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Inovasi Gamifikasi Pada Pembelajaran Matakuliah Pengembangan Media Sederhana 简单的媒体发展资本主义创新
Pub Date : 2022-03-01 DOI: 10.21009/jpi.051.05
D. Ariani, D. S. Prawiradilaga, Wasetya Fatharani
Learning activities with fully online learning during the pandemic caused student saturation in carrying out learning routines. Especially on less desirable materials. For this reason, learning innovations are needed to facilitate student learning needs, one of which is gamfication. This study aims to produce Gamification in Pengembangan Media Sederhana course at the Education Technology Study Program, State University of Jakarta. Study. This development research follows the Rapid Prototyping model procedure by Tripp and Bichelmeyer, which has 5 stages, namely Assess Needs and Analyze Content, Set Objectives, Construct Prototype (design), Utilize Prototype (research), and Installing and Maintain System. Evaluation with an open survey obtained user interest with high gamification, and more adjustments are needed in the elements used.   Abstrak Kegiatan pembelajaran dengan fully online learning selama masa pandemi menyebabkan kejenuhan pada mahasiswa dalam melaksanakan rutinitas pembelajaran. Terlebih pada materi yang kurang diminati. Untuk itu perlu inovasi pembelajaran dalam memfasilitasi kebutuhan mahasiswa belajar, salah satunya dengan Gamfikasi. Penelitian ini bertujuan menghasilkan Gamifikasi pada matakuliah Pengembangan Media Sederhana di Program Studi Teknologi Pendidikan Universitas Negeri Jakarta. Penelitian. Penelitian pengembangan ini mengikuti prosedur model Rapid Prototyping oleh Tripp dan Bichelmeyer, yang memiliki 5 tahap, yaitu Assess Needs and Analyze Content, Set Objectives, Construct Prototype (design), Utilize Prototype (research), dan Installing and Maintain System. Evaluasi dengan survey terbuka diperoleh minat pengguna dengan gamifikasi yang tinggi, dan perlu penyesuaian lebih dalam elemen-elemen yang digunakan. 
大流行期间完全在线学习的学习活动导致学生在执行学习常规方面饱和。尤其是在不太理想的材料上。因此,需要学习创新来满足学生的学习需求,其中之一就是游戏化。本研究的目的是在雅加达国立大学教育技术研究项目的Pengembangan Media Sederhana课程中制作游戏化。研究。本开发研究遵循Tripp和Bichelmeyer的快速原型模型流程,分为五个阶段,即评估需求和分析内容,设定目标,构建原型(设计),利用原型(研究),安装和维护系统。通过公开调查的评估获得了高度游戏化的用户兴趣,并且需要对所使用的元素进行更多调整。【摘要】Kegiatan pembelajaran,全在线学习selama masa pandemic menyebabkan kejenuhan pada mahasiswa dalam melaksanakan rutinitas pembelajaran。Terlebih pada materii yang kurang diminati。Untuk i perlu inovasi pembelajan dalam memfasilitasi kebutuhan mahasiswa belajan, salah satunya dengan Gamfikasi。Penelitian ini bertujuan menghasilkan Gamifikasi pada matakuliah Pengembangan Media Pendidikan Negeri Universitas Negeri Jakarta。Penelitian。(1)需求评估与内容分析、目标设定、原型构建(设计)、原型利用(研究)、系统安装与维护。彭根县评价调查terbuka diperoleh mina彭根县gamifikasi杨廷基,dan perlu penyesuaian lebih dalam elements - element yang digunakan。
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引用次数: 0
Pengembangan "Supermath" sebagai Multimedia Pembelajaran Berbasis Gamifikasi untuk Matematika Kelas 2 2班数学的基于模拟的多媒体学习“Supermath”发展
Pub Date : 2022-03-01 DOI: 10.21009/jpi.051.03
Putri Kirana, U. A. Chaeruman, Kunto Imbar Nursetyo
Penelitian pengembangan ini bertujuan untuk menghasilkan produk bernama “Supermath” berupa multimedia pembelajaran berbasis gamifikasi untuk mata pelajaran matematika kelas 2 sekolah dasar. Model pengembangan yang digunakan dalam penelitian ini adalah model pengembangan Rapid Prototyping oleh Tripp dan Bichelmeyer. Evaluasi pada pengembangan ini dilakukan melalui expert review dan one-to-one evaluation yang melibatkan 2 ahli materi, 1 ahli desain pembelajaran, 1 ahli media, dan 3 pengguna. Nilai rata-rata yang diperoleh dari ahli materi adalah 3,85 (sangat baik), sedangkan dari ahli desain pembelajaran memperoleh 3,94 (sangat baik), dan dari ahli media memperoleh 3,58 (sangat baik). Pada tahap one-to-one evaluation, nilai rata-rata yang diperoleh adalah 3,8 (sangat baik). Berdasarkan hasil penilaian tersebut, maka produk “Supermath” yang telah dikembangkan dianggap sangat baik dan layak untuk digunakan sebagai media penunjang pembelajaran.
