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The Effect of Interactive Blended-Problem Based Learning Assisted Virtual Classroom on Critical Thinking Skills of Students of The Society Era 5.0 Islam, Muhammad Naufal; Sumarmi, Sumarmi; Putra, Alfyananda Kurnia; Sugiyati, Pratiwi; Salsabilah, Sabrina
Jurnal Pendidikan Geografi Gea Vol 21, No 2 (2021)
Publisher : Indonesia University of Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/gea.v21i2.38862

Abstract

Students in society 5.0 era education are directed to have adaptive and reactive response patterns to change through effective synergy as domain systems inaccessibility to technology in developing their skills actively and independently through critical thinking skills. Critical thinking skills as a cognitive domain in identifying, analyzing, and thinking of practical and creative ways to solve problems are needed to develop in the era of global society 5.0. Therefore, teachers are required to design learning processes that can accommodate student competencies in the era of society 5.0, one of which is the implementation of the innovative Interactive Blended Problem-Based Learning (IBPBL) learning model. This study aims to determine the effect of Interactive Blended Problem-Based Learning (IBPBL) assisted by Virtual Classroom on students' critical thinking skills. This type of research is a quasi-experimental study using a posttest-only control group design. The sample in this study used 72 students in class X IPS 2 (n = 36 control class) and X IPS 3 (n = 36 experimental class), Specializing in Social Sciences, SMAN 1 Tempeh, Lumajang Regency, East Java. The data analysis technique used the independent t-test hypothesis test to determine the significance value of the difference in the average treatment given to both the control and experimental classes. The results showed an effect of Interactive Blended Problem-Based Learning (IBPBL) assisted by Virtual Classroom on the critical thinking skills of students with Sig. (2-tailed) 0.000.
Pengembangan Bahan Ajar Digital Berbasis STEM dengan Pendekatan Eco-Spatial Behavior Materi Kependudukan Dewi, Kusuma; Sumarmi, Sumarmi; Putra, Alfyananda Kurnia
J-PIPS (Jurnal Pendidikan Ilmu Pengetahuan Sosial) Vol 7, No 2 (2021): JPIPS
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jpips.v7i2.11960

Abstract

The demands and challenges of 21st century development occur in all areas, especially in the learning process and student competence. The achievement of 21st century learning objectives is implemented in the 2013 curriculum, one of which is through the development of Bahan Ajar Digital (BAD). Development of BAD uses STEM approaches and eco-spatial behavior in Population materials. It is expected to produce students who are able to innovate and compete in the digital age while maintaining environmental sustainability. The development research model uses the ADDIE procedure (Analysis, Design, Development, Implementation, and Evaluation). The data type consists of qualitative and quantitative. Data collection using interview techniques, questionnaires, and documentation with descriptive percentage analysis techniques. The product development trial was conducted in class XII IIS MA Al-Ittihad Poncokusumo. The feasibility test results obtained 87% of student responses, 95% of teacher responses, 90% of material validators, and 95% of media validators. Thus, BAD is very feasible to be used in the learning of Geography.
Pengembangan buku ajar digital Geografi SMA berplatform aplikasi 3D Page Flip dengan pendekatan STEAM (Science, Technology, Engineering, Art, Mathematic) materi keragaman budaya di Indonesia Yuli Yana; Budi Handoyo; Alfyananda Kurnia Putra
Jurnal Pendidikan Geografi: Kajian, Teori, dan Praktek dalam Bidang Pendidikan dan Ilmu Geografi Vol 26, No 2 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um017v26i22021p092

