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Integrated Mobile Learning System (IMOLES) Sebagai Upaya Mewujudkan Masyarakat Pebelajar Unggul Era Digital Ence Surahman
Jurnal Inovasi dan Teknologi Pembelajaran Vol 5, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (681.682 KB) | DOI: 10.17977/um031v5i22019p050

Abstract

Abstrak: Perkembangan teknologi informasi dan komunikasi (TIK) membawa perubahan yang signifikan dalam berbagai bidang kehidupan manusia termasuk bidang pendidikan. Pendidikan sebagai pilar utama bangsa dalam rangka membangun kualitas sumber daya manusia Indonesia yang berkarakter unggul. Pendidikan harus mampu mengadaptasi perkembangan ilmu pengetahuan dan teknologi yang berkembang pesat. Integrasi antara teknologi internet dengan telfon pintar melahirkan kesempatan masyarakat untuk belajar sepanjang hayat. Mobile learning merupakan salah satu tren dalam bidang teknologi pendidikan dewasa kini diharapkan mampu memfasilitasi kebutuhan belajar semua kalangan. Di samping itu mobile learning dapat menjadi solusi permasalahan pemerataan dan keterbatasan akses pendidikan. Namun demikian diperlukan kebijakan pemerintah yang mendorong terbangunnya mobile learning system. Kebijakan yang dimaksud idealnya berupa tatanan sistem yang dikelola secara profesional. Dengan demikian mobile learning yang dirancang, dikembangan, dimanfaatkan, dikelola dan dievaluasi dengan baik diharapkan dapat berperan dalam membangun budaya belajar masyarakat dan berkontribusi meningkatan indeks pembangunan manusia Indonesia yang unggul dan berdaya saing global.Abstract: The development of information and communication technology (ICT) brings significant changes in various fields of human life including the field of education. Education as the main pillar of the nation in order to build the quality of Indonesian human resources with superior character. Education must be able to adapt to the rapid development of science and technology. The integration of internet technology with smartphones gave birth to people's opportunities for lifelong learning. Mobile learning is one of the trends in the field of adult education technology which is now expected to be able to facilitate the learning needs of all groups. Besides that mobile learning can be a solution to the problem of equity and limited access to education. However, government policies are needed to encourage the development of a mobile learning system. The policy in question is ideally in the form of a system that is managed professionally. Thus mobile learning that is well designed, developed, utilized, managed and evaluated is expected to play a role in building a culture of community learning and contributing to the improvement of Indonesia's superior and globally competitive human development index.
Developing Ethic Game (Ethnomathematics Game): The Instructional Media of Culture Mathematics with Tringo by Ki Hadjar Dewantara Sayyidati Fatimah Az-Zahroh; Zahid Zufar At Thaariq; Ence Surahman; Chania Maulidina Widyasari; Muhammad Syifa'ul Qolbi; Risma Chulashotud Diana
JPP (Jurnal Pendidikan dan Pembelajaran) Vol 26, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um047v26i22019p043

Abstract

One of the most important steps in having educational process with the media. The media itself represents the component of Language Leaning. In researchers’ context, which is Math, the subject matter represents the content itself. Most of the times, our students face difficulty in learning the content—Math subject. Therefore, the objective of this study is to produce an instructional media that might ease the students in learning Mathematics easier and meaningful. Our interest is developing an instructional media that help students to also learn culture as its additional material. We develop ETHIC GAME (Ethnomathematics Game) as an integrated and augmented reality-based (AR) instructional media that combine mathematics and culture. Based on Edgar Dale’s theory on learning, the students can undergo the meaningful learning experience when they learn, observe, and listen to the media by themselves. We decide then to make an instructional media that also use such kind of principle that is TRINGO (Ngerti, Ngrasa, Nglakoni – or Understanding, Experiencing, Doing) by Ki Hadjar Dewantara. The development method used in this study refers to Lee Owen model of development. In the end, by having ETHIC GAME as instructional media, students learn more insightful and meaningful Mathmatics and culture—not only to make the learning process more authentic, but also to make the learners preserve the national culture.
The Application of Inquiry Intelligent Tutoring System in Biology Practicum Muhammad Lukman Baihaqi Alfakihuddin; Ence Surahman; Faradillah Haryani
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.48466