本开发的研究旨在为小学二年级的数学课设计一种名为“超级学习”的多媒体模拟学习产品。在这项研究中使用的开发模型是Tripp和bi再meyer的原型开发模型。对开发的评估是通过专家和一对一的评估来进行的,其中包括两名材料专家、一名学习设计专家、一名媒体专家和三名用户。从材料专家那里获得的平均成绩是3.85(非常好),而学习设计专家获得3.94(非常好),媒体专家获得3.58(非常好)。在一对一评估阶段,平均得分为3.8分。根据评估结果,开发的“Supermath”产品被认为是一种优秀的、可行的学习媒介。
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引用次数: 0
Flipped Classroom pada Mata Kuliah Persepsi dan Desain Pesan di Prodi Teknologi Pendidikan UNJ Flipped课堂上关于UNJ教育技术感知和信息设计的课程
Pub Date : 2021-11-01 DOI: 10.21009/jpi.042.06
Retno Widyaningrum, Kunto Imbar
Penelitian ini bertujuan untuk mendeskripsikan proses penerapan model pembelajaran Flipped Classroom pada mata kuliah Persepsi dan desain pesan di Program Studi Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Jakarta. Adapun langkah-langkah yang akan dilakukan dalam penelitian ini yaitu; Learning Objectives, tahap ini adalah dengan menetapkan tujuan pembelajaran pada mata kuliah Persepsi dan desain pesan. Curricular Content, tahap ini menentukan materi-materi pembelajaran yang akan dipelajari oleh mahasiswa selama satu semester pada mata kuliah Persepsi dan desain pesan. Instructional Strategies, tahap ini menentukan bagaimana proses pembelajaran akan dilaksanakan baik untuk pembelajaran secara online maupun pembelajaran tatap muka di kelas, seperti. Evaluation, pada tahap ini yang dilakukan menilai kualitas dari implementasi Flepped Classroom dalam pembelajaran. Hasil dari penelitian pengembangan ini adalah mendeskripsikan hasil dari penerapan pembelajaran model flipped classroom pada mata kuliah Persepsi dan desain pesan.   This study aims to describe the process of implementation the Flipped Classroom learning model on Message Design Principles courses in the Educational Technology Study Program, Faculty of Education, at the State University of Jakarta. The steps to be taken in this research are; Learning Objectives, this stage is to set learning objectives in the Message Design Principles course. Curricular Content, this stage determines learning materials that will be studied by students for one semester in the Message Design Principles course. Instructional Strategies, this stage determines how the learning process will be carried out both for online learning and face-to-face learning in class, such as. Evaluation, at this stage, assesses the quality of the implementation of the Flepped Classroom in learning. The results of this development research are describing the results of applying the learning model of the flipped classroom in the Message Design Principles course.
