Agus Efendi
Universitas Sebelas Maret, Surakarta, Indonesia

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Improve Critical Thinking Skills with Informatics Educational Games Samin; Gunarhadi; Agus Efendi
Journal of Education Technology Vol. 6 No. 3 (2022): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i3.48637

Abstract

Facing the challenges of the 21st century Critical thinking is one of the main abilities that students must have. The problem of low critical thinking skills is caused by factors in students and learning that does not focus on developing critical thinking skills. This study aims to develop an Informatics educational game with higher order thinking skill (HOTS) questions based on the Berbras competition to improve students' critical thinking skills. The research design used by the ADDIE model consists of the stages of analysis, design, develop, implementation, evaluation. Test the effectiveness of educational games using experimental research with Noneequivalent Control Group Design. The research subjects were 32 students in class VIIA and 33 students in class VIIB. Collecting data using a questionnaire instrument and an essay test. The research data were analyzed using paired samples test, with the data requirements being normally distributed and homogeneous. The results of the normality and homogeneity test of the data, obtained a significance level greater than 0.05 so that the critical thinking ability data is normally distributed and homogeneous. The increase in critical thinking skills from the N-Gain analysis of the experimental class was 0.63 in the medium category and the control class was 0.43 in the medium category. Based on the results of the paired samples test, the value of Sig. (2-tailed) of 0.000 <0.05, it can be concluded that the use of informatics educational games has a significant effect on increasing students' critical thinking skills.
Identification of the Need for PhET Simulation-based Interactive Media for Learning in Vocational High Schools Iin Endrayani; Agus Efendi; Sri Yamtinah
Journal of Education Reseach and Evaluation Vol 6 No 4 (2022): November
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jere.v6i4.53040

Abstract

An effective learning process cannot be separated from various supporting factors, one of which is the use and support of technology during the learning process. Therefore, this research aims to identify the need for digital media in interactive media formats to support learning in vocational high schools. This research method is included in quantitative research with the type deskriptive, using non-test data collection techniques in the form of a questionnaire as the research instrument. The subjects of this research are vocational high school students majoring in electrical power installation engineering, totaling 36 students. The data analysis technique used is descriptive by converting student responses into percentages. From the research results, information was obtained that so far teachers are still comfortable with the lecture and discussion method, while in the context of using learning media, teachers still tend to consistently use printed modules and printed material books. The use of ICT tools by teachers is very minimal, even though almost 72.2% of students have been able to operate computers and are quite familiar with digital technologies. Through this research, information was also obtained that most students agree with the innovation of ICT-based learning media in the format interactive media to support learning which so far has very minimal application and integration of ICT. This research is expected to provide new insights regarding the importance of identifying what students need in order to improve the quality of education.
Augmented Reality Development Opportunities in Geometry Learning for Elementary Students Elika Yuana Fitrianingsih; Muhammad Akhyar; Agus Efendi
Jurnal Pendidikan dan Pengajaran Vol 56 No 1 (2023): APRIL
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jpp.v56i1.51238

Abstract

Educational institutions will basically get many benefits from using technology, such as augmented reality technology which is designed to support the learning process in the classroom, plus augmented reality technology can be operated on smartphones. This study aims to analyze the opportunities for the use of smartphones in the context of innovation in the development of learning media with augmented reality formats. A qualitative approach was used in this study with a survey method. The population used is Madrasah Ibtidaiyah students with a sample was 127 students. The data collection technique in this study was a non-test technique, with the data collection instrument being a questionnaire. The results of this study indicate that smartphones are a technology that is quite familiar to students, considering that most students have them, students also like learning activities that utilize smartphones because they contain several components such as text, graphics, narration, video and even animation. The results of this study can certainly be the basis for developing an augmented reality-based learning media product considering the components that make students motivated to learn are contained in it. Through this research, it is hoped that new learning resource innovations will emerge with the hope that students can be facilitated in learning the material and mastering the various competencies they need.