{"title":"Adaptasi Alat Ukur Keterlibatan Pembelajar Daring Pada Mahasiswa Di Indonesia","authors":"Sakina Rahmania, Lucia R. M. Royanto","doi":"10.17977/UM039V6I12021P173","DOIUrl":"https://doi.org/10.17977/UM039V6I12021P173","url":null,"abstract":"Abstrak: Pembelajaran daring merupkan metode pembelajaran yang ‘normal’ sejak diberlakukannya kebijakan sekolah dari rumah oleh pemerintah. Keterlibatan pelajar dalam pembelajaran daring perlu diteliti untuk mengukur efektivitas kegiatan belajar mengajar yang telah diselenggarakan, namun sejauh ini belum ada alat ukur ketelibatan pelajar daring di Indonesia. Terdapat alat ukur bernama Online Student Engagement Scale yang dikembangkan oleh Dixson (2010) dan telah teruji reliabilitas dan validitasnya dalam mengukur keterlibatan pelajar daring pada mahasiswa di Amerika. Oleh karenanya, untuk dapat digunakan pada konteks pembelajaran daring di Indonesia, peneliti bertujuan untuk mengadaptasi alat ukur tersebut sesuai dengan panduan dan metode adaptasi alat ukur lintas budaya oleh Beaton dkk (2000) yang terdiri dari beberapa tahapan, yaitu (1) penerjemahan awal, (2) sintesis hasil terjemahan, (3) penerjemahan kembali, (4) kaji komite ahli, (5) uji coba, (6) pengumpulan dokumentasi alat ukur. Berdasarkan uji coba terhadap 156 mahasiswa di berbagai universitas negeri dan swasta Indonesia, diperoleh nilai koefisien reliabilitas sebesar 0,936. Validitas konstruk dari alat ukur ini dilakukan dengan metode analisis faktor konfirmatori dengan hasil koefisien validitas berkisar 0,453-0,949. Selain itu, peneliti juga melakukan uji kesesuaian model dengan teknik structural equation modeling (SEM) dan mendapat hasil model fit yang moderat. Dengan demikian, hasil adaptasi alat ukur keterlibatan mahasiswa dalam pembelajaran daring ini valid dan reliabel untuk digunakan dalam penelitian mendatang guna mengevaluasi tingkat keterlibatan mahasiswa dalam pembelajaran daring. Abstract: Online learning is a ‘new normal’ learning method since the policy of school from home has been established by the government due to Covid-19 pandemic. Student engagement in online learning environment needs to be evaluated to measure the effectiveness of teaching and learning activities. So far, there has not been any measuring tool for online student engagement in Indonesia. There is a measuring tool called Online Student Engagement (OSE) developed by Dixson (2010) and has been proved for its reliability and validity in measuring online student engagement among American Students. Hence, to be used in the context of online learning in Indonesia, this reaserch is aimed to adapt the OSE by following the guidelines and methods of cross-cultural adaptation of self-report measures by Beaton et al. (2000) which include (1) translation, (2) synthesis, (3) back translation, (4) expert committee review, (5) pretesting, (6) submission and appraisal of all written reports. This instrument consists of 19 items that represent the four dimensions of student engagement. Based on pretesting on 156 college students from various university in Indonesia, the reliability coefficient of this adapted instrument is 0,936. The confirmatory factor analysis (CFA) of this measurement shows its validity coefficient","PeriodicalId":230799,"journal":{"name":"Edcomtech: Jurnal Kajian Teknologi Pendidikan","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122216555","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":"Pengembangan Game Edukasi Fractal Adventure untuk Pembelajaran Bilangan Pecahan","authors":"Leo Wahyudi, Iskandar Wiryokusumo, A. N. Fatirul","doi":"10.17977/UM039V6I12021P199","DOIUrl":"https://doi.org/10.17977/UM039V6I12021P199","url":null,"abstract":"Abstrak: Penelitian yang dilakukan menghasilkan media game edukasi yang menggunakan sistem komputer. Pada zaman ini banyak anak sibuk memainkan game untuk menghilangkan rasa bosan. Maka perlu dikembangkan media pembelajaran yang memanfaatkan apapun yang digemari anak – anak seperti game edukasi dengan