Abstract

Today students live in a digital era. Such conditions affect the changing needs of textbooks as a source of learning for students. The purpose of this development research is to produce a digital textbook on cultural diversity in Indonesia with a 3D page flip application platform with a STEAM approach (Science, technology, engineering, art, mathematics). The design of this study uses the ADDIE model. Product trial results show that the percentage of the feasibility of textbooks is as much as 87 percent, which means it is very feasible to use. While the results of students' understanding test scores in the range of 76-85 with a percentage of 53 percent. These results indicate that students have a high level of understanding criteria.Dewasa ini peserta didik hidup di era digital. Kondisi yang demikian berpengaruh terhadap perubahan kebutuhan buku ajar sebagai sumber belajar bagi peserta didik. Tujuan penelitian pengembangan ini menghasilkan buku ajar digital berplatform aplikasi 3D page flip dengan pendekatan STEAM (Science, Technology, Engineering, Art, Mathematic) materi keragaman budaya di Indonesia. Rancangan penelitian ini menggunakan model ADDIE. Hasil uji coba produk menunjukkan bahwa persentase tingkat kelayakan buku ajar sebanyak 87 persen yang artinya sangat layak digunakan. Sedangkan hasil tes pemahaman peserta didik memperoleh nilai pada rentang 76-85 dengan persentase sebanyak 53 persen. Hasil tersebut menunjukan bahwa peserta didik memiliki kriteria tingkat pemahaman yang tinggi.
Improving Critical Thinking Ability: Earthcomm Learning For Watershed Conservation Materials Fitri Dia Amana Turohmah; Alfyananda Kurnia Putra; Yusuf Suharto
IJIS Edu : Indonesian Journal of Integrated Science Education Vol 3, No 2 (2021): July 2021
Publisher : UIN Fatmawati Sukarno Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/ijisedu.v3i2.4336

Abstract

Earth Science System in the Community is a learning model relevant to the 2013 curriculum and can improve students' critical thinking ability. The research aims to determine the effect of EarthComm learning models assisted by Avenza Maps application on students critical thinking ability. This type of research is a quasi-experiment with a pretest-posttest control group design. The research was held at High School 2 Mojokerto in the even semester 2019/2020. Data analysis using Independent Sample T-Test with IBM SPSS Statistics 22 for Windows. The results showed there was quite a significant difference between the critical thinking ability of the experimental class and the control class, evidenced by the value gain a score of the experiment class (28.11) more significant than the control class (19.89). EarthComm learning model assisted by Avenza Maps application affecting the students critical thinking ability because the syntax of EarthComm invites students to observe directly in the field. Through direct observation, students can feel and understand what is happening in the field to improve students' critical thinking ability. Suggestions are given to (1) the teacher of Geography subjects, hopefully, able to implement EarthComm learning model assisted by Avanza Maps application about the Earth system material that demands critical thinking capabilities in it; (2) further researchers, it is advisable to replace or add other bonded variables
Pengembangan Bahan Ajar Digital Mobilitas Penduduk dan Ketenagakerjaan Berbasis STEM Alfyananda Kurnia Putra; Muhammad Naufal Islam; Edwin Budi Prasetyo
ASANKA: Journal of Social Science And Education Vol 2, No 2 (2021)
Publisher : Institut Agama Islam Negeri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21154/asanka.v2i2.3178

Abstract

Pembelajaran abad 21 mengarahkan guru untuk mengintegrasikan penggunakan teknologi dalam pembelajaran. Pembelajaran sebagai kegiatan dimana terjadi proses belajar seseorang secara sadar untuk memperoleh ilmu pengetahuan, keterampilan maupun tujuan pembelajaran yang melibatkan kedua pihak yaitu guru dan siswa, salah satunya dapat difasilitasi dengan menggunakan bahan ajar digital. Bahan ajar digital memberikan kemudahan dan kelancaran dalam proses pembelajaran melalui belajar aktif dan mandiri. Selain itu, manfaat bahan ajar dapat membantu memberikan informasi terkait materi, meningkatkan siswa untuk berpikir atau memahami, serta memberikan pengalaman langsung (konkret) agar berkembang secara berkelanjutan. Penelitian ini bertujuan untuk menghasilkan bahan ajar yang efisen dan efektif dalam menunjang proses pembelajaran Geografi secara optimal. Penelitian ini termasuk ke dalam penelitian dan pengembangan. Model penelitian dan pengembangan ini menggunakan model ADDIE. Berdasarkan prosedur pengembangan dilakukan uji validitas produk, baik pada validator ahli materi dan desain pada bahan ajar dinyatakan valid. Kemudian, berdasarkan hasil uji coba lapangan baik respon guru dan siswa mengenai bahan ajar digital memberikan respon cukup baik dengan klasifikasi bahan ajar sangat layak.
Interactive Multimedia in Inquiry Learning: Analyzing Population Dynamics for Critical Thinking Lia Kurnia Umi; Yuswanti Ariani Wirayahu; Alfyananda Kurnia Putra
Abjadia Vol 6, No 2 (2021): Abjadia
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/abj.v6i2.12820

