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Pengembangan framework pembelajaran kolaboratif untuk institusi pemerintah menggunakan ADDIE dan ISO 20000 政府机构使用更迭和ISO 20000的合作学习框架开发
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2021-07-26 DOI: 10.21831/jitp.v8i1.36054
Herman Saputra, Achmad Muchlis Abdi Putra
{"title":"Pengembangan framework pembelajaran kolaboratif untuk institusi pemerintah menggunakan ADDIE dan ISO 20000","authors":"Herman Saputra, Achmad Muchlis Abdi Putra","doi":"10.21831/jitp.v8i1.36054","DOIUrl":"https://doi.org/10.21831/jitp.v8i1.36054","url":null,"abstract":"Revolusi Industri 4.0 dan kondisi pandemi Covid-19 mendorong pemerintah untuk segera melakukan penyesuaian pada budaya kerja. Salah satu budaya kerja yang perlu disesuaikan adalah sistem pembelajaran untuk para Aparatur Sipil Negara (ASN). Sistem pembelajaran konvensional perlu disesuaikan menjadi pembelajaran jarak jauh dengan pemanfaatan internet. Pengembangan sistem pembelajaran membutuhkan panduan agar sistem yang dibangun sesuai dengan target peserta didik, yaitu ASN. Diharapkan, sistem pembelajaran dapat membangun budaya kerja sama serta dikelola dengan standar manajemen layanan TI untuk menjamin keberlangsungan sistem tersebut. Penelitian ini bertujuan untuk mengembangkan sebuah framework pembelajaran untuk institusi pemerintah. Framework dikembangkan dengan menggunakan metode Design Science Research Methodology. Penelitian ini berhasil menunjukkan bahwa sebuah Framework pembelajaran dapat dikembangkan dengan menggabung beberapa konsep seperti: multimedia, pembelajaran kolaboratif dengan independen konten, andragogi, dan ADDIE Model sebagai kerangka utama pembelajaran yang selanjutnya dipetakan ke dalam sebuah standar dalam manajemen layanan TI yaitu ISO 20000.Development of collaborative learning frameworks for government institutions using ADDIE and ISO 20000Abstract4.0 Industrial Revolution and conditions of Covid-19 pandemic pushed the government to adjust their work culture immediately. One work culture that needs to be adjusted is the learning system for Civil Servants. The conventional learning system needs to be adapted into distance learning using the internet. The development of a learning system requires guidance so that the system is built according to the learners. Hopefully, the learning system can build a culture of cooperation and adopt IT service management standards to ensure the system's sustainability. This study aims to develop a learning framework for government institutions. The framework was developed using Design Science Research Methodology. This study has successfully shown that a learning framework can be developed by combining several concepts such as multimedia, collaborative learning with independent content, andragogy, and the ADDIE Model as the main learning framework, which is then mapped into ISO 20000 as a standard in IT service management.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121337880","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}
引用次数: 1
Pengembangan media pembelajaran tajwid berbasis aplikasi Android 基于Android应用程序的tajwid学习媒体发展
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2021-07-26 DOI: 10.21831/JITP.V8I1.32661
Hilyatun Nadawiyyah, Dewi Anggraeni
{"title":"Pengembangan media pembelajaran tajwid berbasis aplikasi Android","authors":"Hilyatun Nadawiyyah, Dewi Anggraeni","doi":"10.21831/JITP.V8I1.32661","DOIUrl":"https://doi.org/10.21831/JITP.V8I1.32661","url":null,"abstract":"Penelitian ini bertujuan untuk: 1.) Menganalisis kebutuhan pengembangan aplikasi android pada mata pelajaran Pendidikan Agama Islam materi tajwid; 2.) Mendesain aplikasi android pada mata pelajaran Pendidikan Agama Islam materi tajwid; 3.) Menganalisis pengembangan aplikasi android pada mata pelajaran Pendidikan Agama Islam materi tajwid; 4.) Menganalisis implementasi aplikasi android pada mata pelajaran Pendidikan Agama Islam materi tajwid; dan 5.) Menganalisis evaluasi aplikasi android pada mata pelajaran Pendidikan Agama Islam materi tajwid. Model penelitian dan pengembangan yang digunakan yaitu model pengembangan ADDIE. Hasil penelitian ini menunjukan bahwa berdasarkan analisis kebutuhan peserta didik, kurikulum, materi dan media, desain media berdasarkan pada penyesuaian dengan karakteristik peserta didik dan berdasarkan pada materi yang dipelajari, pengembangan media berdasarkan pada uji validitas yang dilakukan dengan ahli media dan ahli materi, implementasi berdasarkan uji coba terhadap guru dan peserta didik, evaluasi berdasarkan pada evaluasi formatif dan sumatif menunjukkan bahwa penggunaan media pembelajaran tajwid berbasis aplikasi android sangat layak digunakan sebagai media pendukung pada pembelajaran PAI materi tajwid. Development of