tujuan menarik perhatian dan meningkatkan efektivitas pembelajaran. Tujuan pengembangan ini dapat menyediakan media game edukasi yang sudah di nyatakan valid oleh ahli materi, ahli media pembelajaran serta praktisi lapangan untuk pendukung pembelajaran bilangan pecahan. penelitian ini menggunakan model pembelajaran Gerlach and Ely. Hasil pernyataan valid ahli materi sebanyak 86%, hasi pernyataan valid ahli media pembelajaran sebanyak 82% serta praktisi lapangan sebesar 93%, untuk respon peserta didik terhadap game edukasi fractal adventure untuk pembelajaran bilangan pecahan termasuk kriteria sangat layak. Abstract: Research conducted produced educational game media that uses a computer system. In this day and age, many children are busy playing games to get rid of boredom. Then it is necessary to develop learning media that utilize whatever is popular with children such as educational games with the aim of attracting attention and increasing the effectiveness of learning. The purpose of this development can provide educational game media that has been declared valid by material experts, instructional media experts, and field practitioners to support fraction learning. This study uses the Gerlach and Ely learning model. The results of the validation statement of material experts were 86%, the results of the validations of learning media experts were 82% and field practitioners were 93%, for students' responses to fractal adventure education games for learning fraction numbers including very decent criteria.","PeriodicalId":230799,"journal":{"name":"Edcomtech: Jurnal Kajian Teknologi Pendidikan","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123295493","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":"Analisis Kompetensi Technological Pedagogical and Content Knowledge Pada Guru Sekolah Vokasi Kemaritiman","authors":"B. Rahmatullah, Henry Praherdhiono, Agus Wedi","doi":"10.17977/UM039V6I12021P186","DOIUrl":"https://doi.org/10.17977/UM039V6I12021P186","url":null,"abstract":"Abstrak: Menganalisis dan menginvestigasi pemahaman dan keterampilan Technological Pedagogical and Content Knowledge guru sekolah vokasi kemaritiman adalah tujuan dari riset ini. Teknik penelitian yang digunakan pada penelitian ini adalah pendekatan deskriptif dengan pendekatan kuantitatif. Teknik penghimpunan data yang dilakukan adalah dengan teknik penyebaran angket dengan mengambil sampel secara acak sebanyak 12 guru atau sebesar 60%dari total 20 guru pada 8 sekolah vokasi bidang kemaritiman. Hasil riset studi analisis menginterpretasikan bahwa semua bagian kemampuan Technological Pedagogical and Content Knowledge (TPACK) pada guru sekolah vokasi bidang kemaritiman menghasilkan kategori ke dalam kelompok baik dengan nilai rata-rata 3.00. Namun ditemukan juga hasil analisis dari dua bagian TPACK yang masih dalam kategori cukup sehingga memerlukan studi dan penelitian lanjut untuk meningkatkan seluruh bagian TPACK ke dalam kategori baik. Abstract: Analyzing and investigating Technological Pedagogical and Content Knowledge understanding and skills of maritime vocational school teachers is the aim of this research. The research technique used in this study is a descriptive approach with a quantitative approach. The data collection technique used was a questionnaire distribution technique by taking a random sample of 12 teachers or 60% of a total of 20 teachers in 8 maritime vocational schools. The results of the analytical study research interpret that all of the Technological Pedagogical and Content Knowledge (TPACK) abilities in maritime vocational school teachers produce categories into good groups with an average grade of 3.00. However, it was also found that the results of the analysis of the two TPACK sections were still in the sufficient category so that further studies and research were needed to improve all of the TPACK sections into good categories .","PeriodicalId":230799,"journal":{"name":"Edcomtech: Jurnal Kajian Teknologi