Publikasi S3 Teknologi Pendidikan

Year Title Description Publisher Author(s)
2020 Local Wisdom Based Learning in Elementary School in Curriculum 2013
This study aims to determine the existence of learning that uses the basis of local wisdom contained in the K-13 curriculum textbooks provided by the government. The method uses a qualitative approach with a snowball sampling technique using two primary schools in 18 sub-districts in the Bangkalan district, East Java. The method used is content analysis by identifying the existence of local wisdom in textbooks from the government and interview method as triangulation. The result of the context analysis shows that it is clear there is such a significant effort from Government in emphasizing the value of Local wisdom into the media.
1st Progress in Social Science, Humanities and Education Research Symposium …, 2020
2020 TUTORIAL GUIDANCE THROUGH BLENDED LEARNING IN IMPROVING AN ABILITY NURSING EDUCATION COMPETENCY
Purpose: to analyze the effect of tutoring through the blended learning in improving the ability in pretest of nurses competency results. Method: This research used pre-experimental study design, the number of respondents was 60 respondents. Samples were taken by simple random sampling. The inclusion criteria of the study sample were: final semester students who would face competency exams who were not in a sick condition. The data was collected using the nurse competency test. With a total of 120 questions with the results of the Cronbach's alpha test on the competency test variable is 0.95. The data analysis used descriptive statistics to calculate the characteristics of respondents with frequency distribution, percentage, mean and standard deviation (sd). Paired t test is used to analyze the effect of differences that were before and after tutoring through the blended learning. Results: showed the implementation of tutoring through the blended learning that are showing differences before and after following the tutorial guidance program through blended learning, with the test value paired t test p = 0.000. Other results from tutoring through the blended learning are in-house training and online training services, 9 (nine) enrichment book products for nurse competency tests. Conclusion: to improve the results of the nurse competency test that the guidance can be made in tutorials and online through program blended learning. Thus tutoring through blended learning can be used as an alternative guidance for nursing competency tests for nursing students who can prepare nurse competency tests in Indonesia.
International Journal of Psychosocial Rehabilitation, 24 (10), 2020
2020 PELATIHAN PENULISAN PUBLIKASI ILMIAH SEBAGAI UPAYA PEMENUHAN ANGKA KREDIT BAGI GURU-GURU DI JAWA TIMUR
Sesuai dengan amanat Peraturan Menteri Negara Pemberdayaan Aparatur Negara dan Reformasi Birokrasi Nomor 16 Tahun 2009 tentang Jabatan Fungsional Guru dan Angka Kreditnya Salah satu komponen publikasi ilmiah yang dinilai untuk kebutuhan angk kredit guru adalah penulisan Laporan Penelitian Tindakan Kelas. Kegiatan guru yang menghasilkan Laporan Penelitian Tindakan Kelas. Belum semua guru mau berkarya. Apalagi, di sisi lain, masih banyak dijumpai kasus plagiaris jual-beli karya tulis ilmiah di dunia Pendidikan. Guru-guru dari berbagai daerah sebagian telah menulis Laporan Penelitian Tindakan Kelas, namun masih banyak yang belum mampu menulis Laporan Penelitian Tindakan Kelas. Tujuan kegiatan ini adalah meningkatkan keterampilan guru dalam menulis laporan Penelitian Tindakan Kelas berbasis Penilaian Angka Kredit. Kelompok sasaran dalam kegiatan ini adalah para guru pada jenjang pendidikan dasar dan menengah di Jawa Timur yang memiliki minat dan punya potensi besar dalam menulis Laporan Penelitian Tindakan Kelas Pendidikan. Kegiatan dilaksanakan dengan 5 tahapan, yakni analisis kebutuhan pelatihan, desain, pengembangan, implementasi, dan evaluasi. Hasil yang diperoleh menunjukkkan bahwa guru telah memiliki pengetahuan dan keterampilan dalam menulis laporan Penelitian Tindakan Kelas sesuai dengan standar Penilaian Angka Kredit.