本研究旨在描述雅加达州立大学教育技术学院教育科学系教育课程中Flipped课堂学习模式和信息设计的应用过程。至于本研究将采取的步骤是;学习目标,这个阶段是为感知和信息设计课程设定学习目标。Curricular决定性内容,这个阶段的学习材料将由学生一个学期的大学学习和信息设计的看法。教学策略,这个阶段决定了将如何为在线学习和课堂面对面学习而进行。评估,在这一阶段,评估教室的等级执行质量。开发研究的结果是描述应用学习模型的结果flipped教室感知和设计课程的信息。这个研究aims to描述《Flipped过程implementation之课堂学习模型信息设计原理上选修课《教育技术研究项目,1787到of Education, at the State University of雅加达。steps to be收这个研究是;学习目标,这是在信息设计原则课程中建立学习目标的阶段。曲线的满足,这个阶段的学习材料将在信息设计原理课程中被学生们研究一个学期。Instructional策略,这个舞台determines《学习的过程是如何will be carried out都为在线学习与面对面学习》课,美国如此。在这个舞台上,评估学生对教室脆弱的实施的质量。这项发展研究的结果是描述应用课的学习模式在Message Design Principles course。
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引用次数: 0
Pengembangan Buku Panduan Sistem Aplikasi Satker (SAS) Untuk Pembuatan Surat Perintah Membayar (SPM) Pada Satker Deputi III BPOM RI 第三代BPOM RI工作队(SAS)申请系统助理(SPM)的手册开发
Pub Date : 2021-11-01 DOI: 10.21009/jpi.042.07
Veren Trifena, Kunto Imbar Nursetyo, M.Pd, Erry Utomo, Ph.D
Penelitian pengembangan ini bertujuan menghasilkan Buku Panduan Sistem Aplikasi Satker (SAS) untuk Pembuatan Surat Perintah Membayar (SPM) pada Satker Deputi III BPOM RI. Penelitian ini dilakukan berdasarkan model Rowntree yang terdiri dari tiga tahapan yaitu tahap perencanaan, tahap persiapan penulisan dan tahap penulisan dan penyuntingan. Pengumpulan data pada penelitian dilakukan dengan melakukan wawancara tidak terstruktur dan pengisian angket. Evaluasi pada pengembangan ini melibatkan 1 ahli materi, 1 ahli media dan 5 orang pengguna buku panduan. Nilai rata-rata yang diperoleh dari tahap expert review oleh ahli materi ialah 3,53 yang menunjukan kategori sangat baik, sedangkan nilai rata-rata yang diperoleh dari ahli media ialah 3,47 yang menunjukan kategori sangat baik. Pada tahap one-to-one evaluation, nilai rata-rata yang diperoleh ialah 3,64 yang menunjukan buku panduan ini sangat baik dan dapat digunakan untuk memandu karyawan dalam menggunakan aplikasi Sistem Aplikasi Satker (SAS) untuk membuat Surat Perintah Membayar (SPM) dengan baik dan benar.
该开发的研究旨在在III BPOM RI工作队上创建一份工作单(SAS)的应用程序手册,用于制作成本许可证(SPM)。本研究是根据设计阶段、写作准备阶段和编辑阶段的三个步骤来进行的。研究中的数据收集是通过对无组织采访和收费来完成的。这种开发的评估包括1位材料专家、1位媒体专家和5名手册用户。由材料专家在考核阶段获得的平均成绩为3.53分,显示出优秀类别,而媒体专家的平均成绩为3.47分,显示出优秀类别。在一对一评估的阶段,平均得分为3.64分,这本手册非常优秀,可以用来引导员工使用Satker系统应用程序(SAS),使其获得一份正确、有效的逮捕令。
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引用次数: 0
Find Out East Sakerta Tourism Village Thematic Concept for Sign System Design 寻找东萨克塔旅游村标识系统设计的主题概念
Pub Date : 2021-11-01 DOI: 10.21009/jpi.042.05
Santi Maudiarti, Hanni Adriani