Pendidikan","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126944451","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":"Adaptasi Alat Ukur Regulasi Diri Dalam Belajar Daring","authors":"Tejarukmi Mutiara, Tjut Rifameutia","doi":"10.17977/UM039V6I12021P301","DOIUrl":"https://doi.org/10.17977/UM039V6I12021P301","url":null,"abstract":"Abstrak: Regulasi diri dalam belajar merupakan keterampilan belajar krusial yang perlu dimiliki oleh setiap pebelajar. Terlebih lagi para pebelajar yang belajar secara daring di tengah pandemi Covid-19. Penelitian ini bertujuan untuk mengadaptasi skala regulasi diri dalam belajar secara daring Online Self-regulated Learning Questionnaire (OSLQ) yang dikembangkan oleh Barnard dan rekan (2009) ke dalam Bahasa Indonesia dan dilakukan uji reliabilitas serta validitas. Partisipan penelitian adalah 399 mahasiswa dari berbagai wilayah di Indonesia yang sedang melakukan pembelajaran daring. Hasil penelitian menunjukkan bahwa adaptasi yang terdiri dari 24 butir pernyataan OSLQ adalah reliabel dengan koefisien Cronbach’s Alpha .915 dan valid dengan validitas konstruk koefisien Corrected Item Total Correlation di antara .409 - .708. Validitas konstruk berdasarkan Confirmatory Factor Analysis juga menunjukkan model fit. Sehingga, alat ukur dapat dimanfaatkan untuk penelitian mengenai regulasi diri dalam belajar daring di Indonesia. Abstract: Self-regulated learning is crucial learning skill for every learners. Moreover, students are learning online in the midst of the Covid 19 pandemic. This study aims to adapt the scale of Online Self-regulated Learning Questionnaire (OSLQ) developed by Barnard and colleagues (2009) into Bahasa Indonesia and to perform reliability and validity tests. Participants in this study were 399 college students who are doing online learning and are scattered from various regions in Indonesia. The research results show that the scale adaptation which consists of 24 items are reliable with a Cronbach’s Alpha coefficient .915 and valid with the construct validity of the Corrected Item Total Correlation coefficient are on range .409 - .708. The construct validity based on Confirmatory Factor Analysis also shows the model fit. Therefore, the adapted scale can be used within Indonesian participants.","PeriodicalId":230799,"journal":{"name":"Edcomtech: Jurnal Kajian Teknologi Pendidikan","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133207401","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":"Penelitian dan Pengembangan E-Module Geometri Berdasarkan Fase Pembelajaran Geometri","authors":"V. Rianto, Punaji Setyosari, Sulton Sulton","doi":"10.17977/UM039V6I12021P288","DOIUrl":"https://doi.org/10.17977/UM039V6I12021P288","url":null,"abstract":"Abstrak: Pembelajaran geometri tidak terlepas dari fase pembelajaran geometri yang berlandaskan pada teori Van Hiele untuk meningkatkan level berfikir geometri pada siswa. E-module geometri yang disusun berdasarkan fase pembelajaran geometri berperan sebagai bahan ajar pada pembelajaran secara daring maupun luring. Penelitian ini bertujuan untuk mengembangkan e-module geometri khususnya pada materi segiempat dengan model pengembangan ADDIE oleh Branch. Subjek penelitian menggunakan siswa kelas VII SMP di Malang sebanyak 18 orang. Hasil pengembangan telah divalidasi oleh beberapa ahli dengan kategori sangat valid. Sedangkan efektivitas dari e-module geometri ditentukan dengan melihat nilai g yang mencapai angka 0.3, yang menunjukkan bahwa e-module geometri cukup efektif pada peningkatan hasil belajar materi segiempat. Selain itu e-module dapat diimplementasikan pada proses pembelajaran baik di kelas maupun pembelajaran jarak jauh. Abstract : The concept of learning geometry is based on phases of learning geometry, by Van Hiele, which enhances about students’ levels of geometric thinking. Drafting geometry e-module based on phases of learning geometry becomes one of the teaching materials and has a role in online and offline learning. This study focuses on developing a