Jurnal ABDI: Media Pengabdian Kepada Masyarakat 6 (1), 31-35, 2020
2020 Gross Motor and Social Development of Children Development Media of Traditional Jumping Rope Modification Game
The purpose of this research is to know the validity, practicality and effectiveness of media traditional jumping rope modification game to improve the development of gross motor and social of children. The research method used Dick and Carey model development research with the following steps: a). Analyzing the need, b.) Analyzing learning, c.) Analyzing child characteristics and learning context, d.) Formulating specific learning objectives, e.) Develop research instruments, f.) Develop learning strategies, g.) Develop teaching materials, h.) Designing and implementing formative evaluation, i.) Revising learning. The subject of research taken is kindergarten children aged 5-6 years as much as 54 children. The subject of research also involves 2 material experts and media experts. Data collection using a product feasibility test poll from media experts and material experts, interviews on individual trials, interviews on small group trials and observation sheets on field trials with indicators on gross motor development, among others, coordinated body movements to train flexibility, balance and agility, jump over obstacles with a height of 20-40 cm, and perform a leap of 38-60 cm towards the target with obstacles. As for indicators of social development, among others, obey the rules of the game, play with peers, be cooperative with friends, and realize the rights and interests of others. Data analysis techniques using the N-Gain Score index. Development research resulted the product of the Game media usage Guide Book of
International Journal for Educational and Vocational Studies 2 (9), 2020
2020 Pengaruh Project Based Learning dan Minat Belajar Terhadap Hasil Belajar Menggambar Bentuk (Still Life) Dalam Pelajaran Visual Art
Tujuan penelifian adalah:(1) Menguji pengaruh penggunaan model pembelajaran Project Based Learning (PjBL) siswa.(2) Menguji pengaruh minat belajar siswa.(3) Menguji pengaruh penggunaan model pembelajaran Project Based Learning (PjBL) dengan minat belajar terhadap hasil belajar menggambar Bentuk (Sfill life). Penelifian ini menggunakan desain eksperimen ulang (Pretest–Posttest Control Group Design), dengan melakukan randomisasi terhadap dua kelompok (kelompok kontrol dan kelompok eksperimen). Hasil analisis dalam penelifian sebagai berikut: 1) Ada pengaruh penggunaan model pembelajaran Project Based Learning (PjBL) terhadap hasil belajar Menggambar Bentuk (Sfill life) siswa. 2) Tidak terdapat pengaruh minat belajar terhadap hasil belajar menggambar Bentuk (Sfill life) siswa. 3) Tidak terdapat interaksi antara penggunaan model pembelajaran Project Based Learning (PjBL) dan model pembelajaran Langsung dengan minat belajar terhadap hasil belajar menggambar Bentuk (Sfill life) siswa.
Teknologi Pendidikan 5 (2), 119-128, 2020
2020 Edmodo Based e-Learning Development on Science Lesson in 7th Grade
This research aims to produce Edmodo-based e-learning that is feasible and effective to improve science learning outcomes. This research uses a modified Borg & Gall (1983) model. Data collection tools are in the form of questionnaire and test. Data analysis technique used is descriptive analysis. The results showed that the average validation score (1) of the media expert was 4.6 (very valid);(2) peers were 4.5 (very valid);(3) the material expert was 4.5 (very valid);(4) user limited test group is 3.8 (valid);(5) implementation group is 4.1 (valid). To test the effectiveness of e-learning and interactive learning media in improving learning outcomes in Natural Science learning for 7th graders. Based on the pretest results, it obtained an average value of 5.80, then on the posttest results showed an average increase to 75.60. Based on the results of research, it can be concluded that Edmodo-based e-learning developed is feasible and effective to be used in Natural Science learning.