The tourism industry is one of the primary needs for the life of modern society today. Because of these factors, it makes the need for recreation or tourism increases. East Sakerta Tourism Village is one of the leading tourist destinations in the Kuningan Regency. However, the leading Tourism Village of East Sakerta has the disadvantage of not having a thematic sign system that can provide a brand image and facilitate tourists who will visit the area. This study has the following objectives to find out a thematic concept for sign system at the East Sakerta Tourism Village. The research method used is a qualitative method. This data collection method is carried out using the Focus Group Discussion (FGD) method. Primary data collection was carried out directly and purposive sampling by interviewing key people, namely the village government apparatus, tourism community leaders (kompepar), and the community. FGD method used to find out about the history, legends, and uniqueness of the East Sakerta Village to support the realization of thematic sign system design. The results of the FGD research show that the agreed thematic concept is "Tumaritis" which is a village in the Sundanese and Javanese puppet which has a philosophy of mutual protection, security, and prosperity
旅游业是当今现代社会生活的主要需求之一。由于这些因素,它使得对娱乐或旅游的需求增加。东萨克塔旅游村是库宁安县的主要旅游目的地之一。然而,主要的旅游村East Sakerta的缺点是没有一个主题标识系统,可以提供一个品牌形象,并方便游客访问该地区。本研究的目的是找出一个主题概念的标志系统在东萨克塔旅游村。研究方法采用定性方法。本数据收集方法采用焦点小组讨论(FGD)方法进行。原始数据的收集是通过访谈关键人物,即村政府机构、旅游社区领导(kompepar)和社区直接和有目的的抽样进行的。利用FGD的方法,找出东坂田村的历史、传说和独特性,支持主题标识系统设计的实现。FGD研究结果表明,商定的主题概念是“Tumaritis”,它是巽他和爪哇傀儡的一个村庄,具有相互保护,安全和繁荣的理念
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引用次数: 0
Pengembangan Learning Object Video Motion Graphic Mata Kuliah Persepsi dan Desain Pesan di Program Studi S1 Teknologi Pendidikan UNJ UNJ教育S1技术研究项目的学习目标视频运动图片研究
Pub Date : 2021-11-01 DOI: 10.21009/jpi.042.08
Esgi Afrista, Retno Widyaningrum, S.Kom., M.M., Diana Ariani, S.Pd., M.Pd.
Penelitian pengembangan ini bertujuan mengembangkan produk Learning Object (LO) Video Motion Graphic Mata kuliah Persepsi dan Desain Pesan di Program Studi Teknologi Pendidikan UNJ. LO berfokus pada video pembelajaran berupa motion graphic menggunakan model Rapid Prototyping yang memiliki 5 tahapan, Assess Needs and Analyze Content, Set Objectives, Construct Prototype (design), Utilization Prototype (research), dan Installing the Final System. Hasil penelitian berupa produk 5 video motion graphic yang diunggah ke dalam Learning Management System sebagai bahan pembelajaran online. LO ini telah melalui evaluasi yang melibatkan ahli dan pengguna. Hasil expert review diperoleh ahli materi sebesar 3,82 (sangat baik), ahli media 3,89 (sangat baik). Selanjutnya hasil uji coba pengguna one to one memperoleh nilai 3,59 (sangat baik) dan small group sebesar 3,78 (sangat baik). Hasil evaluasi formatif menunjukkan produk LO dapat dikatakan sangat baik dan layak dijadikan Learning Object pada Mata kuliah Persepsi dan Desain Pesan di Program Studi Teknologi Pendidikan UNJ.
