Publikasi S1 Teknologi Pendidikan

Year Title Description Publisher Author(s)
2020 An introductory book for coaching athletes with a disability
The purpose of this study was to identify the ideal book for preparing students to learn of disability sport. The benefit of this research is that after finding out the ideal book, the results of the study will be used for further research, namely developing an introductory sports disability book. This research used the survey research method. The survey was conducted on 60 students at the Faculty of Sports Sciences, Universitas Negeri Surabaya and 2 experts in the field of disability sports. Data collection tools in the form of questionnaires, checklist sheet, and interview guidelines. This research has succeeded in getting very detailed data and information that needed and the result will be used for further research, namely developing Introductory book for coaching athletes with a disability.
International Conference on Research and Academic Community Services …, 2020
2020 Mobile Learning Materi Konjugasi Mata Pelajaran Bahasa Jerman Kelas X Di SMA Negeri 19 Surabaya
Tujuan Penelitian pengembangan adalah untuk menghasilkan produk berupa media pembelajaran mobile learning yang layak dan efektif digunakan dalam pembelajaran Bahasa Jerman materi Konjugasi untuk peserta didik kelas X SMA Negeri 19 Surabaya. Dalam pengembangan ini, model pengembangan yang digunakan merupakan model ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Pada pengembangan ini sampai pada uji kelayakan pada ahli materi dan media, uji kelayakan tersebut berupa angket yang menunjukkan seberapa layak atau tidaknya media mobile learning digunakan untuk pembelajaran Bahasa Jerman. Jenis data yang diambil yaitu data kuantitatif yang diperoleh dengan menggunakan instrumen angket. Langkah pertama adalah analisis masalah, langkah kedua yaitu desain media yang tepat sesuai karakteristik materi, siswa dan media, langlah media yaitu pengembangan media. Sedangkan untuk langkah penerapan dan evaluasi media tidak dilakukan dengan alasan masih dalam masa pandemi Covid-19. Untuk mengetahui kelayakan media maka peneliti melakukan validasi media dengan dua ahli yaitu ahli ahli materi dan ahli media menggunakan skala. Dari validasi media didapatkan data yang kemudian dianalisis menggunakan rumus persentase dan diperoleh hasil sebagai berikut: kelayakan materi sebesar 92, 8% dan kelayakan media sebesar 90, 5%. Kedua hasil tersebut selanjutnya dimasukkan dalam kriteria penilaian persentase tergolong “sangat layak”. Dengan demikian maka dapat disimpulkan bahwa mobile learning yang telah dikembangkan telah layak dan dapat …
Jurnal……….. Volume…. Nomor….. Tahun, 0-216, 2020
2020 Pengembangan modul berbantuan QR code materi orkestrasi mata pelajaran seni budaya untuk siswa kelas xi di SMA Negeri 19 Surabaya
Penelitian ini bertujuan untuk menghasilkan produk modul berbantuan QR Code dalam pembelajaran materi Orkestrasi pada mata pelajaran Seni Budaya kelas XI Multimedia di SMA Negeri 19 Surabaya. Model pengembangan yang digunakan yakni model ADDIE (Analyze, Design, Development, Implementation, Evaluation). Metode pengumpulan data dilakukan dengan cara observasi, wawancara, dan angket. Pada uji kelayakan media, menggunakan instrumen validasi diperoleh hasil analisis validasi ahli materi (1 guru Seni Budaya di SMA Negeri 19 Surabaya) mendapatkan persentase 92, 3% dan juga validasi ahli media (1 dosen jurusan Kurikulum dan Teknologi Pendidikan Universitas Negeri Surabaya) mendapatkan persentase 90, 5%. Hasil Analisa data yang diperoleh dapat dikatakan media modul berbantuan QR Code materi Orkestrasi mata pelajaran Seni Budaya untuk siswa kelas XI di SMA Negeri 19 Surabaya layak digunakan sebagai media pembelajaran, berdasarkan tabel kriteria penilaian. Modul yang telah dikembangkan oleh peneliti mempunyai beberapa kelebihan antara lain dapat memotivasi peserta didik, mengetahui kemampuan peserta didik secara individu, dan mengetahui sejauh mana kemampuan setiap peserta didik. Selain itu, dengan adanya alat tambahan berupa QR code, membuat materi di dalam modul lebih luas, lebih banyak, dan lebih banyak mengetahui informasi. QR Code dapat diakses melalui ponsel pintar, dengan menggunakan aplikasi scanner yang telah terpasang pada ponsel pintar.
