documents
Search results for , issue "Vol. 3 No. 2 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan June 2024" : 5 Documents clear
The Influence of AI Chat GPT Technology on the Mindset of Educational Technology Students at Ibn Khaldun University, Bogor Hartono, Rudi; Ar Ridho, Ahmad Fauzan; Zaki, Faghia Rahma; Al Ghifari, Muhammad Faqih
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 2 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan June 2024
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i2.242

Abstract

This research aims to increase understanding of the influence of AI Chat GPT technology on the mindset of students in the Educational Technology Study Program at Ibn Khaldun University, Bogor. This research was conducted using quantitative research methods with data collection techniques through questionnaires. This research involved respondents consisting of Educational Technology students in semesters 1, 3, 5 and 7 at Ibn Khaldun University, Bogor. The results of this research show that AI Chat GPT technology can influence the mindset of students in the Educational Technology Study Program at Ibn Khaldun University, Bogor. This is evident from students' statements during the questionnaire that AI Chat GPT technology can influence students' mindsets. This research concludes that AI Chat GPT technology greatly influences the mindset of students in the Educational Technology Study Program at Ibn Khaldun University, Bogor. Therefore, it is hoped that students will pay more attention to using AI Chat GPT Technology in lectures.
Development of Read Aloud-Based Video Learning to Improve Early Age Children's Literacy Al-Quran Nurdiantini, Nurdiantini; Arief, Zainal Abidin; Gatot, Masitowati
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 2 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan June 2024
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i2.252

Abstract

This study aims to develop Read Aloud-based learning videos to improve Early Childhood Literacy at Early Childhood Education Al-Quran Dian Asshobri which is appropriate and effective. The development of Read Aloud-based learning videos was developed with a System-based R & D research model, namely ADDIE. Product feasibility was tested by three experts, namely material experts, instructional design experts, and learning media experts as well as student feasibility tests through one-to-one tests, small-scale and large-scale tests. The sample media in this study were group B students with an age range of 5-6 years. The results showed that the quality of the Read Aloud-based learning videos developed was classified as good (89.71%), good for one-to-one trials (88.67%), good for small groups (90.20%) and very good for large groups (92.76%). Meanwhile, the t_count value is 7.87459 and the t_table value at a significant level of 5% is 2.306004, so t_count > t_table or 7.87459 >2.306004, so h_a is accepted and h_0 is rejected. This means that there is a significant difference in student learning outcomes before and after being given treatment. This shows that the Read Aloud-based learning videos are feasible and effective and can improve student learning outcomes.
Moocs-Based Solar System Module for Class VII Junior High School Students Putri, Okta Rahma; Risdianto, Eko; Sakti, Indra
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 2 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan June 2024
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i2.263

Abstract

This research aims to develop a digital module based on MOOCs on solar system material for class VII junior high school students. This research is a Research and Development study (R&D) with a 3D model which includes the Define, Design and Development stages. The data collection techniques used were observation, interviews and questionnaires. The instruments used in this research were observation sheets, teacher interview guide sheets, expert validation sheets, and student response test sheets. Data analysis techniques are carried out qualitatively and quantitatively. The research results show that digital modules based on MOOCs are valid and can be used. The test results of students' responses to the digital modules developed showed a very good category. The conclusion from the results of this research shows that the digital module developed was declared feasible by the expert team and received a positive response from students to be continued in wide-scale trials to see the product's effectiveness.
Bibliometric Analysis of Gamification-Based Learning Media Herlambang, Arthur Muhamad Taufan
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 2 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan June 2024
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i2.273

Abstract

This research aims to analyze the Gamification learning method's impact and the trends in research regarding Gamification. The research method used is a qualitative descriptive method using a bibliometric approach starting from defining the keywords “Gamifikasi (Gamification)” and ”Jurnal” in the Publish or Perish application using the Scopus database. Article selection was carried out based on predetermined categories and a total of 21 articles were obtained that fit the predetermined categories. Then the articles obtained are compiled based on metadata using the Mendeley and the Vosviewer application to create visualizations. The research results show that based on bibliometric analysis gamification has been categorized into ten clusters. The application of gamification in the education sector is needed in the learning process to support the learning process and improve students' skills or learning outcomes at the upper secondary level. Previous research also shows that the use of gamification-based learning media in the world of education, more precisely at the high school level, provides benefits or influence for both teachers and students. The results of the bibliometric research that has been carried out show that there are quite a lot of articles discussing gamification-based learning media on the Scopus platform and are already in the top Quartile, namely Quartile 1. However, for articles discussing gamification-based learning media, especially those that originating from Indonesia, there are still very few found there. Therefore, the research results show that the topic of gamification-based learning media, especially in Indonesia, is still very amenable to research and discussion in the future.
Bibliometric Analysis of Hybrid Learning Research Trends in Schools Emiliyanti, Rantika
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 2 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan June 2024
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i2.274

Abstract

The aim of this research is to examine how research onhybrid learning in schools. This research method uses a literature review using a bibliometric analysis method approach starting from entering the keyword “pembelajaran hybrid” by setting the search year 2018-2023 and journals using the Publish or Perish (PoP) software application. The database used is Google Scholar, after searching Initially by selecting the keyword "hybrid learning" the maximum search allowed in Google Scholar is 1000 journals and we could enter a value of less than 1000. This research utilizes Publish or Perish (PoP) and VOSviewers software to analyze the data. Based on the findings, results and discussion, it was found that the highest number of scientific publications on the Google Scholar site from 2018-2023 occurred in 2020 and 2021. The results of research based on overlay visualization and density visualization in 2018-2023 centered on hybrid learning variables, meaning that there was a lot of research carried out by other researchers.

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