该开发旨在开发UNJ教育技术研究项目中感知和信息设计的视频运动产品。LO专注于使用5个阶段的快速原型分析模型、评估需求、分析、构建原型、实践原型和安装最终系统的图形学习。5运动图形视频产品的研究结果上传到在线学习管理系统作为学习材料中。LO已经通过了一个涉及专家和用户的评估。专家评审结果专家3.82大小的物质(非常好),媒体专家3,89(很好)。接下来用户一号到一号试验结果获得价值3.59(非常好)和小大集团3.78(很好)。形成评价结果表明,LO的产品可以被认为是非常好的,值得在UNJ教育技术研究项目中为信息感知和设计的学习对象。
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引用次数: 0
Inovasi Kegiatan dan Pembelajaran pada Masa Pandemi di Sekolah Alam Auliya Kendal Auliya自然学校的活动和学习创新
Pub Date : 2021-11-01 DOI: 10.21009/jpi.042.04
N. Farhani
 This article aims to: 1) identify information about innovation activities and learning during the pandemic at the Auliya Kendal Nature School 2) analize whether the innovation of activities and learning at the Auliya Kendal Nature School during the pandemic can be implemented properly and effectively. The approach used this research is a descriptive qualitative approach. Data collection techniques used including interview, observation, and literature review. The results of this study indicate that the activities and learning at the Auliya Kendal Nature School include: 1) the innovation of activities and learning during the pandemic at the Auliya Kendal Nature School can be carried out well. Activities and learning are still cariied out in schools in accordance with health protocols to avoid the virus, 2) students continue to attend school with alternating schedules, and 3) learning is carried out by forming small groups. Each class with an average of 15-20 students is divided into two groups of 7-10 students. Each group is taught by one teacher at the same time with different learning class.      
本文旨在:1)识别Auliya Kendal Nature School在大流行期间的创新活动和学习信息2)分析Auliya Kendal Nature School在大流行期间的活动和学习创新是否能够正确有效地实施。本研究使用的方法是描述性定性方法。使用的数据收集技术包括访谈、观察和文献回顾。本研究结果表明,Auliya Kendal自然学校的活动和学习包括:1)Auliya Kendal自然学校在疫情期间的活动和学习创新可以很好地进行。学校仍按照卫生规程开展活动和学习,以避免感染病毒;2)学生继续交替上课;3)以小组形式进行学习。每班平均有15-20名学生,分为两组,每组7-10名学生。每组由一名教师同时授课,采用不同的学习班。
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引用次数: 0
Aplikasi Edmodo Sebagai Media Pembelajaran Berbasis E-learning Edmodo应用程序作为一种基于E-learning的学习媒介
Pub Date : 2021-11-01 DOI: 10.21009/jpi.042.01
Sahlia
Penelitian ini bertujuan untuk mengetahui penggunaan aplikasi edmodo sebagai media pembelajaran di era milenial. Kemajuan terhadap teknologi membawa dampak perubahan di semua bidang, salah satunya pada bidang pendidikan. Terlebih penggunaan media pembelajaran berbasis e-learning banyak digandrungi orang-orang terutama oleh para guru untuk menunjang aktivitas pembelajaran. Metode yang digunakan dalam penelitian ini adalah metode kualitatif. Berdasarkan hasil penelitian, maka dapat diambil kesimpulan bahwa edmodo digunakan sebagai penunjang pembelajaran jarak jauh berbentuk e-learning, di mana pembelajaran dapat dilakukan di manapun dan kapanpun. Edmodo akan menghubungkan guru, siswa, dan orangtua dalam satu wadah yang sama di mana ketiganya memiliki peran yang berbeda.   This research aims to determine the use of the Edmodo application as a learning medium in the millennial era. Advances in technology bring about changes in all fields, one of which is in the field of education. Moreover, the use of e-learning based learning media is loved by many people, especially by teachers to support learning activities. The method used in this research is qualitative method. Based on the results of the research, it can be concluded that Edmodo is used as a support for distance learning in the form of e-learning, where learning can be done anywhere and anytime. Edmodo will connect teachers, students, and parents in the same place where the three have different roles.