Abstract

Implementing Distance Learning (PJJ) caused by the COVID-19 pandemic in Indonesia has triggered a shift in education from traditional to digital on various fronts, including practicum. The virtual laboratory can be an alternative to practical learning. It still has several areas for improvement, such as the unavailability of direct feedback. It is not optimal for improving higher-order thinking skills. This study aims to analyze the effectiveness of the Inquiry Intelligent Tutoring System (Inq-ITS) in improving Biology learning outcomes. This research is quantitative and uses quasi-experimental techniques. This research will be applied to students of the Faculty of Engineering, Sampoerna University. Quasi-experimental research methods were used to answer research questions. Data collection techniques use several instruments: pretest, posttest, and practicum results reports. Data analysis using N-gain. From the results of calculating the product's effectiveness, an N-gain of 0.76 is obtained. Therefore, Inq-ITS is very effective in improving Biology learning outcomes. This research is still limited to the Inq-ITS application. It is necessary to carry out further research on ITS by measuring using other applications. This research implies that students are better able to solve HOTs questions and make better practicum reports.
Bullying Management Strategies for Indonesia's Early Childhood Education Environment: A Bibliometric Study Eny Nur Aisyah; Harun Harun; Arif Rohman; Hardika Hardika; Ence Surahman
International Research-Based Education Journal Vol 5, No 1 (2023)
Publisher : Faculty of Education Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um043v5i1p%p

Abstract

Bullying is a behavior that is seen as very detrimental to the development of education, especially in early childhood education. This study aims to find the needs needed in the management of bullying in the early childhood learning process in Indonesia. Through the bibliometric analysis method from research results published on Google Scholar, literacy data was analyzed using Publish or Perish 8 and VOSviewer to find out the description of publications, and citations, as well as items of terms that appeared and were clustered. The results of this study show that from 980 papers published from 1799 to 2023, it was found that there were 5 clusters with 77 items of the emergence of the same term related to the development and need for bullying management in early childhood education. Further recommendations from the results of this study suggest that there is an immediate development of bullying management strategies for early childhood education that can work together in schools, homes, and communities, especially in Indonesia.
DESAIN ONLINE PROJECT-BASED LEARNING UNTUK PEMBELAJARAN MENULIS KARYA ILMIAH PENDIDIKAN SENI BUDAYA Ujang Nendra Pratama; Ence Surahman
Jurnal Ilmiah Pendidikan Citra Bakti Vol 10 No 1 (2023)
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jipcb.v10i1.980

Abstract

Persoalan kompetensi menulis akademik mahasiswa menjadi tantangan tersendiri berdasarkan kurikulum berbasis outcome. Model pembelajaran yang lebih relevan dengan tuntutan kurikulum terkini dan karakter mahasiswa menjadi kemungkinan yang paling besar sebagai solusi. Melalui perancangan model pembelajaran berbasis proyek (Project-Based Learning), mata kuliah Penulisan Karya Ilmiah diharapkan mendapatkan model pembelajaran terbaik. Tujuan studi ini untuk merancang model pembelajaran berbasis proyek khusus penulisan akademik bidang seni budaya pada mata kuliah Penulisan Karya Ilmiah. Penelitian ini berupa riset desain pembelajaran. Model desain yang ditempuh merupakan desain pembelajaran mundur (Backward Course Design), model tersebut dirancang dengan memposisikan luaran pembelajaran sebagai titik awal penyusunan desain. Analisis data dilaksanakan dengan tinjauan dokumen bahan ajar dan sintaks model pembelajaran. Hasil desain yang didapatkan berdasarkan fase adalah (1) bentuk luaran nyata pembelajaran berupa artikel jurnal ilmiah nasional, (2) metode evaluasi untuk penilaian proses kinerja dan dua bentuk penilaian hasil proyek, serta (3) metodologi instruksional yang memadukan sintaks pembelajaran berbasis proyek, sintaks pembelajaran menulis akademik, dan sintaks perkuliahan selama 16 pertemuan. Desain pembelajaran yang dihasilkan ini merupakan rekomendasi praktik terbaik untuk mendukung pengajaran menulis akademik seni budaya, terutama untuk pembelajaran secara online.
WhatsApp-Assisted JCL-Based Physics E-Book: Its Effect on Physics Learning Outcome in Senior High School Ivandra Immanuela Latumakulita; Supahar Supahar; Suparwoto Suparwoto; Ence Surahman
Jurnal Penelitian Pendidikan IPA Vol 9 No 4 (2023): April
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i4.1871

Abstract

This research aims to develop physics e-book-based jigsaw cooperative learning (JCL) assisted by WhatsApp. This article describes the results of the validity and effectiveness of the developed media on physics learning outcomes in terms of student learning motivation. This article also describes the relationship between initial ability and learning motivation on student learning outcomes. This research is development research with a 4-D model. This research was implemented with a quasi-experimental using a pretest-posttest control group research design. The sample in this research was 70 students of 10th grade science class at one of the high schools in Yogyakarta. The results of this research indicate that the development of WhatsApp-assisted JCL-based Physics e-book on the topic of straight motion is valid and reliable. This is evidenced by the results of the validator where the average value of validity and reliability is 0.75 in the high category and 94 in the reliable category. The use of WhatsApp-assisted JCL-based Physics e-book has a significant effect on improving student learning outcomes. This is indicated by the significant value is 0.00 < 0.05. By analysis of covariance, initial ability and learning motivation have a relationship with student learning outcomes. This is indicated by the squared value of the regression coefficient is 38.6%.