Jurnal……….. Volume…. Nomor….. Tahun, 0-7, 2020
2020 Exploring online learning experiences during the COVID-19 pandemic
This article describes the learning experiences of students in online learning during the Covid-19 pandemic. Qualitative observation methods and online interviews were conducted, to obtain information about online learning patterns that are often applied by lecturers; the platform is chosen, the media used by the lecturers; time-frame, student learning experiences, and student responses to lectures. This study reveals that students tend to choose the application of various online learning patterns and simple platforms. As the first conclusion, in search of meaningful online learning experiences, coordinated online learning between pedagogy, technology, and organizational support can effectively foster appropriate learning experiences. The second conclusion is we need to critically examine the benefits and limitations of the types of asynchronous, synchronous, and hybrid online learning encountered. This will facilitate understanding of future complex assignments and can benefit from student learning experiences.
International Joint Conference on Arts and Humanities (IJCAH 2020), 68-72, 2020
2020 Mobile Games Applications for Learning the Indonesian War National History
Covid19 has proof as a massive disruption technology implementation, where every human life aspect depends on internet technology including in education. However, during the covid19 pandemic, online learning becomes boring since students can not socialize with their friends, face the presentation or video, and answer the quiz assessment with multiple-choice, essay, or case study. In this paper, we proposed the way to apply online learning with more fun and entertainment by applying games as part of teaching and learning, where at the end of the day the students never realize that they are playing games rather than learning subjects. We applied in a history lesson as a sample particularly in Indonesian war national history, wherein some schools, history subjects as a students’ favorite subject when the students will have remarkable experiences to set backdate when the story happened. A roleplay simulation game is applied to make fun and entertain historical education for the young generation particularly the history of Indonesian wars to give respect for our founding fathers and heroes who gave independence for this nation. We believe, by adding games in online learning will increase the interest of students to learn and increase the knowledge by something they like about such as games.
SYLWAN 164 (7), 2020
2020 Pengembangan Multimedia Interaktif Materi Ketahanan Pangan, Industri, Energi Di SMAN 19 Surabaya
Tujuan dari penelitian pengembangan ini adalah untuk mengembangkan multimedia interaktif berbasis android yang layak dan sesuai dengan tujuan dan karakteristik materi Ketahanan Pangan, Industri dan Energi pada mata pelajaran Geografi kelas XI di SMAN 19 Surabaya. Model pengembangan yang digunakan yaitu model pengembangan ADDIE (Analyze, Design, Development, Implementation, Evaluation). Variabel yang dikaji adalah kelayakan multimedia interaktif pada materi Ketahanan Pangan, Industri dan Energi. Teknik pengumpulan data menggunakan angket yang diberikan kepada seorang ahli materi (guru pengampu mata pelajaran Geografi) dan seorang ahli media (dosen jurusan Kurikulum dan Teknologi Pendidikan Universitas Negeri Surabaya). Hasil dari perhitungan data angket yang diperoleh akan diukur menggunakan penilaian skala Guttman, yang mana akan didapatkan jawaban berupa “ya” dan “tidak”. Hasil pengukuran menunjukan presentase dari penilaian para ahli, dari uji coba kelayakan materi adalah sebesar 100% dan uji kelayakan pada multimedia interaktif adalah sebesar 100%, uji kelayakan bahan penyerta adalah sebesar 100%. Ketiga hasil tersebut termasuk dalam kriteria penilaian yang sangat baik dan layak. Sehingga dapat disimpulkan bahwa pengembangan multimedia interaktif materi Ketahanan Pangan, Industri dan Energi telah layak dan dapat digunakan dalam kegiatan pembelajaran pada mata pelajaran Geografi kelas XI di SMAN 19 Surabaya.