本研究旨在了解在千禧年期间使用edmodo应用作为一种学习媒介的目的。技术的进步带来了各个领域的变化,其中一个领域就是教育。越来越多的以电子学习为基础的学习媒介受到人们的欢迎,尤其是老师们,他们支持学习活动。本研究采用的方法是定性法。根据研究结果,我们可以得出结论,edmodo是一种以e-learning形式的远程学习支持,在那里可以在任何时间、任何地点进行学习。Edmodo将把教师、学生和家长连接在一个同时扮演这三个不同角色的容器中。这项研究旨在确定Edmodo应用程序作为千年学习的媒介的使用。先进的技术带来了在各行各业的变化,其中一个在教育领域。此外,基于学习媒体的使用受到许多人的喜爱,特别是通过教师支持学习活动。这项研究使用的方法是有资格的方法。results》改编自研究,它可以成为结论这就是Edmodo以前美国是支持距离为学习in the form of e-learning,学习可以完成任何地方和任何地方。Edmodo威尔连接师范,学生和家长在同一个地方有三只have different roles)。
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引用次数: 0
Efektivitas Implementasi Teknologi Informasi pada Bimbingan & Konseling di Era Pandemi 信息技术在大流行时代对指导和咨询的有效性
Pub Date : 2021-11-01 DOI: 10.21009/jpi.042.03
Muhammad Fauzan, Nurhuda Maulana Sidiq, Hafsah Nugraha
The phenomenon of distance learning (PJJ) during the Covid-19 pandemic led to various problems in education. One of them is the application of PJJ where the learning emphasizes the cognitive aspects, and the learning is designed how students must develop by learning cognitive, but the affective and psychomotor aspects are not given attention. Especially affective, where parents who are responsible for learning their children at home, not all of them have the competence to teach their children about attitudes, good behavior, or knowledge about mental health and mental health. counseling which must exist in this case, cannot perform services directly so it requires the application of information technology in it. This study aims to (1) determine the level of effectiveness in the use of information technology for counseling, (2) describe the various ways and tools in information technology that can be implemented to assist counseling services. In the procedure for compiling this journal, the method used to compile it is literature study. This technique is carried out by collecting various data from various literature that is relevant and guaranteed to the problems and research discussed in the journals. This journal describes the problem of the effectiveness of IT implementation at counseling in a descriptive and hierarchical manner regarding various studies conducted in literature data which is the source of reference. The research method used is a literature study by examining various literature that is relevant to the title raised by the author. The results of this study are a description of the results of processing data from various reference literatures regarding the effectiveness of IT implementation in BK in the Pandemic Era with Distance Learning (PJJ).
新冠肺炎疫情期间的远程学习现象导致了教育中的各种问题。其中一种是PJJ的应用,学习强调认知方面,学习设计的是学生必须如何通过学习认知来发展,而不重视情感和精神运动方面。尤其有影响的是,那些负责在家里教育孩子的父母,并不是所有的父母都有能力教他们的孩子态度,良好的行为,或者关于心理健康和心理健康的知识。咨询在这种情况下必然存在,它不能直接提供服务,因此需要信息技术的应用。本研究旨在(1)确定使用信息技术进行咨询的有效性水平,(2)描述信息技术中可用于辅助咨询服务的各种方法和工具。在本刊的编制过程中,采用文献研究法进行编制。这项技术是通过从各种文献中收集与期刊中讨论的问题和研究相关并有保证的各种数据来进行的。本期刊以描述和分层的方式描述了咨询中IT实施的有效性问题,这些问题涉及文献数据中进行的各种研究,这是参考来源。所使用的研究方法是通过研究与作者提出的标题相关的各种文献来进行文献研究。本研究的结果是对来自各种参考文献的数据的处理结果的描述,这些文献涉及大流行时代BK与远程学习(PJJ)的IT实施的有效性。
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引用次数: 0
