Publikasi Fakultas Ilmu Pendidikan
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Year | Title | Description | Publisher | Author(s) |
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2022 | Utilization of Educational Games For Distance Learning In Mathematics Class VIII Middle School | The development of information and communication technology has now touched various domains that are able to change conventional methods into modern ones. As an example of technological developments in student learning media which are now varied and creative, such as the application of learning through educational-themed games. The game contains content in the form of interesting and interactive learning materials with the aim of being able to increase student interest in learning and form a fun learning environment. This study used the research and development (R&D) method with the aim of implementing a design game with the theme of educating mathematics subjects at the VIII grade level of junior high school in the distance learning process. The results of the study, namely educational game learning media, met the validity criteria with an average proportion obtained from expert validators of 85.94% and included in the |
Devotion Journal of Community Service 3 (14), 2534-2542, 2022 | |
2022 | Infusing Storytelling and Game Elements in Designing Instructional Media | Storytelling and games have been utilized successfully in education to increase involvement and engagement. However, according to recent research, storytelling and games are not always appropriate to integrate into an instructional setting. Although considered enjoyable, it is not always evident how a storytelling session or game may help students learn or how it can be utilized in a class. The approach was used in creating the Savior of the Kingdom Plantae game, which assists in the learning of middle school Biology. In an ADDIE model, we used the 5/10 approach in the (analyze) design process of the instructional media. To gather more input in this exploratory study, we asked an expert in educational media design and five middle school students to try on the first version of the instructional media. The result from the expert and students showed a good remark during the validation level for both the story elements and the game elements in the media. All in all, as an initial project, the media design is considered good to be developed further. |
Proceeding Series of International Conference on Arts and Humanities 1 (2), 2022 | |
2022 | Pengaruh Blended Learning Terhadap Efikasi Diri Peserta Didik dalam Pembelajaran Geografi di Madrasah Aliyah Negeri 1 Mojokerto | Penelitian ini bertujuan untuk mengetahui ada tidaknya perubahan efikasi diri peserta didik melalui pembelajaran berbentuk blended learning. Metode yang digunakan desain kuantitatif dengan pendekatan quasy eksperimental design dalam bentuk pre-test-post-test control group design. Lokasi penelitian di MAN 1 Mojokerto. Populasi penelitian ini adalah seluruh peserta didik kelas X MAN 1 Mojokerto. Jumlah responden dalam penelitian ini adalah 30 peserta didik diambil menggunakan teknik sampling cluster random sampling. Teknik pengambilan data melalui kuesioner melalui Google Form. Hasil penelitian menunjukkan:(a) terdapat perubahan efikasi diri peserta didik,(b) efikasi diri peserta didik dengan model pembelajaran blended learning lebih baik dibandingkan dengan pembelajaran online. |
Jurnal Ilmiah Mandala Education 8 (2), 2022 | |
2022 | Pengaruh Media Video Animasi Terhadap Kemampuan Keaksaraan Anak TK Kelompok A | Penelitian ini memiliki latar belakang pentingnya pendidikan anak usia dini dimana para ahli psikologi memandang pada usia 0-6 tahun merupakan masa Golden Age yakni masa keemasan yang datang hanya sekali. Pada fase ini semua perkembangan berkembang sangat pesat, sehingga semua aspek harus dikembangkan. Salah satu aspek perkembangan yang penting adalah bahasa dalam lingkup kemampuan keaksaraan. Salah satu intervensi yang dapat diberikan untuk meningkatkan kemampuan keaksaraan yaitu melalui media video animasi. Penelitian ini memiliki tujuan untuk menguji pengaruh media video animasi terhadap kemampuan keaksaraan anak TK Kelompok A. Pendekatan eksperimen melalui |