Abstract

Inquiry learning is learning that requires students to be active and independent. Inquiry-based learning was developed for critical teaching and learning to students. Critical thinking skills that need to be developed in students, because it provides an understanding of a problem in a material and to be able to make decisions in everyday life. This study aimed to determine the effect of an android-based interactive multimedia-assisted inquiry learning model on students' critical thinking skills. This research is a quasi-experimental research with posttest only control group design. The research subject is SMA Brawijaya Smart School Malang, with class XI IPS 5 as the experimental class and XI IPS 6 as the control class. The instrument used is an essay test with indicators of critical thinking skills. The data analysis technique used is the independent sample t-test. The results showed that interactive multimedia-assisted inquiry learning based on Android affected essential thinking skills in the population dynamics material. This is evidenced by the average value of the experimental class with inquiry learning which has a higher value of 81,07 compared to the control class with the conventional model, which is 76,34.
Fisherman community health behavior in facing COVID 19 pandemic at Port III, Pamekasan Regency Budijanto Budijanto; Ifan Deffinika; Alfyananda Kurnia Putra
Jurnal Pendidikan Geografi: Kajian, Teori, dan Praktek dalam Bidang Pendidikan dan Ilmu Geografi Vol 27, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um017v27i22022p228-238

Abstract

The problem of slum and squatter settlement is caused by improper environmental planning. This study examines socioeconomic determinants of human health by adopting concepts of population morbidity from Mosley and Chen. The purpose of this study was to analyze various conditions behind the low environmental health behavior of fishermen's households in the face of the COVID 19 pandemic. This study used a quantitative approach with a population from fishermen's households. The samples were selected purposively by considering economic and spatial conditions. Primary data collection was carried out through structured and in-depth interviews. The dependent variable in this study was individual disease control, particularly the standard health protocol during the COVID 19 pandemic. Meanwhile, the independent variable of the population health behavior was measured using a Likert scale. Those independent variables consisted of hand hygiene, the use of masks, and maintaining distance. The results showed that as many as 30 percent of fisherman households were classified as the population with good quality health behavior, 43.33 percent of the population presented moderate-quality health behavior, and 26.77 percent of the population had poor quality health behavior. Those behaviors might be caused by their relatively low perception and knowledge on the importance of maintaining health during the COVID 19 pandemic.
PENGARUH DIGITAL LEARNING AND DIGITAL GAMES TRAINING TERHADAP KOMPETENSI TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE GURU SMA Alfyananda Kurnia Putra; Sumarmi Sumarmi; Budi Handoyo; Azni Fajrilia; Muhammad Naufal Islam; Muhammad Rafi Attamimi
Jurnal Praksis dan Dedikasi Sosial (JPDS) Vol. 5, No. 1, April 2022
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um032v5i1p14-20

