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Contact Name
Eko Risdianto
Contact Email
eko_risdianto@unib.ac.id
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+6285267321435
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finger.1001tutorial@gmail.com
Editorial Address
Perumnas Pinangmas Blok J No. 234 Bentiring Permai Kota Bengkulu Indonesia
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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 87 Documents
Analysis of the Need for Using the Independent Teaching Platform to Improve Teacher Performance in Schools Sudarsih, Sri
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 2 No. 3 (2023): FINGER : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v2i3.146

Abstract

This research aims to analyze teachers' needs for the use of the Merdeka Mengajar Platform (PMM) in the context of implementing the Independent Curriculum. The research method in this research uses quantitative descriptive analysis techniques. The data collection technique uses a needs questionnaire which is distributed directly to teachers. The population of this study were teachers in the MGMP English community at the junior high school level in Bengkulu City. In this research, the technique of distributing questionnaire sheets filled out by teachers was used to determine the level of teachers' needs for PMM applications in learning. The data analysis technique in this research uses quantitative techniques and is concluded quantitatively. From 36 respondents, data was obtained that 25% of teachers were still not familiar with PMM, only 14 teachers used PMM in learning. 58.3% of teachers stated that there was a need for training in using PMM in learning and recommended the use of PMM to other fellow teachers. Based on the results of data analysis, it is concluded that there is a need for socialization and training on the use of PMM for all teachers so that the implementation of the Independent Curriculum can run well and teacher performance and competence can increase.
Analysis of Needs for the Development of Nearpod-Based Interactive Learning Media to Improve Student Learning Outcomes in Class XI at SMAN Bengkulu City on Parabolic Motion Material Pazah, Guti Ameda; Risdianto, Eko; Purwanto, Andik
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 1 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i1.198

Abstract

This study set out to examine the demands of educators and learners with reference to the creation of Nearpod application-based learning resources for high school students studying parabolic motion. The information used in this study came from a review of the literature, interviews with physics instructors, and class XI students at SMAN 01, SMAN 03, and SMAN 09 in Bengkulu City. This study employs a qualitative descriptive research methodology. The methods utilized to collect the data are interviews, observations, and literature reviews. Observation and interview sheets made up the research instrument. Qualitative data analysis is used in data analysis procedures. Interactive learning materials are required in classrooms, as indicated by the findings of observations and interviews. This is a result of the fact that professors continue to employ a conventional learning approach and that pupils struggle to understand the information. The usage of interactive learning media in the learning process is necessary as a medium that promotes the learning process, according to the study's findings and discussion.
Analysis of the Need for Padlet-Based Learning Media Development to Improve Understanding of Concepts in Class XI Circular Motion Material at SMA Kota Bengkulu Yulistia, Tri
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 1 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i1.201

Abstract

An effective learning tool is one that can boost students' interest and motivation. Padlet is an easy-to-use, maintain, and set-up collaborative platform. This study set out to find out what educators and students needed in order to create lesson plans for high school students using the Padlet software. The methodology used in this study was qualitative descriptive. The data was gathered through observations, interviews, and literature research. This research instrument consists of these observation and interview sheets. The technique for data analysis is qualitative descriptive data analysis. The results of the learning materials, interviews, and observations that were done show that there is still space for development in the students' conceptual understanding, especially when it comes to the material on circular motion. because students still find it difficult to understand the material they are studying and professors still use a traditional teaching methodology. Therefore, it can be said that Padlet-based development media are still needed at SMAN 1 Kota Bengkulu, SMAN 3 Kota Bengkulu, and SMAN 9 Kota Bengkulu in order to support students' learning and help them understand concepts. This is based on the needs analysis that was conducted at these schools.
Development of HOTS-Based Interactive E-Modules to Train High School Students' Critical Thinking Skills on Harmonic Vibration Material Akbar Agustian, Muhammad; Mayub, Afrizal; Hamdani, Dedy
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 1 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i1.212

Abstract

The goal of this project is to create an interactive e-module using Hots to teach high school students how to think critically about content related to harmonic vibration that is both realistic and well-received by the students. Thirty-five pupils from class X SMAN 01 Bengkulu City provided the data for this study. The 4D model research method—which stands for Define, Design, Develop, and Disseminate—is used in this study. The study employed many instruments, including observation sheets, student impression sheets, instructor needs questionnaires, and expert team validation sheets. In order to aid students in understanding the teaching materials, the resulting e-module includes text, tables, graphics, formulas, and learning videos. Additionally, an interactive quiz within the e-module allows students to practice their skills. The results of this study indicate that the developed e-module is included in the very feasible category with a value of 87.2%. Students' perception of this e-module is included in the very good category with a value of 84.4%.
Utilization of Digital Media in Managing Mental Health of Educational Technology Students at Ibn Khaldun University Bogor Hartono, Rudi; Ajrin, Alfira; Sabila Noer, Suci; Nurfirmansyah, Nadya
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 1 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i1.236

