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。
{"title":"Inovasi Gamifikasi Pada Pembelajaran Matakuliah Pengembangan Media Sederhana","authors":"D. Ariani, D. S. Prawiradilaga, Wasetya Fatharani","doi":"10.21009/jpi.051.05","DOIUrl":"https://doi.org/10.21009/jpi.051.05","url":null,"abstract":"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. \u0000 \u0000Abstrak \u0000Kegiatan 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. ","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114068201","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Pengembangan \"Supermath\" sebagai Multimedia Pembelajaran Berbasis Gamifikasi untuk Matematika Kelas 2","authors":"Putri Kirana, U. A. Chaeruman, Kunto Imbar Nursetyo","doi":"10.21009/jpi.051.03","DOIUrl":"https://doi.org/10.21009/jpi.051.03","url":null,"abstract":"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.","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131990399","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Flipped Classroom pada Mata Kuliah Persepsi dan Desain Pesan di Prodi Teknologi Pendidikan UNJ","authors":"Retno Widyaningrum, Kunto Imbar","doi":"10.21009/jpi.042.06","DOIUrl":"https://doi.org/10.21009/jpi.042.06","url":null,"abstract":"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. \u0000 \u0000This 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.","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114089493","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Pengembangan Buku Panduan Sistem Aplikasi Satker (SAS) Untuk Pembuatan Surat Perintah Membayar (SPM) Pada Satker Deputi III BPOM RI","authors":"Veren Trifena, Kunto Imbar Nursetyo, M.Pd, Erry Utomo, Ph.D","doi":"10.21009/jpi.042.07","DOIUrl":"https://doi.org/10.21009/jpi.042.07","url":null,"abstract":"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.","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130280980","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
{"title":"Find Out East Sakerta Tourism Village Thematic Concept for Sign System Design","authors":"Santi Maudiarti, Hanni Adriani","doi":"10.21009/jpi.042.05","DOIUrl":"https://doi.org/10.21009/jpi.042.05","url":null,"abstract":"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","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124992600","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Pengembangan Learning Object Video Motion Graphic Mata Kuliah Persepsi dan Desain Pesan di Program Studi S1 Teknologi Pendidikan UNJ","authors":"Esgi Afrista, Retno Widyaningrum, S.Kom., M.M., Diana Ariani, S.Pd., M.Pd.","doi":"10.21009/jpi.042.08","DOIUrl":"https://doi.org/10.21009/jpi.042.08","url":null,"abstract":"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.","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"248 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115004586","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Inovasi Kegiatan dan Pembelajaran pada Masa Pandemi di Sekolah Alam Auliya Kendal","authors":"N. Farhani","doi":"10.21009/jpi.042.04","DOIUrl":"https://doi.org/10.21009/jpi.042.04","url":null,"abstract":" 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. \u0000 \u0000 \u0000 ","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"259 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121312630","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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)。
{"title":"Aplikasi Edmodo Sebagai Media Pembelajaran Berbasis E-learning","authors":"Sahlia","doi":"10.21009/jpi.042.01","DOIUrl":"https://doi.org/10.21009/jpi.042.01","url":null,"abstract":"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. \u0000 \u0000This 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.","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125266937","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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).
{"title":"Efektivitas Implementasi Teknologi Informasi pada Bimbingan & Konseling di Era Pandemi","authors":"Muhammad Fauzan, Nurhuda Maulana Sidiq, Hafsah Nugraha","doi":"10.21009/jpi.042.03","DOIUrl":"https://doi.org/10.21009/jpi.042.03","url":null,"abstract":"\u0000 \u0000 \u0000 \u0000The 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). \u0000 \u0000 \u0000 \u0000","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132317113","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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
{"title":"Editorial JPI Vol. 4 No. 2","authors":"Imbar Kunto","doi":"10.21009/jpi.042.00","DOIUrl":"https://doi.org/10.21009/jpi.042.00","url":null,"abstract":"DAFTAR ISI Volume 4, Nomor 2, November 2021. \u0000 \u0000Sahlia. (2021). Aplikasi Edmodo Sebagai Media Pembelajaran Berbasis E-learning. Jurnal Pembelajaran Inovatif, 4(2), 01 - 08. https://doi.org/10.21009/JPI.042.01 \u0000 \u0000Wulan 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 \u0000 \u0000Fauzan, 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 \u0000 \u0000Farhani, 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 \u0000 \u0000Maudiarti, 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 \u0000 \u0000Widyaningrum, 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 \u0000 \u0000Veren 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 \u0000 \u0000Afrista, 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 \u0000 ","PeriodicalId":318994,"journal":{"name":"Jurnal Pembelajaran Inovatif","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115938700","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}