cover
Contact Name
M. Miftach Fakhri
Contact Email
fakhri@diginus.id
Phone
+6285656227888
Journal Mail Official
irwansyah@gmail.com
Editorial Address
Antang, Jl. Biola Raya J148, Blok 10, Antang, Makassar
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Jurnal Pendidikan Terapan
ISSN : 29853214     EISSN : 29643171     DOI : -
Jurnal Pendidikan Terapan (JUPITER) is an open scientific forum for educational researchers,scholars and practitioners. This open access journal publishes articles related to the research results in the field of education. The journal seeks to digest innovations, issues and trends in educational practice theory and policy. It also encourages a wide range of methodological approaches to understand the field of education from different perspective. Jurnal Pendidikan Terapan (JUPITER) is published by Sakura Digital Nusantara, in January, May and September. All submissions are double-blind and reviewed by peer reviewers. All papers can be submitted in BAHASA INDONESIA or ENGLISH. JUPITER has P-ISSN : 2985-3214 and E-ISSN : 2964-3171.
Articles 22 Documents
EFEKTIVITAS PENERAPAN METODE GAMIFICATION BERBASIS ONLINE TERHADAP PENCAPAIAN KOMPETENSI PADA MAHASISWA UNIVERSITAS NEGERI MAKASSAR Wahyu Hidayat M; Ali Mirza Najafi; Fariz Ramlan; Febrianti Tandi Ra’pak; Muhammad Alif Leo; Fadhlirrahman Baso
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (365.756 KB) | DOI: 10.61255/jupiter.v1i1.2

Abstract

Gamification is the application of game elements into applications to increase student motivation, interest and involvement in accessing and using applications. The development of the internet in the learning aspect has great potential to create a change in a more modern learning system that is in line with the digitalization that is currently occurring along with current technological developments.  The internet has characteristics as a learning medium, namely as an interactive learning medium, thus enabling synchronous and asynchronous communication between educators and students.  This study applies a quantitative research method with a survey approach.  Data analysis in this study used descriptive analysis method because the data obtained was in the form of numbers so it was necessary to use an approach to be able to process the statistical or mathematical data obtained.  The advantage of this method is that the conclusions obtained are more measurable and comprehensive.  The application of the gamification method in the online learning process has quite a big impact on competency achievement and the development of knowledge and skills in Makassar State University students
PERSEPSI MAHASISWA JURUSAN TEKNIK INFORMATIKA DAN KOMPUTER TENTANG EFEKTIVITAS PEMBELAJARAN BLENDED LEARNING Muhammad Ansarullah S Tabbu; Hasriyanti Hasriyanti; Nur Aisyah Mukhtar; Muh Nur Sulaiman; Rosidah Rosidah
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (221.059 KB) | DOI: 10.61255/jupiter.v1i1.3

Abstract

Penelitian ini bertujuan untuk mengeksplorasi persepsi mahasiswa jurusan teknik informatika dan komputer Universitas Negeri Makassar mengenai efektivitas model pembelajaran berbasis blended learning. Penelitian ini menggunakan metode deskriptif kuantitatif dan lembar kuesioner digunakan oleh peneliti sebagai instrumen pengumpulan data. Data dikumpulkan menggunakan platform Google Form. Ada 10 pernyataan dalam kuesioner, data kuesioner ditampilkan pada rentang 1 sampai 4 dari yang tidak setuju hingga sangat setuju. Subjek dari penelitian ini adalah mahasiswa Jurusan Teknik Informatika dan Komputer, Universitas Negeri Makassar sebanyak 50 orang. Penelitian ini menunjukkan bahwa pembelajaran campuran atau lebih dikenal dengan istilah blended learning dapat diimplementasikan dengan baik.
EVALUASI SISTEM PEMBELAJARAN BLENDED LEARNING BERBASIS MODEL UTAUT DI JURUSAN TEKNIK INFORMATIKA DAN KOMPUTER, UNIVERSITAS NEGERI MAKASSAR Fadhlirrahman Baso; Nur Azizah Ayu Safanah; Ahmad Faris Al Faruq; Ardi Ansya; Andi Muh Achyar AM
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (242.639 KB) | DOI: 10.61255/jupiter.v1i1.4