Jurnal Psikologi Teori dan Terapan 13 (2), 171-179, 2022 | |
2022 | Pengembangan E-Learning Moodle Untuk Meningkatkan Kemandirian Dan Hasil Belajar Bagi Siswa School From Home | Tujuan penelitian untuk (1) Menghasilkan media e-learning berbasis Moodle yang layak digunakan dalam proses pembelajaran di SMK Negeri 12 Surabaya pada mata pelajaran bahasa Inggris saat siswa melakukan School From Home (2) Menghasilkan media e-learning berbasis Moodle yang efektif dalam meningkatkan kemandirian belajar (3) Menghasilkan media e-learning berbasis Moodle yang efektif dalam meningkatkan hasil belajar siswa pada mata pelajaran bahasa Inggris saat siswa melakukan School from Home. Jenis penelitian adalah Research and Development model Borg and Gall. Teknik pengumpulan data yaitu wawancara, angket dan tes. Hasil penelitian sebagai berikut (1) Produk e-learning yang dikembangkan menggunakan Moodle versi 3.3.(2) Produk e-learning berbasis Moodle layak digunakan berdasarkan validasi ahli media dengan skor 92, 3% dengan kriteria baik. Validasi uji kelompok kecil mendapatkan skor rata-rata sebesar 97, 9%, prosentase tersebut masuk dalam kategori sangat baik.(3) Kemandirian belajar siswa XI Karawitan 1 SMKN 12 Surabaya menggunakan rumus PSA menjadi 86, 69% meningkat sebanyak 26, 1% yang tadinya sebelum menggunakan e-learning berbasis Moodle sebesar 60, 59%.(4) Efektivitas hasil belajar ketika menggunakan media pembelajaran berbasis Moodle pada mata pelajaran bahasa Inggris menggunakan rumus average of gain yang kemudian mendapatkan hasil diangka 0, 43. Angka 0, 43 menunjukkan bahwa media pembelajaran bahasa Inggris berbasis Moodle efektif meningkatkan hasil belajar siswa |
Educate: Jurnal Teknologi Pendidikan 7 (2), 229-248, 2022 | |
2022 | This article shows the Effectiveness of Digital Teaching Materials for Theater Arts Subjects for Junior High School in the form of the Wellmime Technique-Based |
International Journal of Interactive Mobile Technologies 16 (16), 2022 | ||
2022 | Development of a Roadmap for the Development of Learning and Teaching Profession | The Institute for Learning Development and Quality Assurance (LDQA) Universitas Negeri Surabaya (ie Unesa) is one of the Unesa environmental organs that has the task and function of maintaining and improving the quality of Unesa learning and also as a reference for learning activities at related educational institutions. This research was conducted using a quantitative descriptive approach. The subjects of this research consist of 3 targets, namely: 1) General LDQA Management, 2) Learning Development Sector, and 3) Professional Development Sector. In this study, for the first and second problems, data were collected using documents, interviews and focus group discussions (FGD). The data obtained were analyzed descriptively qualitatively and quantitatively. Based on the results and discussion, it can be concluded that the roadmap for the Institute for Learning Development and Quality Assurance, for Professional Development for LDQA Unesa Educators and for Learning for LDQA Unesa has been prepared by accommodating the field of study which is the main task and function to answer the challenges of current and future learning needs. As for suggestions to improve achievement, it is necessary to increase cooperation with external parties who are institutionally closely related, namely dit. Belmawa, directorate general of higher education, directorate general of TOEP, education office, related institutions in accordance with LDQA's main duties and functions. |
IJORER: International Journal of Recent Educational Research 3 (5), 598-615, 2022 | |