Tajwid learning media based on Android applicationAbstractThis study aims to: 1.) Analyze the needs of developing android applications on Islamic Religious Education subjects recitation; 2.) Designing android applications on Islamic Religious Education subjects recitation; 3.) Analyzing the development of android applications on Islamic Religious Education subjects Tajweed; 4.) Analyze the implementation of Android applications on Islamic Religious Education subjects Tajweed material; and 5.) Analyze the evaluation of Android applications on Islamic Religious Education subjects Tajweed material. The research and development model used is the ADDIE development model. The results of this study indicate that based on the analysis of student needs, curriculum, materials, and media, media design is based on adjustments to the characteristics of students and based on the material being studied, media development is based on validity tests conducted with media experts and material experts, implementation is based on trials on teachers and students, evaluation based on formative and summative evaluations shows that the use of Tajweed learning media based on Android applications is very feasible to be used as a supporting medium in the learning of Tajweed Tajweed material.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128340913","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}
引用次数: 4
Blended learning untuk meningkatkan hasil belajar dan motivasi belajar di masa pandemI Covid-19
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2021-05-24 DOI: 10.21831/JITP.V8I1.39680
Arinta Mega Fap, Agustina Tyas Asri Hardini
{"title":"Blended learning untuk meningkatkan hasil belajar dan motivasi belajar di masa pandemI Covid-19","authors":"Arinta Mega Fap, Agustina Tyas Asri Hardini","doi":"10.21831/JITP.V8I1.39680","DOIUrl":"https://doi.org/10.21831/JITP.V8I1.39680","url":null,"abstract":"Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar serta motivasi belajar siswa. Penelitian ini merupakan penelitian tindakan kelas dengan dua siklus di SD Negeri Banyuurip, Boyolali. Subjek penelitian ini adalah siswa kelas dua serta materi yang digunakan adalah tema enam, yaitu merawat hewan dan tumbuhan. Instrumen yang digunakan adalah tes hasil belajar secara kognitif pada tiap siklus serta wawancara motivasi belajar siswa. Teknik analisis data yang digunakan adalah analisis deskriptif, uji ketuntasan rata-rata, uji ketuntasan proporsi, serta uji n-Gain. Hasil peneltian menunjukan bahawa penggunaan blended learning pada prasiklus sampai siklus kedua mengalami peningkatan. Nilai rata-rata hasil belajar siswa yang diajar menggunakan blended learning secara statistik signifikan karena t-hitung melebihi t-tabel (5,41 > 1,82). Poporsi ketuntasan siswa yang diajar menggunakan blended learning melebihi 75% dengan Z tabel (1,64) < Z hitung (182). Terdapat peningkatan hasil belajar siswa setelah diuji menggunakan n-gain berada pada kategori tinggi. Pada hasil wawancara motivasi belajar, siswa lebih menyukai pembelajaran blended learning, sehingga motivasi belajar siswa menjadi lebih tinggi dari pada sebelumnya karena kesesuaian media yang diberikan.Blended learning to improve learning outcomes and study motivation in the pandemic Covid-19AbstractThis research aims to determine the increase in learning outcomes and student learning motivation. This research is a classroom action research with two cycles at SD Negeri Banyuurip, Boyolali. The subjects of this study were students in grade two, and the material used was theme six, namely caring for animals and plants. The instrument used was a test of learning outcomes in each cycle and an interview of student learning motivation. The data analysis technique used is descriptive analysis, average completeness test, proportion completeness test, and n-Gain test. This study indicates that the use of blended learning in the pre-cycle until the second cycle has increased. The average value of student learning outcomes taught using blended learning is statistically significant because the t-count exceeds the t-table (5.41> 1.82). The proportion of completeness of students taught using blended learning exceeds 75% with Z table (1.64) <Z count (182). And there is an increase in student learning outcomes after being tested using n-gain is in the high category. In the learning motivation interview results, students prefer blended learning so that the student's learning motivation is higher than before because of the suitability of the media given.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126806542","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}
引用次数: 2
Pengaruh media pembelajaran interaktif tari Melinting terhadap hasil pendidikan karakter dan hasil belajar seni tari 互动学习媒介对角色教育和舞蹈艺术学习结果的影响