Abstract

The purpose of this study is to better understand how students enrolled in the Education Technology Study Program at Ibn Khaldun University of Bogor use digital media to manage their mental health. Descriptive qualitative research methodologies were used in this study, and data was gathered through interviews. 84 respondents, who were Ibn Khaldun University of Bogor students studying educational technology in semesters 1, 3, 5, and 7, participated in this survey. The findings of this study suggest that students enrolled in the Educational Technology Study Program at Ibn Khaldun University of Bogor may have difficulties managing their mental health as a result of digital media. Student responses made during interviews make it clear that digital media can improve awareness and comprehension of mental health management. The study's conclusion is that students in Ibn Khaldun University of Bogor's Education Technology Study Program have significant mental health effects from digital media. It is therefore envisaged that students will be able to focus more on how digital media is used to manage mental health.
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
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.
Improving Learning Outcomes of Rhythmic Gymnastics with Tiktok Application Media (Classroom Action Research on Class IV Students of SD Nеgеrі 7 Tеbіng Tіnggі School Year 2022/2023) Hayati, Putri; Simamora, Hotlider H
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 3 No. 1 (2024): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v3i1.247

Abstract

Thrоugh rhythmic gуmnаѕtісѕ material, іt is hореd that ѕtudеntѕ саn dеvеlор mоvеmеnt skills, рhуѕісаl fitness and сrеаtіvіtу. Aftеr fоllоwіng a ѕеrіеѕ оf lеаrnіng рrосеѕѕеѕ, in class IV оf SD Nеgеrі 7 Tеbіng Tіnggі, ѕtudеnt learning оutсоmеѕ wеrе ѕtіll lеѕѕ thаn орtіmаl. Sо action іѕ needed by utilizing interesting and vаrіеd lеаrnіng media tо іnсrеаѕе student attention. By utіlіzіng TіkTоk mеdіа аѕ a lеаrnіng mеdіum, іt іѕ believed that thе learning рrосеѕѕ wіll bе mоrе іntеrеѕtіng аnd can іmрrоvе ѕtudеnt lеаrnіng outcomes. The ѕсоре оf thе problem in this rеѕеаrсh is limited, namely, rhуthmіс gуmnаѕtісѕ material іn class IV оf SD Nеgеrі 7 Tеbіng Tinggi, use оf thе TikTok application mеdіа, ѕtudеnt lеаrnіng оutсоmеѕ, rеѕеаrсh vаrіаblеѕ, rеѕеаrсh design, рорulаtіоn and ѕаmрlе, rеѕеаrсh іnѕtrumеntѕ, аnd dаtа аnаlуѕіѕ techniques. This rеѕеаrсh method uѕеѕ thе Clаѕѕrооm Aсtіоn Rеѕеаrсh method whісh іѕ often called Classroom Aсtіоn Rеѕеаrсh (PTK). Thе data аnаlуѕіѕ tесhnіԛuеѕ uѕеd іn thіѕ rеѕеаrсh wіll bе adjusted tо thе tуре оf dаtа obtained. With thе аіm of dеѕсrіbіng dаtа frоm оbѕеrvаtіоnѕ аnd dосumеntаtіоn, аѕ well as аnаlуzіng dаtа іntеrасtіvеlу and соntіnuоuѕlу, bу соnnесtіng data from vаrіоuѕ sources tо produce rеѕеаrсh findings. Aftеr dаtа аnаlуѕіѕ іѕ саrrіеd out, thе uѕе of thе Tіktоk mеdіа аррlісаtіоn саn іmрrоvе student lеаrnіng outcomes in rhуthmіс gymnastics mаtеrіаl. Rеѕеаrсh ѕhоwѕ thаt thеrе is аn іnсrеаѕе in thе average vаluе оf rhythmic gуmnаѕtісѕ learning оutсоmеѕ frоm cycle I tо сусlе II. Thіѕ is рrоvеn by thе rеѕultѕ оbtаіnеd from thе 25 ѕtudеntѕ who took thе сусlе I tеѕt, there wеrе 9 ѕtudеntѕ hаvе achieved the KKM score аnd 16 ѕtudеntѕ hаvе nоt асhіеvеd thе KKM ѕсоrе wіth thе аvеrаgе lеаrnіng оutсоmеѕ as of SAR 61.8 wіth a соmрlеtіоn реrсеntаgе of 36%. Meanwhile, in сусlе II thеrе wаѕ a significant іnсrеаѕе whеrе 23 ѕtudеntѕ hаd асhіеvеd thе KKM score, while there wеrе 2 ѕtudеntѕ whо dіd nоt reach thе KKM. Thе average learning outcome іn cycle II activities wаѕ 83.4 wіth a соmрlеtіоn реrсеntаgе оf 92%. Thе results оf thе rеѕеаrсh show thаt thе TіkTоk аррlісаtіоn mеdіа саn increase thе іntеrеѕt in lеаrnіng аnd learning outcomes оf class IV ѕtudеntѕ іn Rhуthmіс Gymnastics at Stаtе Elementary Sсhооlѕ. 7 Hіgh Clіffѕ Evеn Semester of thе 2022/2023 Aсаdеmіс Year іn the еуеѕ оf Phуѕісаl Eduсаtіоn, Sроrtѕ аnd Hеаlth (PESH).
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
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
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
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.