2022 | Pengaruh Media Video Animasi terhadap Kemampuan Keaksaraan dan Berpikir Simbolik Anak TK | Penelitian ini bertujuan untuk mengetahui pengaruh media video animasi terhadap kemampuan keaksaraan dan berpikir simbolik anak kelompok A di TK Aisyiyah Kecamatan Ngunut Tulungagung. Penelitian ini dilakukan menggunakan desain quasi-eksperiment melalui pendekatan kuantitatif. Rancangan eksperimen yang digunakan adalah nonequivalent control group design. Subyek penelitiannya anak kelompok A TK Aisyiyah Bustanul Athfal 3 Ngunut dan TK Aisyiyah Pulosari, dengan jumlah 30 anak kelompok eksperimen dan 30 anak kelompok kontrol. Teknik analisis data dalam penelitian menggunakan statistik non parametrik uji mann whitney test. Hasil penelitian, terdapat perbedaan rata-rata nilai kemampuan aksara. Nilai rata-rata kemampuan keaksaraan kelompok eksperimen pada saat dilakukan pretest yaitu 1.58 dan setelah diberikan perlakuan mendapatkan nilai rata-rata posttest sebesar 3.30. Sedangkan nilai rata-rata kemampuan mengenal pola pada kelompok kontrol saat pretest memperoleh nilai 1.54 dan setelah diberikan perlakukan mendapatkan nilai posttest 2.55. Simpulan, ada pengaruh media video animasi terhadap kemampuan keaksaraan anak dan ada pengaruh media video animasi terhadap kemampuan berpikir simbolik anak kelompok A di TK Aisyiyah Kecamatan Ngunut Tulungagung. |
JOEAI (Journal of Education and Instruction) 5 (2), 395-409, 2022 | |
2022 | Capilarization Game Foster Childrens’s Cognitive and Language Abilities | The purpose of the study was to analyze effect of capillary games foster children’s cognitive and language abilities. The research was conducted using a quasi-experimental design with a quantitative approach. The experimental design used was a nonequivalent control group design. The research study was situated in an Indonesian early childhood education institution with a total of 30 children in the experimental group and 30 children in the control group. The data analysis technique in this study uses parametric statistics independent t test. The results showed that (1) there was an effect of capillary game foster children’s cognitiveve abilities, statistically the value of t=-4.382 with a significant level of p= 0.000 less than 5%;(2) there is an effect of the capillary game on childrens’s language abilities, statistically the value of t=-4.617 with a significant level of 0.000 less than 5%. Based on the results of the research and discussion, it can be concluded that cappilarry games foster childrens’s cognitive and language abilities in an Indonesian early childhood education institution. Through from cappilarry games makes the childrens was recognice many color so the cognitive abilities can be foster. Another ability, cappilarry games make the childrens fluent to be telling stories so the language abilities can be foster. The practical implication in this research is that capillary games can be the foster children’s cognitive and language abilities. |
IJORER: International Journal of Recent Educational Research 3 (2), 182-191, 2022 | |
2022 | Pengembangan Modul Pembelajaran Konsep Kewargaan Digital untuk Meningkatkan Kemandirian Belajar Siswa Kelas X Di SMK Pembangunan Surabaya | Penelitian ini bertujuan untuk mengetahui manfaat modul pembelajaran terhadap kemandirian belajar dan hasil belajar siswa di SMK Pembangunan Surabaya. Jenis penelitian adalah kuantitatif dengan metode Research & Development (R&D). Desain uji coba yang digunakan dalam penelitian ini one group pre-test post-test design. Penelitian ini mengacu pada desain pengembangan ADDIE. Penelitian dilakukan pada siswa kelas X multimedia di SMK Pembangunan Surabaya. Hasil dari penelitian yang diperoleh bahwa dengan modul pembelajaran yang telah dikembangkan dan diaplikasikan kepada siswa memberikan bukti perbeddan antara sebelum menggunakan modul dan setelah menggunakan modul pembelajaran. Dengan menggunakan modul pembelajaran dapat meningkatkan kemandirian siswa dalam belajar secara mandiri pada materi kewargaan digital. Selain itu dengan modul pembelajaran yang dipakai oleh siswa dalam kegiatan belajar mandiri dapat meningkatkan hasil belajar mereka. |
Jurnal Ilmiah Mandala Education 8 (2), 2022 |