Andika Isma, Aditya Alamsyah Syarif, Awaliah Fitri Nur Ananda, Radha Hasda Halfis, Muh. Juharman, M. Fakhri
{"title":"PENGARUH MODEL BLENDED LEARNING TERHADAP MOTIVASI SERTA HASIL BELAJAR MAHASISWA UNIVERSITAS NEGERI MAKASSAR","authors":"Andika Isma, Aditya Alamsyah Syarif, Awaliah Fitri Nur Ananda, Radha Hasda Halfis, Muh. Juharman, M. Fakhri","doi":"10.61255/jupiter.v1i1.5","DOIUrl":"https://doi.org/10.61255/jupiter.v1i1.5","url":null,"abstract":"PENGARUH MODEL BLENDED LEARNING TERHADAP MOTIVASI SERTA HASIL BELAJAR MAHASISWA UNIVERSITAS NEGERI MAKASSAR","PeriodicalId":111437,"journal":{"name":"Jurnal Pendidikan Terapan","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122197975","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}
Efektivitas Penerapan, Metode Gamification, Berbasis Online, Terhadap Pencapaian, Kompetensi Mahasiswa, Universitas Negeri Makassar, W. Hidayat, Ali Mirza Najafi, Fariz Ramlan, Febrianti Tandi Ra’pak, Muhammad Alif Leo, Fadhlirrahman Baso
{"title":"EFEKTIVITAS PENERAPAN METODE GAMIFICATION BERBASIS ONLINE TERHADAP PENCAPAIAN KOMPETENSI PADA MAHASISWA UNIVERSITAS NEGERI MAKASSAR","authors":"Efektivitas Penerapan, Metode Gamification, Berbasis Online, Terhadap Pencapaian, Kompetensi Mahasiswa, Universitas Negeri Makassar, W. Hidayat, Ali Mirza Najafi, Fariz Ramlan, Febrianti Tandi Ra’pak, Muhammad Alif Leo, Fadhlirrahman Baso","doi":"10.61255/jupiter.v1i1.2","DOIUrl":"https://doi.org/10.61255/jupiter.v1i1.2","url":null,"abstract":"Gamification adalah penerapan elemen game kedalam aplikasi untuk meningkatkan motivasi, minat serta keterlibatan pelajar dalam mengakses dan menggunakan aplikasi. Perkembangan nternet dalam aspek pembelajaran sangat berpotensi besar untuk menciptakan sebuah perubahan sistem pembelajaran yang lebih modern yang sejalan dengan digitalisasi yang sedang terjadi seiring dengan perkembangan teknologi pada saat ini. Internet memiliki karakteristik sebagai media pembelajaran yaitu sebagai media pembelajaran yang bersifat interaktif, sehingga memungkinkan terjadinya komunikasi sinkron dan asinkron antara pendidik dan peserta didik. Penelitian ini menerapkan metode penelitian kuantitatif dengan pendekatan survei. Analisis data dalam penelitian ini menggunakan metode analisis deskriptif karena data yang diperoleh berupa angka sehingga perlu digunakan pendekatan untuk dapat mengolah data statistik atau matematik yang diperoleh. Kelebihan dari metode ini adalah kesimpulan yang diperoleh lebih terukur dan komprehensif. Penerapan metode gamification dalam proses pembelajaram secara online cukup memberikan dampak yang besar terhadap pencapaiaan kompetensi serta pengembangan ilmu pengetahuan dan keterampilan pada mahasiswa Universitas Negeri Makassar","PeriodicalId":111437,"journal":{"name":"Jurnal Pendidikan Terapan","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133903574","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}
{"title":"Blended Learning Dalam Menghadapi Era Society 5.0","authors":"Irwansyah Suwahyu, Nurul Fajriani Rasid, Muttaqia Muttaqia, Yasin Anil Hakim Gobel, Ainun Zahra Adistia","doi":"10.61255/jupiter.v1i1.9","DOIUrl":"https://doi.org/10.61255/jupiter.v1i1.9","url":null,"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","PeriodicalId":111437,"journal":{"name":"Jurnal Pendidikan Terapan","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124334294","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}