Abstract

Blended learning is a response to government policy that seeks to establish a new normalcy of life. Blended learning is one of the innovative learning methods where students are introduced to the concept of combining face-to-face learning in class and online learning. Therefore, the purpose of this study is to assess the blended learning system that was examined using the UTAUT model. This research uses a quantitative approach with descriptive research methods. This study included 61 majoring in informatics and computer engineering students from Makassar State University. Data was obtained by data collection techniques in the form of questionnaires distributed through the google form. The instrument in the form of a research questionnaire with data collection techniques and then analyzing questionnaires distributed through Google forms was carried out using a Likert scale to obtain research results. It is known that the blended learning model has a good influence on the learning process.
PENGARUH MODEL BLENDED LEARNING TERHADAP MOTIVASI SERTA HASIL BELAJAR MAHASISWA UNIVERSITAS NEGERI MAKASSAR Andika Isma; Aditya Alamsyah Syarif; Awaliah Fitri Nur Ananda; Radha Hasda Halfis; Muh Juharman; M Miftach Fakhri
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (184.864 KB) | DOI: 10.61255/jupiter.v1i1.5

Abstract

Learning is a reciprocal process where students need feedback from the teacher and vice versa in order to obtain more effective learning outcomes, therefore success in learning will be achieved when students and lecturers have availability in the learning process. The learning model applied greatly affects student motivation and learning outcomes. The purpose of this study is to determine the motivation and learning outcomes of students who apply the Blended Learning model. The type of research used is quantitative research. This research involved students at Makassar State University. The authors collected data using questionnaires. Data analysis using descriptive analysis of the likert scale. The result of this study is a Blended Learning learning model that has a positive impact on the motivation and learning outcomes of students of Makassar State University.
Persepsi Mahasiswa Terhadap Penggunaan E-Learning Sebagai Media Pembelajaran Yang Telah Diterapkan Di Universitas Negeri Makassar Asis Nojeng; Arya Putra Abshari; Deswanto Richard Sirenden; Muhammad Rifqi Alsadhani; Muhammad Fardhan
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.11 KB) | DOI: 10.61255/jupiter.v1i1.6

Abstract

E-Learning is one of the learning media that has been widely used during the COVID-19 pandemic. E-Learning is innovation that would is used in learning, not only for learning material but also a change in the various competence students. E-Learning is very potential to make learning rocess more effective because student chance to have an interaction with lecturers, classmate, or lecture material is wider. Student can communicates with lecturer anytime by e-mail and chat. The way of communication can be choiced, synchronus or asynchronus. With E-Learning, student can learns although he does not present at class physically. Learning process goes by interaction student and lecture materials that avaiable and can be accessed via internet. The flexibility of learning activity is happened by used of computer and internet technology. On this case, to join with E-Learning, spesial software does not added for computer used. The main thing is connected to internet. E-Learning makes it easy for students to take part in learning wherever and whenever. This study aims to determine student perceptions of using E-Learning as a learning medium during learning from home at Makassar State University
HUBUNGAN FLIPPED CLASSROOM DENGAN KEPUASAN DAN KECEMASAN BELAJAR ONLINE MAHASISWA JURUSAN TEKNIK INFORMATIKA DAN KOMPUTER, UNIVERSITAS NEGERI MAKASSAR M Miftach Fakhri; Rifqa Awalia; Jumadil Ahmad Safii; Muh Akbar B; Nurikhlas Nurpa Gunawan; Della Fadhilatunisa
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (311.664 KB) | DOI: 10.61255/jupiter.v1i1.7

Abstract

The new policy occurred in the world of education, where before the Covid-19 outbreak learning that required learning in the classroom or building, in this case, face-to-face learning turned into online learning. One of the innovations in learning methods that emerged when online learning was established was the Flipped Classroom  learning model. This research aims to determine the relationship between  the Flipped Classroom learning model and the  satisfaction and anxiety of online learning for students in the Informatics and Computer Engineering department, Makassar State University. This research was conducted by applying descriptive research methods with a quantitative approach. The population in this study was 42 students. The resulting data comes from data collection in the form of questionnaires that are disseminated online using google form. Data analysis using  a Likert scale  consisting of 4 alternative answer choices. Based on the results of this study, it can be concluded that there is a relationship between Flipped Classroom and the  satisfaction and anxiety of online learning for students majoring in Informatics and Computer Engineering, Makassar State University.
Blended Learning Dalam Menghadapi Era Society 5.0 Irwansyah Suwahyu; Nurul Fajriani Rasid; Muttaqia Muttaqia; Yasin Anil Hakim Gobel; Ainun Zahra Adistia
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (426.955 KB) | DOI: 10.61255/jupiter.v1i1.9