geometry e-module, on quadrilaterals. The development model used ADDIE by Branch. The research is participated by 18 students of grade VII in secondary school on Malang. The product has been validated by experts, which were perfectly valid. Meanwhile, the effect of the e-module is determined by looking at the gain score, was 0.3, which indicates that geometry e-module is quite effective in enhancing learning outcomes of quadrilaterals and implemented in classroom or distance learning.","PeriodicalId":230799,"journal":{"name":"Edcomtech: Jurnal Kajian Teknologi Pendidikan","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129641919","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}
Stephanus Lukito Cahyo Purnomo, Dedi Kuswandi, Henry Praherdhiono
{"title":"Pengaruh Model SAVI Berbantuan Software Pengendali Client terhadap Tingkat Kedisiplinan dan Hasil Belajar Matematika","authors":"Stephanus Lukito Cahyo Purnomo, Dedi Kuswandi, Henry Praherdhiono","doi":"10.17977/UM039V6I12021P243","DOIUrl":"https://doi.org/10.17977/UM039V6I12021P243","url":null,"abstract":"Abstrak: Penelitian ini bertujuan untuk mengetahui pengaruh model pembelajaran SAVI (Somatic, Auditory, Visualization, Intellectually) berbantuan software pengendali client terhadap tingkat kedisiplinan dan hasil belajar Matematika pada siswa kelas V. Desain penelitian ini menggunakan eksperimental semu (quasi experiment) dengan bentuk nonequivalent control group design. Teknik pengumpulan data dengan metode observasi, wawancara dan tes. Hasil penelitian menunjukkan model pembelajaran SAVI berbantuan software pengendali client berpengaruh terhadap tingkat kedisiplinan siswa pada mata pelajaran Matematika. Namun, tidak ditemukan adanya perbedaan signifikan antara hasil belajar matematika antara siswa pada kelompok kontrol dan perlakuan. Kesimpulan dari penelitian ini adalah model pembelajaran SAVI berbantuan software pengendali client mempunyai pengaruh yang signifikan terhadap kedisiplinan siswa. Rekomendasi untuk penelitian selanjutnya adalah model pembelajaran SAVI dapat dikombinasikan dengan media yang lain. Penelitian ini tidak berlangsung secara sempurna dikarenakan pandemi Covid-19 . Abstract: This research aims to determine the effect of SAVI (Somatic, Auditory, Visualization, Intellectually) learning model assisted by client control software on the level of discipline and mathematics learning outcomes in fifth grade. This research design using quasi experimental (quasi experiment) with the form of the nonequivalent control group design. Data collection techniques using observation, interview and test methods. The results showed that the SAVI learning model assisted by client control software had an influence on the level of student discipline in mathematics, but there was no significant difference in student learning outcomes. The conclusion of this study is the SAVI learning model assisted by client controller software has a significant effect on the level of student discipline. The recommendation for further research is that the SAVI learning model can be combined with other media. This research did not take place perfectly due to the Covid-19 pandemic .","PeriodicalId":230799,"journal":{"name":"Edcomtech: Jurnal Kajian Teknologi Pendidikan","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125237597","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}
Fadlul Amin Nudin, Rufi’i Rufi’i, Djoko Adi Walujo