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2021-05-24 DOI: 10.21831/jitp.v8i1.17393
Aline Rizky Oktaviari Satrianingsih
{"title":"Pengaruh media pembelajaran interaktif tari Melinting terhadap hasil pendidikan karakter dan hasil belajar seni tari","authors":"Aline Rizky Oktaviari Satrianingsih","doi":"10.21831/jitp.v8i1.17393","DOIUrl":"https://doi.org/10.21831/jitp.v8i1.17393","url":null,"abstract":"Tujuan penelitian ini adalah untuk: 1.) Mengetahui pengaruh media pembelajaran interaktif tari Melinting terhadap hasil pendidikan karakter dan hasil belajar seni tari siswa kelas XI di SMA Negeri 5 Yogyakarta; dan 2.) Mengetahui nilai signifikan pengaruh media pembelajaran interaktif tari Melinting terhadap hasil pendidikan karakter dan hasil belajar seni tari siswa kelas XI di SMA Negeri 5 Yogyakarta. Metode penelitian ini merupakan eksperimen semu (quasy experiment) dengan desain non-equaivalent group design. Adapun pengumpulan data didapatkan dari angket hasil pendidikan karakter dan tes hasil belajar seni tari pada materi nusantara yaitu tari Melinting. Berdasarkan dari Manova Test didapatkan signifikansi hasil pendidikan karakter 0,007 < 0,05. Sedangkan, signifikansi hasil belajar seni tari 0,004 < 0,05, maka didapatkan kesimpulan bahwa media pembelajaran interaktif tari Melinting berpengaruh terhadap hasil pendidikan karakter dan hasil belajar seni tari siswa kelas XI di SMA Negeri 5 Yogyakarta.The effect of interactive learning media Melinting Dance on character education results and the dance learning resultsAbstractThe purpose of this research is to: 1.) To know the effect of interactive learning media of Melinting dance on character education and the result of dance student learning of class XI in SMA Negeri 5 Yogyakarta; 2.) To know the significant value of interactive learning media influence of Melinting dance to the result of character education and dance student learning of class XI in SMA Negeri 5 Yogyakarta. This research method is a quasi-experimental design with a non-equivalent group design, from the data obtained from the questionnaire result of character education and test result of dance learning on the material of Nusantara that is Melinting dance. Based on Manova Test, the significance of the character education result is 0.007<0.05. Meanwhile, the importance of the dance art learning result is 0.004<0.05. Then got the conclusion that interactive learning media Melinting Dance affects character education results and the result of dance class student learning at SMA Negeri 5 Yogyakarta.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129600403","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}
引用次数: 1
Pengaruh metode praktik langsung dengan variasi game terhadap motivasi dan prestrasi belajar teknologi perkantoran 直接操作方法对办公室技术学习动机和活动性的影响
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2021-01-25 DOI: 10.21831/JITP.V7I2.35816
Erma Handayani, A. N. Fatirul, Retno Danu Rusmawati
{"title":"Pengaruh metode praktik langsung dengan variasi game terhadap motivasi dan prestrasi belajar teknologi perkantoran","authors":"Erma Handayani, A. N. Fatirul, Retno Danu Rusmawati","doi":"10.21831/JITP.V7I2.35816","DOIUrl":"https://doi.org/10.21831/JITP.V7I2.35816","url":null,"abstract":"Tujuan penelitian ini adalah: 1.) Untuk mengetahui perbedaan prestasi belajar siswa antara menggunakan metode praktik langsung saja dengan praktik langsung dengan variasi game; 2.) Untuk mengetahui perbedaan tinggi rendahnya motivasi belajar siswa terhadap prestasi belajar pada mata pelajaran teknologi perkantoran menggunakan metode praktik langsung dengan variasi game; dan 3.) Untuk mengetahui pengaruh antara metode praktik langsung dengan variasi game pada motivasi belajar terhadap prestasi belajar siswa. Metode penelitian ini menggunakan penelitian eksperimen. Populasi penelitian sebanyak 4 kelas dengan jumlah 97 siswa. Teknik analisis data menggunakan ANOVA dua jalur. Hasil penelitian menunjukkan bahwa adanya perbedaan prestasi belajar antara penggunaan metode praktik langsung dengan metode praktik langsung yang dipadukan dengan variasi game dengan adanya perbedan tinggi rendahnya motivasi terhadap prestasi menggunakan metode praktik langsung dengan variasi game. Terdapat pengaruh motivasi terhadap prestasi belajar pada saat menggunakan metode praktik langsung dengan variasi game bagi siswa kelas X Otomatisasi Tata Kelola Perkantoran (OTKP) pada mapel teknologi perkantoran. Metode praktik langsung dengan variasi game mempengaruhi motivasi dan prestasi belajar teknologi perkantoran. Abstract The objectives of this study were: 1.) To determine differences in student achievement between using direct practice methods with direct practice with