Jurnal……….. Volume…. Nomor….. Tahun, 0-216, 2020
2020 Pengembangan Bahan ajar berbantuan augmented reality pada mata pelajaran Pengambilan Gambar Bergerak untuk Program keahlian Multimedia di Sekolah Menengah Kejuruan
ABSTRAK Pradana Hirnanda Dimas. 2018. Pengembangan Bahan Ajar Berbantuan Augmented Reality Pada Mata Pelajaran Pengambilan Gambar Bergerak Untuk Program Keahlian Multimedia di Sekolah Menengah Kejuruan. Tesis Program Studi Teknologi Pembelajaran Pascasarjana Universitas Negeri Malang. Pembimbing (I) Dr. DediKuswandi M.Pd. (II) Dr. H. Sulton M.Pd. Kata Kunci Pengembangan augmented reality pengambilangambarbergerak Bahan ajar merupakanbagian integral di dalam proses pembelajaran. Bahan ajar berbantuanaugmented reality merupakansalahsatubahan ajar cetak yang dikombinasikandenganteknologiaugmented reality dandipergunakanuntukmenjelaskankonseppembelajarandenganmenambahkanobjek virtual kedalamlingkungannyata. Berdasarkanhasilpengamatan yang dilakukan di SMK Wijaya Putra Program KeahlianMultimedia menunjukkanbahwapebelajarmengalamikesulitandalammemvisulaisasikanteknik-teknikpengambilangambarbergerak yang meliputiukuranbidangpandangpengambilangambar sudutpandangpengambilangambar danteknikpergerakankamera. Penelitianpengembanganinibertujuanuntukmenghasilkanbahan ajar berbantuanaugmented realityyang terujitingkatvaliditasnyasertakeefektifannya. Pengembanganinimenggunakan model Lee Owens. Model pengembangan Lee Owens terdiridarilimatahapan yakni (1) tahapanalisis (2) tahapdesain (3) tahappengembangan (4) tahappenerapan (5) tahapevaluasi. Hasilujitingkatkevalidandaribahan ajar berbantuanaugmented …
SKRIPSI Mahasiswa UM, 2020
2019 Managing Challenging Behaviors of Students with Autism Spectrum Disorder in Inclusive Schools Setting
The purpose of this research is to describe the teacher's effort to manage the challenging behaviors of students with ASD in inclusive school settings. This effort is classified into minor intervention and moderate intervention. This research used descriptive qualitative research design. Data were collected through interview and non-participant observation. Moreover, data were analyzed by applying interactive model. This research was held in one inclusive school in Sidoarjo, Indonesia. There are five participants in this research. Findings indicate that teachers are able to understand the triggers of challenging behaviors of students with ASD. However, all of the teachers are only able to implement minor intervention. Furthermore, teachers are still struggling in implementing the moderate intervention.
3rd International Conference on Special Education (ICSE 2019), 368-370, 2019
2019 Mr. Mustache and Friends: A Song Animation Video Development Based on Signalong Indonesia
This research aims to produce a prototype of Signalong Indonesia based children's song animation video media for children with special needs as a solution for children with special needs in delays or communication constraints. Signalong media as a medium to facilitate the communication style of each individual. Moreover, Signalong Indonesia helps the understanding and interaction of children with special needs in communicating with others, teachers, parents or the surrounding community. Mr. Mustache and Friends this can provide effective and inclusive educational shows with animated videos for all people, especially Indonesian children. This study uses a Research and Development development model with the following development procedures. The results of this research and development are in the form of a prototype of an animated video media that has gone through a feasibility test in the form of a validation test, a media expert, a material expert, a product trial and a product revision stage so that the media is included in the appropriate category of use.
Social Sciences, Humanities and Education Conference (SoSHEC 2019), 102-105, 2019
2019 Reading in The Digital Age: Electronic Storybook as a Teaching Tool for Beginning Readers
The purpose of this study is to develop electronic storybook and use it in elementary school students. The material is about the rights and obligations of the civic education course for fifth-grade Elementary School. This study using the R & D model. Data collection techniques using questionnaires, interviews, and tests to determine the media feasibility, and the level of effectiveness using the t-test. The trial was carried out on material and media experts and also the students. The results of the media feasibility test are categorized very well, meaning that electronic storybook is feasible to be applied in learning. Then the book has been applied and students are given a pretest and post-test. The post-test results were higher than the pre-test results. Based on the analysis data it can be concluded that t-count is greater than t table. So, there is a significant difference between the pre-test and post-test and it is stated that electronic storybooks significantly improve student motivation in reading and their learning outcomes.
3rd International Conference on Education Innovation (ICEI 2019) 387 …, 2019