Abstract

The development of digital technology requires teachers to present a sustainable learning process without the limitations of space and time. The presentation of digital learning provides opportunities for students to prepare for work competencies in the 21st Century and provides learning experiences that generate enthusiasm and a positive learning environment for students. This study aims to reveal the effect of digital learning and digital games in education training on the technological pedagogical content knowledge of teachers at SMAN Kepanjen Malang Regency. This type of research is experimental research packaged in a training program with pretest and posttest to measure the competence of TPACK teachers. The implementation method is carried out in stages, namely (1) needs and situation analysis, (2) program socialization and training implementation, (3) evaluation. The research subjects were SMAN 1 Kepanjen teachers with different scientific backgrounds. The analysis in this study used the N-gain score test, which was carried out by calculating the difference between the pretest and posttest scores. The training facilities use gamification media and the Learning Management System (LMS). The results of this training influence knowledge, competence, and capability related to technological pedagogical content knowledge. This is because teachers are getting used to and taking advantage of modern features in the LMS, namely user management, course management, forums, lessons, big blue buttons, and others.Perkembangan teknologi digital menuntut guru untuk menghadirkan proses pembelajaran yang berkelanjutan tanpa batasan ruang dan waktu. Penyajian pembelajaran digital memberikan kesempatan kepada siswa untuk mempersiapkan kompetensi kerja di abad 21 dan memberikan pengalaman belajar yang membangkitkan semangat dan lingkungan belajar yang positif bagi siswa. Penelitian ini bertujuan untuk mengungkapkan pengaruh pembelajaran digital dan permainan digital dalam pelatihan pendidikan terhadap pengetahuan konten pedagogik teknologi guru di SMAN Kepanjen Kabupaten Malang. Jenis penelitian ini adalah penelitian eksperimen yang dikemas dalam program pelatihan dengan pretest dan postest untuk mengukur kompetensi guru TPACK. Metode pelaksanaan dilakukan secara bertahap, yaitu (1) analisis kebutuhan dan situasi, (2) sosialisasi program dan pelaksanaan pelatihan, (3) evaluasi. Subjek penelitian adalah guru SMAN 1 Kepanjen dengan latar belakang keilmuan yang berbeda. Analisis dalam penelitian ini menggunakan tes skor N-gain yang dilakukan dengan menghitung selisih skor pretest dan postest. Fasilitas pelatihan menggunakan media gamifikasi dan Learning Management System (LMS). Hasil pelatihan ini mempengaruhi pengetahuan, kompetensi, dan kapabilitas terkait dengan technological pedagogical content knowledge. Hal ini karena para guru mulai terbiasa dan memanfaatkan fitur-fitur modern di LMS, yaitu manajemen pengguna, manajemen kursus, forum, pelajaran, tombol biru besar, dan lain-lain.
IMPLEMENTASI PENDIDIKAN KEPENDUDUKAN DAN REPRODUCTION HEALTH DALAM MENDUKUNG SEKOLAH SIAGA KEPENDUDUKAN DI KABUPATEN MALANG Ifan Deffinika; Alfyananda Kurnia Putra; Nailul Insani; Muhammad Naufal Islam; Muhammad Rafi' Attamimi; Anditya Bagus Krisna Mukti
Jurnal Praksis dan Dedikasi Sosial (JPDS) Vol. 3, No. 2, Oktober 2020
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um032v3i2p54-60

Abstract

Remaja dalam sudut pandang kependudukan termasuk ke dalam kelompok rentan. Kondisi demikian dikarenakan remaja memiliki rasa ingin tahu yang tinggi terhadap berbagai hal. Dampak interaksi lingkungan, baik fisik ataupun sosial sangat rentan mempengaruhi remaja. Sebaliknya remaja merupakan investasi suatu negara, mengingat remaja merupakan subjek dan objek dalam pembangunan. Kondisi demikian membutuhkan suatu langkah strategis dalam mengatasi permasalahan demikian, salah satunya melalui membangun Sekolah Siaga Kependudukan. Kegiatan pengabdian ini diahadiri oleh 40 siswa-siswa pilihan MA Al-Ittihad, dengan dua kegiatan utama yaitu sosialisasi dan peltihan. Program pengabdian masyarakat ini menekankan pada metode ceramah, diskusi, dan demonstrasi. Kegiatan ceramah dan diskusi dilakukan pada kegiatan sosialisasi. Sedangkan metode demonstrasi dilakukan pada kegiatan pelatihan. Hasil dari kegiatan pengabdian Pendidikan Kependudukan dirasakan oleh siswa melalui bertambahnya kompetensi kognitis dan psikomotorik siswa. Pada ranah kognitif, partispan memperoleh pengetahuan baru berupa wawasan dan gambaran kondisi kependudukan Indonesia. Selain itu, pada ranah keterampilan siswa terbentuknya softskill sebagai upaya membangun Sekolah Siaga Kependudukan
Implementasi pemanfaatan google classroom, google meet, dan instagram dalam proses pembelajaran online menuju abad 21 Kusuma Dewi; Tuisda Pratisia; Alfyananda Kurnia Putra
Jurnal Integrasi dan Harmoni Inovatif Ilmu-Ilmu Sosial (JIHI3S) Vol. 1 No. 5 (2021)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (374.975 KB) | DOI: 10.17977/um063v1i5p533-541

