Hamda Kharisma Putra
Universitas Veteran Bangun Nusantara

Published : 7 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 7 Documents
Search

PENGEMBANGAN MEDIA MOBILE LEARNING BERBASIS ANDROID PADA MATA KULIAH ILMU PENDIDIKAN Hamda Kharisma Putra
Edudikara: Jurnal Pendidikan dan Pembelajaran Vol. 3 No. 4 (2018): December
Publisher : IPTPI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/edudikara.v3i4.120

Abstract

Tujuan penelitian ini adalah untuk mengembangkan media mobile learning berbasis android yang layak digunakan pada mata kuliah ilmu pendidikan. Penelitian ini termasuk dalam jenis penelitian pengembangan. Model pengembangan yang dipilih adalah model Borg and Gall yang menggunakan beberapa tahapan, tahapan pertama studi pendahuluan, dilakukan untuk mengetahui hasil analisis kebutuhan mahasiswa sehingga didapatkan produk yang sesuai dengan kebutuhan pembelajaran. Tahap kedua adalah pengembangan, pada tahapan ini dilakukan desain perencanaan produk dengan membuat storyboard dan flowchart yang akan digunakan sebagai acuan dalam pengembangan produk mulai di kembangkan produk media mobile learning dengan format apk yang bisa diinstall pada smartphone android. Selanjutnya dilakukan uji kelayakan produk melalui uji ahli materi dan ahli media dengan menggunakan skala 4. Dari hasil validasi ahli materi diperoleh skor 29 untuk 8 aspek materi yang di ujikan dengan skor rata-rata 3,6 yaitu sangat layak digunakan. Sedangkan dari hasil uji validasi ahli media diperoleh total skor 42 untuk penilaian 12 aspek media dengan rata-rata 3.5 atau sangat layak. Tahap ketiga adalah Uji lapangan yang terdiri dari 3 tahap yaitu ujicoba individu, ujicoba kelompok kecil, dan ujicoba luas dengan 30 responden mahasiswa menghasilkan skor rata-rata 3,44 atau layak digunakan. Hasil penelitian ini berupa prototipe produk media mobile learning berbasis android yang layak digunakan pada mata kuliah ilmu pendidikan.
Implikasi Distance Learning berbasis Whatsapp Materi Pembelajaran Simulasi Digital untuk Kelas X SMK Hamda Kharisma Putra; Bayu Seto Pamungkas; Danu Setyo Pamungkas
Edudikara: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 4 (2020): December
Publisher : IPTPI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/edudikara.v5i4.197

Abstract

Penelitian ini bertujuan untuk mengetahui penerapan whatsapp sebagai media dalam pelaksanaan distance learning dalam materi simulasi digital di SMK Veteran 1 Sukoharjo, selain itu penelitian ini diharapkan mampu memberikan solusi atau masukan guna mengoptimalkan penggunaan whatsapp dan fitur-fitur didalamnya guna menciptakan sekolah jarak jauh yang bermakna bagi peserta didik ditengah kondisi pandemi Covid-19 saat ini. Teknik pengumpulan data menggunakan observasi. Teknik analisis data menggunakan teknik analisis data interaktif. Berdasarkan penelitian yang telah dilakukan, dapat disimpulkan bahwa distance learning berbasis whatsapp ini cukup efektif diterapkan. Pengoptimalan penggunaan fitur-fitur whatsapp antara lain fitur voice note dapat meningkatkan motivasi siswa untuk mengikuti pembelajaran dibandingkan hanya mengirim teks pesan, voice note dapat digunakan sebagai media diskusi dan bertukar pendapat dengan lebih efektif dibandingkan harus mengetik terlebih dahulu. Dengan voice note siswa lebih santai dalam menyampaikan pendapat atau jawabannya, seolah seperti dalam kegiatan belajar tatap muka.
Using Gamification Applications to Increase The Student's Learning Activity in Digital Simulation Subjects Wahid Nur Ahmmadi; Madyo Ekosusilo; Hamda Kharisma Putra
Indonesian Journal of Instructional Media and Model Vol 4, No 2 (2022)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/ijimm.v4i2.2856

Abstract

The pandemic covid-19 over the past two years made major changes in the education world especially students, at which time the practice of face-to-face learning trials took place especially in the army of veteran 1 sukoharjo. The problem with face-to-face learning is that students lack the focus of learning during the teaching process, and students are inactive or lack confidence in expressing. Suggested that the process of using elements that are implemented in each activity that has no game elements and therefore provides an unsaturated effect. The purpose of this study is to increase the activation of class x TBSM students in veteran 1 sukoharjo with application of gamonification. Research methods are class action studies, using the four stages of planning, action, observation, and reflection done with the 3 cycles of pre cycles, cycles I, and cycles ii. The subject of this study is an x TBSM student at veteran 1 sukoharjo high school. The media employed in research is kahoot! And quizziz. The instrument used is the student's activity observation sheet. The data analysis technique used is a quantitative description. The study then obtained an average value-an average of 63.24 % (active criteria) on the I cycle, then with the teacher making repairs can, increasing activation to the ii cycle 81.62%. Results from test t in pairs, score alpha 0.05 acquired.
Development of Android-Based Mobile Learning Media in Educational Sciences Courses Hamda Kharisma Putra
Cognitive Development Journal Vol. 1 No. 1 (2023): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.6