variations in games; 2.) To determine the difference between the levels of student motivation and learning achievement on the subject of office technology using direct practice methods with game variations; and 3.) To determine the effect of direct practice methods with game variations on learning motivation on student achievement. This research method uses experimental research. The study population was four classes with a total of 97 students. The data analysis technique used two-way ANOVA. The results showed differences in learning achievement between direct practice methods with direct practice methods and game variations. There were differences in the level of motivation towards achievement using direct practice methods with game variations. There is a motivational effect on learning achievement by using direct practice with variations in games for class X OTKP students on office technology subjects. Direct practice methods with variations in games affect motivation and learning achievement in office technology.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127907515","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}
引用次数: 3
Pengembangan media komik berbasis pendidikan karakter peduli sosial pada pembelajaran tematik-integratif 以社会关怀人格为基础的漫画媒体发展,以综合学习为基础
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2021-01-25 DOI: 10.21831/JITP.V7I2.24758
Deby Gemysa Faradiba, Asri Budiningsih
{"title":"Pengembangan media komik berbasis pendidikan karakter peduli sosial pada pembelajaran tematik-integratif","authors":"Deby Gemysa Faradiba, Asri Budiningsih","doi":"10.21831/JITP.V7I2.24758","DOIUrl":"https://doi.org/10.21831/JITP.V7I2.24758","url":null,"abstract":"Penelitian ini bertujuan: 1.) Menghasilkan media komik berbasis pendidikan karakter peduli sosial; 2.) Mengetahui tingkat kelayakan media komik berbasis pendidikan karakter peduli sosial; dan 3.) Mengetahui keefektifan komik berbasis pendidikan karakter peduli sosial. Jenis penelitian ini adalah penelitian dan pengembangan menggunakan model pengembangan ADDIE . Subyek dalam penelitian ini adalah ahli media, ahli materi, guru sekolah dasar, dan siswa kelas 5 Sekolah Dasar Islam Terpadu (SDIT) Ulul Albab 2 Purworejo. Instrumen yang digunakan berupa pedoman wawancara, angket penilaian kualitas kelayakan media komik, angket respon siswa, angket kepedulian sosial siswa, dan tes. Analisis data dilakukan dengan analisis deskriptif dan uji t-test . Hasil penelitian: 1.) Telah dihasilkan media komik berbasis pendidikan karakter peduli sosial pada pembelajaran tematik-integratif kelas 5 SD; 2.) Media komik yang dikembangkan layak berdasarkan hasil uji kelayakan oleh ahli media, ahli materi, dan guru SD untuk seluruh aspek memperoleh kategori sangat baik; dan 3.) Media komik berbasis pendidikan karakter peduli sosial efektif berdasarkan data angket respon siswa, tes, dan angket kepedulian sosial. Data angket respon siswa memperoleh kategori sangat baik. Hasil uji-t diperoleh t hitung sebesar 9.543 dengan df sebesar 50 dan t tabel sebesar 2.008 pada taraf signifikan 5%, maka t hitung lebih besar t tabel (t h : 9.543 > t t : 2.008) atau signifikansi 0.000 di bawah nilai p tt: 2.008) or significant 0.000 below value p < 0,05 so that it can be stated that there are significant differences in posttest results in the experimental class and the control class. The results of the calculation of the social care questionnaire data of students in the experimental class given the comic media showed an increase of 75%, including very high criteria.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121514367","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}
引用次数: 1
Primary school pre-service teachers' competence level of computational concepts in programming using Dr. Scratch 小学职前教师使用Dr. Scratch编程中计算概念的能力水平
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2021-01-21 DOI: 10.21831/JITP.V7I2.36185
Theresia Yunia Setyawan
{"title":"Primary school pre-service teachers' competence level of computational concepts in programming using Dr. Scratch","authors":"Theresia Yunia Setyawan","doi":"10.21831/JITP.V7I2.36185","DOIUrl":"https://doi.org/10.21831/JITP.V7I2.36185","url":null,"abstract":"This article outlines the results of research on students' perceptions of online learning at the beginning of the Covid-19 pandemic. The method used was a survey with a questionnaire distributed online to active students of even semester 2019/2020. Obtained respondents as many as 91 people. 