Editorial JPI Vol. 4 No. 2 《日刊》第四卷第2期
Pub Date : 2021-11-01 DOI: 10.21009/jpi.042.00
Imbar Kunto
DAFTAR ISI            Volume 4, Nomor 2, November 2021.   Sahlia. (2021). Aplikasi Edmodo Sebagai Media Pembelajaran Berbasis E-learning. Jurnal Pembelajaran Inovatif, 4(2), 01 - 08. https://doi.org/10.21009/JPI.042.01   Wulan Darii, R., Purwaningsih, S., & Darmaji, D. (2021). Pengembangan Penuntun Praktikum Fisika SMA/MA Berbasis KPS menggunakan 3D Pageflip Professional pada Materi Pengukuran . Jurnal Pembelajaran Inovatif, 4(2), 09 - 20. https://doi.org/10.21009/JPI.042.02   Fauzan, M., Sidiq, N. M., & Nugraha, H. (2021). Efektivitas Implementasi Teknologi Informasi pada Bimbingan & Konseling di Era Pandemi. Jurnal Pembelajaran Inovatif, 4(2), 21 - 31. https://doi.org/10.21009/JPI.042.03   Farhani, N. (2021). Inovasi Kegiatan dan Pembelajaran pada Masa Pandemi di Sekolah Alam Auliya Kendal. Jurnal Pembelajaran Inovatif, 4(2), 32 - 39. https://doi.org/10.21009/JPI.042.04   Maudiarti, S., & Adriani, H. (2021). Find Out East Sakerta Tourism Village Thematic Concept for Sign System Design. Jurnal Pembelajaran Inovatif, 4(2), 40 - 48. https://doi.org/10.21009/JPI.042.05   Widyaningrum, retno, & Imbar, K. (2021). Flipped Classroom pada Mata Kuliah Persepsi dan Desain Pesan di Prodi Teknologi Pendidikan UNJ. Jurnal Pembelajaran Inovatif, 4(2), 49 - 53. https://doi.org/10.21009/JPI.042.06   Veren Trifena, Kunto Imbar Nursetyo, M.Pd, & Erry Utomo, Ph.D. (2021). Pengembangan Buku Panduan Sistem Aplikasi Satker (SAS) Untuk Pembuatan Surat Perintah Membayar (SPM) Pada Satker Deputi III BPOM RI. Jurnal Pembelajaran Inovatif, 4(2), 54 - 63. https://doi.org/10.21009/JPI.042.07   Afrista, E., Retno Widyaningrum, S.Kom., M.M., & Diana Ariani, S.Pd., M.Pd. (2021). Pengembangan Learning Object Video Motion Graphic Mata Kuliah Persepsi dan Desain Pesan di Program Studi S1 Teknologi Pendidikan UNJ. Jurnal Pembelajaran Inovatif, 4(2), 64 - 71. https://doi.org/10.21009/JPI.042.08  
2021年11月第4卷第2卷。Sahlia。(2021年)。Edmodo应用程序作为一种基于E-learning的学习媒介。创新学习杂志,4(2),01 - 08。https://do-aning/1021009 jpi.042.01 Wulan Darii, R., Purwaningsih, S. & Darmaji, D.(2021)。高中/MA基于KPS的物理指导开发使用了专业的3D Pageflip测量材料。创新学习杂志,4(2),09 - 20。https://doamean/1021009 jpi.042,02 Fauzan, M., Sidiq, N. M.,和Nugraha, H.(2021)。信息技术在大流行时代对指导和咨询的有效性。创新学习杂志,4(2),21 - 31。https://do-aning/1021009 jpi.042,03 Farhani, N.(2021)。Auliya自然学校的活动和学习创新。创新学习杂志,4(2),32 - 39。https://doretrian/1021009/jpi.042.04 Maudiarti, S.和Adriani, H.(2021)。找出东Sakerta旅游村的主题,找出注册系统设计的方法。创新学习杂志,4(2),40 - 48。https://do-aningrum, retno, & Imbar, K.(2021)。Flipped课堂上关于UNJ教育技术感知和信息设计的课程。创新学习杂志,4(2),49 - 53。https://do-an-1021009 jpi.042.06 verbar Trifena, Kunto Imbar Nursetyo, M.Pd, Erry Utomo,博士(2021)。第三代BPOM RI工作队(SAS)申请系统助理(SPM)的手册开发。创新学习杂志,4(2),54 - 63。https://do-aningrum, E., Retno Widyaningrum, S. com。m.m.,戴安娜·阿里亚尼,s.pd。, M . Pd。(2021年)。UNJ教育S1技术研究项目的学习目标视频运动图片研究。创新学习杂志,4(2),64 - 71。https://doi.org/10.21009/JPI.042.08
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