Scholaria: Jurnal Pendidikan dan Kebudayaan 10 (1), 34-41, 2020
2020 Building empathy: exploring digital native characteristic to create learning instruction for learning computer graphic design
Technology leading to massive changes, include the way of learning. As the digital natives, students have different ways of learning, especially in courses that use technological devices, such as computers graphic design. Exploring information by building empathy from a student's perspective, can give more authentic information and find opportunities for designing better learning instructional that more needed-based. The purpose of this study is to explore student’s characteristics, and find criteria of learning instructional that needed-based and future-orientated. This is qualitative research, using case-study through interviews, focus group discussion, and an instrument of empathy map, with qualitative descriptive analysis techniques. The study showed that students have no difficulty in accessing and using complex technology, this is in accordance with their characteristics as digital native. Students not only need to …
International Journal of Emerging Technologies in Learning (iJET) 15 (20 …, 2020
2020 The practicality and effectiveness of direct learning model by using life-based learning approach
This study aims to produce a direct learning model with a life-based learning approach that is feasible, practical, and effective to improve the learning outcomes of students at Morris Sidoarjo. This research method uses the Dick and Carey development model with the one-group pretest-posttest design research design. The data collection process was carried out using observation, questionnaires, and giving tests to students. The research instruments obtained were student activity questionnaires, student response questionnaires, learning observation sheets, and student learning outcomes tests. The sample of this research is 20 students at the Morris Sidoarjo course. The research indicated that the direct learning model with a life-based learning approach was practical in its use to improve course participants' learning outcomes at Morris Sidoarjo in the Yogyakarta, which was shown by the excellent category of learning and activity of students. Second, the direct learning model with a life-based learning approach is effective in improving the learning outcomes of course participants at Morris Sidoarjo in the Yogyakarta, which is shown by the results of the calculation of the N-Gain test showing an increase in learning outcomes with a value of 0.8 in the high category. From these results, the model built with a life-based learning approach can be implied as an alternative and reference for developing learning models in course institutions.
Studies in Learning and Teaching 1 (3), 165-174, 2020
2020 Pengaruh Project Based Learning Terhadap Kemampuan Berfikir Kreatif Siswa Pada Pembelajaran Online
Tujuan penelitian ini adalah untuk Menguji pengaruh Project Based Learning terhadap Kemampuan berpikir kreatif siswa SMK Negeri 1 Driyorejo dan SMK Negeri 1 Cerme,(2) Untuk menganalisis perbedaan kemampuan berfikir kreatif melalui Project Based Learning secara pembelajaran online dan offline siswa. Dalam penelitian ini menggunakan pendekatan kuantitatif dan penelitian ini berjenis Quasi Experiment. Alat pengumpulan data menggunakan observasi, validasi, dan tes. Analisis data menggunakan teknik analisis data One Simple Kolmogorov-Smirnov dengan bantuan SPSS 20 for windows. Hasil uji analisis menunjukkan (1) Adanya pengaruh Project Based Learning terhadap kemampuan berpikir siswa pada kelas control dan eksperimen dengan tingkat signifikan 5%(0,000< 0, 05),(2) Adanya perbedaan kemampuan berpikir kreatif melalui Project Based Learning secara online dan offline bahwa nilai signifikansi atau p-value (0,017< 0, 05). Hal ini membuktikan bahwa terjadi peningkatan pada kelas eksperimen yang telah diberikan perlakuan dengan model Project based learning. Dengan demikian dapat disimpulkan kemampuan berpikir kreatif siswa pada kelompok eksperimen lebih tinggi daripada kelompok control. Model Project based learning berpengaruh positif terhadap kemampuan berpikir kreatif siswa.
Educate: Jurnal Teknologi Pendidikan 5 (2), 31-42, 2020
2020 The Influence of Spontaneity Smart Circuit Games on Group A Rough and Social Motor Development of Children in Wiyung District at Surabaya
This research aims to determine the effect of the
International Journal for Educational and Vocational Studies 2 (1), 5-8, 2020