Abstract

The aim of this research is to develop learning facilities through Android-based mobile learning media that are suitable for use in educational science courses. With mobile learning, users can access learning content anywhere and at any time, without having to visit a certain place at a certain time. So, users can access educational content without being bound by space and time. This research is a development research that goes through several stages. The first stage is a preliminary study, carried out to determine the results of a needs analysis based on learning objectives, mass, and learning strategies in order to produce products that suit student needs. The second stage is design, namely designing product prototypes according to the results of the needs analysis. The third stage is product development. In this stage, Android media products are started to be developed. The fourth stage is to carry out a product feasibility test using a scale of 4. From the results of material expert validation, a score of 29 was obtained for the 8 aspects of the material tested with an average score of 3.6, which is very suitable for use. Meanwhile, from the results of the media expert validation test, a total score of 42 was obtained for the assessment of 12 media aspects with an average of 3.5 or very decent. The field test is testing the product with student respondents. The results of this study are prototypes of Android-based mobile learning media products that are suitable for use in education science courses.
Analysis of Teachers' and Students' Perceptions of Using Artificial Intelligence Chatbots in Higher Education Singgih Subiyantoro; Madyo Ekosusilo; Ismail Ismail; Hamda Kharisma Putra; Syifa Fauziyah
Cognitive Development Journal Vol. 1 No. 1 (2023): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v1i1.7

Abstract

Artificial Intelligence (AI) chatbots have emerged as tools with the potential to enrich the learning experience. This research aims to analyze the perceptions of professors and students regarding the utilization of AI chatbots in the context of higher education. The primary objective of this study is to comprehend how teachers and students view the use of AI chatbots in higher education. This research adopts a qualitative approach employing semi-structured interviews and content analysis of relevant written documents. Data are collected and analyzed using descriptive statistics. The findings of this research reveal that most respondents, both professors and students, hold a positive attitude toward using AI chatbots in higher education. The critical benefits acknowledged include accessibility, assistance answering questions, and enhanced learning efficiency. Some challenges related to data security and the quality of interaction with chatbots are also identified. This research demonstrates that AI chatbots have significant potential to enhance the learning experience in higher education. However, attention must be given to existing technical challenges and privacy concerns to ensure broader acceptance. This study provides valuable insights into the perceptions of professors and students regarding AI chatbots, which can serve as a guide for educational institutions in developing effective implementation strategies. Furthermore, these results may stimulate further research into the use of AI technology in higher education.
Analysis of Teacher Perceptions of Online Gamification Learning Methods Hamda Kharisma Putra; Madyo Ekosusilo; Singgih Subiyantoro; Ismail Ismail; Syifa Fauziyah
Cognitive Development Journal Vol. 2 No. 1 (2024): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v2i1.20

Abstract

The integration of gamification into online learning has garnered considerable attention in contemporary educational discourse. This article delves into teachers' perceptions regarding the implementation of this method. The background lies in the increasing utilization of technology in education and the potential of gamification to enhance student engagement and motivation. The objective is to explore teachers' viewpoints on the effectiveness, challenges, and benefits of this learning method. The research methodology involves surveys and interviews with a cohort of teachers who have utilized gamification in their online teaching practices. Findings reveal a spectrum of perceptions among teachers, including their understanding of gamification concepts, comfort levels in its application, and its influence on student engagement. The conclusion drawn highlights positive acceptance of gamification, alongside identified challenges such as time constraints and technical skills. The research contributes valuable insights for the development and implementation of gamification learning methods in the online education landscape.
Heutagogical Approaches in the Merdeka Curriculum: Enhancing Autonomous Student Engagement Singgih Subiyantoro; Hamda Kharisma Putra; Ismail; Moefty Mahendra; Edward Montle
Cognitive Development Journal Vol. 2 No. 1 (2024): June
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v2i1.33

Abstract

The transition to the Merdeka Curriculum in Indonesia, emphasizing student autonomy and flexible learning pathways, presents an opportunity to explore heutagogical approaches in enhancing autonomous student engagement. This study aimed to investigate the effectiveness of heutagogy in promoting self-determined learning among students within this curriculum framework. Utilizing a mixed-methods approach, data were collected through surveys and interviews with students and educators, as well as classroom observations. The results indicated that students engaged in heutagogical practices exhibited higher levels of motivation, self-efficacy, and critical thinking skills, with 75% reporting increased confidence in managing their learning. Additionally, educators observed improved student participation and collaboration. The main conclusion is that heutagogical approaches significantly contribute to fostering autonomous learning environments, aligning with the goals of the Merdeka Curriculum. This research contributes to the educational field by providing empirical evidence supporting the implementation of heutagogy in national curricula, offering practical insights for educators and policymakers aiming to enhance student engagement and self-directed learning.