Abstract

Merujuk pada fenomena penyebaran Covid-19 yang kian masif mempengaruhi proses pembelajaran, maka akademisi perlu mengadopsi atau memilih teknologi yang efektif. Melibatkan TIK secara efektif dan efisien dalam proses pembelajaran akan mendukung revolusi pendidikan menuju pencapaian tujuan pembelajaran abad 21. Penelitian ini bertujuan untuk mengajukan inovasi metode pembelajaran during untuk mencapai kognitif, psikomotorik, dan karakter siswa berbasis TIK di SMA Negeri 1 Batu. Adapun platform pembelajaran daring yang digunakan dalam penelitian ini yaitu google classroom dan google meet. Tidak hanya itu penggunaan media sosial dijadikan sebagai learning tools yaitu instagram. Dengan mengintegrasikan penggunaan google classroom, google meet, dan instagram ini maka dapat mempermudah guru maupun siswa dalam proses pembelajaran daring. Pengintegrasian tersebut memberikan pendidikan karakter disiplin, keaktifan, pencapaian kreativitas, melek informasi, berkolaborasi, dan tanggung jawab siswa. Sehingga inovasi metode ini dapat dijadikan alternatif dalam pembelajaran daring.
Co-Authors A.Riyan Rahman Hakiki Aizul Haswin Akemat Rio Setiawan Alfa Yusrotin Anditya Bagus Krisna Mukti Annisa Khusnul Khotimah Aulia Arifka Azni Fajrilia Bagus Sumantri Bayu Dwi Saputro Bayu Wijayanto Budi Handoyo Budijanto Budijanto Christian Vielhaber Darlene Claire A. Romero Dewi, Kusuma Dhella Widy A Dian Ahmad Sasmito Diky Al Khalidy Djoko Soelistijo Dwiyono Hari Utomo Edwin Budi Prasetyo Erwinda Ika Eva Febriyanti Eva Indra Sofiana Fatiya Rosyida Fitri Dia Amana Turohmah Gloria Brilliana Putri Hadi Soekamto Hamda Wiksono Hani Fuddin Ifan Deffinika Ilmia Pratiwi Imam Arifa’illah Syaiful Huda Johandi Rahma Rafani Jordi Dermawan Khoirul Habibah Kusuma Dewi Leni Fitrianingsih Lestari Rahayu Lia Kurnia Umi Masruroh, Heni Meliana Sasi Madyaningtyas Meliana Sasi Madyaningtyas Mohammad Adam Firdaus Mohammad Adhi Wicaksana Mufid Zahir Hilmi Mufid Zahir Hilmy Muhammad Ayub Djoda Muhammad Dimas Aqshal Syafatullah Muhammad Naufal Islam Muhammad Rafi Attamimi Muhammad Rafi' Attamimi Nabilatul Afiyah Nadia Mustikasari Nafila Ratna Romaita Nailul Insani Neni Wahyuningtyas, Neni Nur Aini Permita Luana Diyah Syaibana Purnamasari Safriani Wulan Queentasya Vanti Dian Kristianti Rachel Michellia Randy Tirto Buana Rasya Aji Firdaus Putra Rendi Dwi Nugraha Risa Amalia Kurniawati Risky Andias Oktavian Rizki Dwi Anggraini Robby Hilmi R Robby Hilmi Rachmadian Runing Fikriyah Asyarifah Sahrina Alfi Sahrina, Alfi Salsabilah, Sabrina Samsul Selfiana Dhenti Sharina Osman Sofie Nilsson Sugiyati, Pratiwi Sumarmi Syah Rizal Syamsul Bachri tabita may hidiyah Tasya Khairunisa Tuisda Pratisia Tuti Mutia Widya Ayu Rarassita Dewi Widyana Pramesti Yohana Ayu Kristanti Yuli Yana Yuristya Dyah Indriani Yusuf Suharto Yuswanti Ariani Wirahayu Yuswanti Ariani Wirayahu