{"title":"Pengaruh E-Learning, Pembelajaran Langsung, dan Faktor Gaya Kognitif Terhadap Hasil Belajar Prakarya Kewirausahaan","authors":"Fadlul Amin Nudin, Rufi’i Rufi’i, Djoko Adi Walujo","doi":"10.17977/UM039V6I12021P222","DOIUrl":"https://doi.org/10.17977/UM039V6I12021P222","url":null,"abstract":"Abstrak: Penelitian ini bertujuan untuk melihat perbedaan hasil belajar prakarya kewirausahaan kelompok pembelajaran berbasis E-Learning dan langsung, melihat perbedaan hasil belajar antara gaya kognitif Field Dependent dan Field Independent , dan melihat interaksi pembelajaran berbasis E-Learning , langsung, dan gaya kognitif terhadap hasil belajar. Penelitian ini menggunakan metode eksperimen semu faktorial dua kali dua. Kelompok kontrol menggunakan pembelajaran langsung, sedangkan kelompok eksperimen menggunakan E-Learning . Analisis menggunakan Anova dua arah akan membandingkan pengaruh pembelajaran berbasis E-Learning dan langsung serta gaya kognitif terhadap hasil belajar. Hasil penelitian: Ha.1 nilai probabilitas (p) 0,013 0,05 artinya tidak terdapat pengaruh antara pembelajaran berbasis E-Learning , langsung, dan gaya kognitif terhadap hasil belajar. Abstract: This study aims to see differences in learning outcomes of E-Learning-based and direct learning group entrepreneurship learning outcomes, to see differences in learning outcomes between Field Dependent and Field Independent cognitive styles, and to see E-Learning-based learning interactions, direct, and cognitive styles on learning outcomes. This study used a two-time two factorial quasi-experimental method. The control group uses direct learning, while the experimental group uses E-Learning. Analysis using two-way ANOVA will compare the effect of direct and E-Learning-based learning and cognitive styles on learning outcomes. Results: Ha.1 probability value (p) 0.013 0.05 means that there is no influence between E-Learning-based, direct and cognitive style learning on learning outcomes.","PeriodicalId":230799,"journal":{"name":"Edcomtech: Jurnal Kajian Teknologi Pendidikan","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128468341","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":"Eksplorasi Persepsi Siswa Sekolah Dasar dalam Pembelajaran Huruf Hijaiyah Berbasis Permainan","authors":"Hurriatus Qutby, Saida Ulfa, A. Nasih","doi":"10.17977/UM039V6I12021P210","DOIUrl":"https://doi.org/10.17977/UM039V6I12021P210","url":null,"abstract":"Abstrak: Pada era digital seperti ini, anak-anak lebih tertarik bermain game pada smartphone mereka sampai muncul fenomena kecanduan game, daripada harus membaca Iqro apalagi Al-Quran. Peneliti bertujuan untuk mengetahui persepsi penggunaan mobile game base learning dalam pembelajaran huruf hijaiyah. Dalam penelitian ini menggunakan metode kuantitatif dengan pendekatan deskriptif. Teknik yang digunakan dalam pengumpulan data menggunakan teknik survei melalui penyebaran kuesioner. Kuesioner yang dikembangkan menggunakan TAM (Technology Acceptance Model) . B erdasarkan hasil yang diperoleh, kegunaan dan kemudahan mobile game based learning hijaiyah dipercaya dapat meningkatkan kemampuan membaca huruf hijaiyah dan dapat diterima responden. Responden berniat menggunakan kembali mobile game based learning dimasa mendatang. Penelitian ini dapat menjadi rujukan atau kontribusi tentang TAM (Technology Acceptance Model) dalam penggunaan mobile game based learning hijaiyah . Abstract: In this digital era, children are more interested in playing games on their smartphones until the phenomenon of game addiction arises, rather than having to read Iqro let alone the Qur’an. Researchers aimed to determine the perception of the use of mobile game base learning in learning hijaiyah letters. In this study using a quantitative method with a descriptive approach. The technique used in data collection uses survey techniques through questionnaires. The questionnaire was developed using TAM (Technology Acceptance Model). Based on the results obtained, the usefulness and ease of mobile game-based learning hijaiyah is believed to improve the ability to read hijaiyah letters and be acceptable to respondents. Respondents intend to reuse mobile game based learning in the future. This research can be a reference or contribution about TAM (Technology Acceptance Model) on using mobile game based learning hijaiyah.","PeriodicalId":230799,"journal":{"name":"Edcomtech: Jurnal Kajian Teknologi Pendidikan","volume":"272 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115904811","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}