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Pengembangan digital book interaktif mata kuliah pengembangan multimedia pembelajaran interaktif untuk mahasiswa teknologi pendidikan Sella Mawarni; Ali Muhtadi
Jurnal Inovasi Teknologi Pendidikan Vol 4, No 1 (2017): April
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.877 KB) | DOI: 10.21831/jitp.v4i1.10114

Abstract

Penelitian pengembangan ini bertujuan: (1) menghasilkan produk digital book interaktif yang didesain untuk mata kuliah Pengembangan Multimedia Pembelajaran Interaktif untuk mahasiswa Teknologi Pendidikan FIP UNY, dan (2) mengetahui tingkat kelayakan produk yang dikembangkan. Metode penelitian ini mengacu pada model pengembangan Allesi Trollip yang dikelompokkan atas tiga prosedur pengembangan, yakni: (a) planning, (b) design, dan (c) development yang dilengkapi dengan komponen atribut mencakup standards, ongoing evaluation, dan project management. Penelitian ini menghasilkan produk digital book interaktif berupa Compact Disk (CD) berserta buku petunjuk. Hasil skor penilaian kelayakan produk melalui uji alpha pada ahli materi sebesar 3,39 (sangat layak) dan pada ahli media sebesar 3,54 (sangat layak). Selanjutnya pada uji betha kelompok kecil diperoleh skor hasil penilaian sebesar 3,64 (sangat layak) dan pada kelompok besar sebesar 3,37 (sangat layak). Penilaian kelayakan produk pada aspek pembelajaran didukung oleh perolehan rerata skor hasil belajar mahasiswa dan hasil unjuk kerja mahasiswa sesuai capaian pembelajaran.Kata kunci: digital book interaktif, multimedia pembelajaran interaktif, mahasiswa Teknologi Pendidikan DEVELOPING INTERACTIVE DIGITAL BOOK FOR "THE DEVELOPMENT OF INTERACTIVE MULTIMEDIA LEARNING COURSE" FOR EDUCATIONAL TECHNOLOGY STUDENTSAbstractThis developmental research aims to: (1) develop an interactive digital book designed for the Development of Interactive Multimedia Learning course for Educational Technology students in faculty of science education Yogyakarta State University, and (2) reveal the feasibility of the developed product. This study refers to the developmental phases developed by Allesi Trollip that was grouped into three development procedures, consisting of: (a) planning, (b) design, and (c) development that was equipped with component attributes including standards, ongoing evaluation, and project management. This research has produced interactive digital book in the form of Compact Disk (CD) along with manual. The results of the feasibility assessment scores of products through alpha testing on materials experts are 3.39 (very decent), and the media expert of 3.54 (very decent). Later, the betha test in the small group obtained an assessments score of 3.64 (very decent) and in the large group of 3.37 (very decent). The assessment of the feasibility of the product in the learning aspect is supported by the cognitive learning outcomes and of students performance according to the learning outcomes.Keywords: interactive digital book, interactive multimedia learning, Educational Technology students
The Implementation of Gamification Method in Blended Learning Sella Mawarni; Hartoto Hartoto
Indonesian Journal of Educational Studies Vol 25, No 2 (2022): Indonesian Journal of Educational Studies
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijes.v25i2.38631

Abstract

The study aims to describe the implementation of gamification method in blended learning which is carried out during one semester in the Educational Technology study program. This study used descriptive qualitative method. The research population consisted of 82 students of Education Technology class of 2021. Data was collected using the documentation method, and a questionnaire through Google Forms. The data were analyzed and interpreted in a descriptive qualitative manner by referring to the formulation of the problem set. The result showed the following; blended learning that applies the gamification method is considered more fun, facilitates learning and increases student engagement during the learning process. The learning stages that need to be done to apply the gamification method in learning are determining the characteristics of the learner, determining the learning objectives to be achieved, creating gamification-based learning content and activities, and adding game elements and mechanisms.
Development of the Rumah Karya application in the educational technology study program as a media database for the works of lecturers and students Sella Mawarni; Hartoto Hartoto
Jurnal Inovasi Teknologi Pendidikan Vol 10, No 1 (2023): March
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (468.484 KB) | DOI: 10.21831/jitp.v10i1.58902

Abstract

This research aims to produce Rumah Karya applications that provide a media product database for lecturers and students in the Educational Technology Study Program at Makassar State University. The research method used in this research is RD (Research and Development), with the ADDIE development model divided into five stages: analysis, design, development, implementation, and evaluation. The Rumah Karya application has been validated by the head of a study program as a material expert and an information technology (IT) expert. Validation from material experts obtained an average of 98% very feasible category, and validation from IT experts obtained an average of 92% very feasible category. This application has been tested by lecturers and students in the Educational Technology study program, which produces an average of 83.8% which includes a very feasible category. The Rumah Karya application has been registered as intellectual property rights at Makassar State University. The Rumah Karya application has been implemented and integrated with the Educational Technology study program website. This research has the potential to carry out further research related to additional development features in Rumah Karya that can enhance the user experience in using the application. This research can also be extended to other study programs or other educational institutions to measure the generalization of Rumah Karya's application in improving the quality of media products in educational institutions.
Implementasi Online Peer Assesment pada Pembelajaran Bauran Hartoto Hartoto; Sella Mawarni; Muhammad Rais
JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Vol 7, No 1 (2023): Januari (JIKAP PGSD)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jkp.v7i1.45864

Abstract

This study describes the implementation of online peer assessment which was carried out in blended learning in Information and Communication Technology courses in elementary schools involving 143 students. The online peer assessment is carried out through 6 stages, namely 1) the design stage, 2) the perception leveling stage, 3) the task collection stage, 4) the assessment stage, 5) the assessment objection stage, and 6) the value determination stage. Each stage is described qualitatively. Through online peer assessment, students are more actively involved in the learning process, easing the lecturer's task in conducting assessments, and the learning outcomes obtained show high scores so as to help achieve learning objectives.