Abstract

Society 5.0 is an idea and concept that brings major changes in solving societal problems by utilizing technology and  taking into account human and humanities aspects. At this time, the use of technology such as the internet and e-learning has been effectively used in higher education, one of which is blended learning.  The purpose of this study was to find out how much influence the  use of SYAM-OK has  on blended learning  on the UNM campus. In this study using quantitative methods with Google Form instruments that are distributed online. The sample for this study was active students of  the UNM campus (Students who  use SYAM OK), as  many as 79 respondents who participated in this study. The results of this study are; (1) online learning  using blended learning can affect student  learning outcomes  ;  (2)  the online learning process  based on blended learning  is fairly effective as seen from only 10 respondents / students with an average of 1.3% who do not understand the concept of  blended learning
Analisis Dampak Negatif Dan Positif Model Pembelajaran Flipped Classroom di Universitas Negeri Makassar Akmal Hidayat; Putri Mayang Sari; Muhammad Ubaidillah; Syafiqah Al Faiqah; Muh Alif Dzulfaqaar M; Muhammad Sadidan
Jurnal Pendidikan Terapan Vol 1, No 2, May (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (268.915 KB) | DOI: 10.61255/jupiter.v1i2.10

Abstract

The purpose of this study is to determine the negative and positive impact of flipped classroom, Department of Informatics and Computer Engineering, Makassar State University, this type of research is as a whole, namely research and development. In this article, the research design used is evaluative research. The subject of this study was a student majoring in informatics and computer engineering, Makassar State University. Data collection techniques by distributing questionnaires to students majoring in informatics and computer engineering, the results of filling out online questionnaires filled out by students. Meanwhile, at the data analysis stage, descriptive analysis is carried out. That the activeness of students of the Department of Informatics & Computer Engineering Makassar State University in the flipped classroom learning model can be said to be good
GAMIFICATION SEBAGAI STRATEGI PENINGKATAN KUALITAS BELAJAR MAHASISWA JURUSAN TEKNIK INFORMATIKA DAN KOMPUTER UNIVERSITAS NEGERI MAKASSAR Nur Fakhrunnisaa; Rafika Hutami Putri; Marwan Ramdhany Edy; Armiana Armiana; Zainab Zainab; Muh Juharman
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (249.369 KB) | DOI: 10.61255/jupiter.v1i1.11

Abstract

Gamification is a step that can be taken in helping students achieve their learning goals. In general, students do not like to do repetitive work for a long time, but are willing to spend a lot of time playing games. This study aims to see students' perceptions of the application of Gamification in learning in the Department of Informatics and Computer Engineering, Makassar State University. This descriptive research was conducted to see student responses after application. Students of Makassar State University in the Department of Informatics and Computer Engineering consisting of 2 study programs, namely Computer Engineering and Informatics and Computer Engineering Education. The data collection technique uses a Google Form questionnaire with 25 statements. Statements are grouped into two parts, namely favorable and Unfavorable statements, which are statements that support and do not support an object. Data obtained through the Likert Scale using qualitative descriptive statistics. This analysis is intended to describe the characteristics of the data on each variable. The results showed that the application of Gamification in active learning can improve learning performance in student learning
Flipped Classroom Sebagai Implementasi Teknologi Dalam Meningkatkan Efektivitas Dan Hasil Belajar Mahasiswa Universitas Negeri Makassar Muhammad Fajar B; Hastuti; Muhammad Farham Saputra; Wilda Inaya Syafdwi; Putri Nanda Sari; Muhammad Fardhan
Jurnal Pendidikan Terapan Vol 1, No 1 January (2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (357.669 KB) | DOI: 10.61255/jupiter.v1i1.12

Abstract

The field of education, began to be affected by technological advances that are currently developing rapidly. Teachers and students will find it easier to carry out the teaching and learning process with technology. One of the implementers of technology is the use of  the Flipped Classroom  learning method.  Flipped Classroom learning  is a teaching and learning method where students participate in class while watching video lessons from outside the classroom through distance learning. A learning strategy known as "reverse classroom" uses a blended learning approach. The purpose of this study is to determine the effectiveness and learning outcomes of Makassar State University students by using Flipped Classroom as an implementation of technology. The population and samples in this study were active students of Makassar State University. The data collection technique in this study was to use a questionnaire sheet. The research method used is the Descriptive method with a quantitative approach. The research results obtained are the use  of Flipped Classroom among students of Makassar State University to increase the effectiveness and learning outcomes of students where with Flipped Classroom as a technology implementation will provide new experiences in carrying out the learning process.

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