38% of males and 62% female. About 46% were first-year students and the remaining 54% were second and third-year students. Nearly 90% of respondents attended more than five online learning courses through the Google Classroom application, Google Meet, Zoom, Edmodo, campus e-learning, or Whatsapp Group. The exploration of perception results showed that students still find some obstacles in participating in online learning, argue that the students' assignment was more, they were difficult to receive about the material, still very important to meet and get an explanation from the lecturer. Improving online learning effectiveness could be done and prepared by lecturers and students. Specifically for students, preparing the online learning tools and applications, and improving mental preparation namely adaptable, self-regulated learning, tough, and responsible are the efforts to achieve maximum learning outcomes.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"105 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124226399","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}
引用次数: 0
Persepsi mahasiswa terhadap pembelajaran daring pada masa pandemi Covid-19 学生在Covid-19大流行期间对在线学习的感知
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2021-01-15 DOI: 10.21831/JITP.V7I2.33296
Dian Cahyawati, M. Gunarto
{"title":"Persepsi mahasiswa terhadap pembelajaran daring pada masa pandemi Covid-19","authors":"Dian Cahyawati, M. Gunarto","doi":"10.21831/JITP.V7I2.33296","DOIUrl":"https://doi.org/10.21831/JITP.V7I2.33296","url":null,"abstract":"Artikel ini menguraikan hasil penelitian tentang persepsi mahasiswa terhadap pembelajaran daring pada awal masa pandemi Covid-19.  Metode yang digunakan adalah survey dengan angket yang dibagikan secara online kepada mahasiswa aktif semseter genap 2019/2020. Diperoleh responden sebanyak 91 orang. Responden mahasiswa laki-laki ada 38% dan perempuan sebanyak 62%. Sebanyak 46% adalah mahasiswa tingkat pertama dan sisanya ada 54% adalah mahasiswa tingkat kedua dan ketiga. Hampir 90% responden mengikuti lebih dari lima mata kuliah pembelajaran daring melalui aplikasi Google Classroom, Google Meet, Zoom, Edmodo, e-learning kampus, atau Whatsapp Group. Persepsi mahasiswa terhadap pembelajarn daring menunjukkan bahwa mahasiswa masih merasa terhambat dalam mengikuti pembelajaran daring, hanya 15% responden yang menyatakan kesetujuannya terhadap pembelajaran daring, berpendapat bahwa beban tugas lebih banyak, masih kesulitan menerima materi, masih sangat berkepentingan untuk bertemu dan mendapatkan penjelasan dari dosen. Upaya perbaikan efektivitas pembelajaran daring perlu dilakukan dan dipersiapkan oleh dosen dan mahasiswa. Khusus untuk mahasiswa, persiapan perangkat dan aplikasi pembelajaran daring, dan meningkatkan persiapan mental yaitu beradaptasi, mandiri, tangguh, dan bertanggung jawab adalah upaya untuk mencapai hasil pembelajaran yang maksimal.AbstractThis article outlines the results of research on students' perceptions of online learning at the beginning of the Covid-19 pandemic. The method used was a survey with a questionnaire distributed online to active students of even semester 2019/2020. Obtained respondents as many as 91 people. 38% of males and 62% female. About 46% were first-year students and the remaining 54% were second and third-year students. Nearly 90% of respondents attended more than five online learning courses through the Google Classroom application, Google Meet, Zoom, Edmodo, campus e-learning, or Whatsapp Group. The exploration of perception results showed that students still find some obstacles in participating in online learning, argue that the student's assignment was more, they were difficult to receive about the material, still very important to meet and get an explanation from the lecturer. Improving online learning effectiveness could be done and prepared by lecturers and students. Specifically for students, preparing the online learning tools and applications, and improving mental preparation namely adaptable, self-regulated learning, tough, and responsible are the efforts to achieve maximum learning outcomes.","PeriodicalId":340198,"journal":{"name":"Jurnal Inovasi Teknologi Pendidikan","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122420271","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}
引用次数: 8
Pengembangan multimedia pembelajaran matematika sebagai upaya mendukung proses pembelajaran blended learning 数学学习多媒体发展作为支持混合学习过程的努力
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2020-12-06 DOI: 10.21831/JITP.V7I2.35028
G. Swara, A. Ambiyar, Fadhilah Fadhilah, Syahril Syahril
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引用次数: 7
Pengembangan game “kangaroo jump” sebagai media pembelajaran kelipatan persekutuan terkecil untuk meningatkan minat belajar “袋鼠跳跃”游戏的发展,作为学习媒介,以提醒学习兴趣的最小倍数
Jurnal Inovasi Teknologi Pendidikan Pub Date : 2020-12-06 DOI: 10.21831/JITP.V7I2.34769
Ratna Widyastuti, Abidatul Izzah, S. F. Kusuma
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引用次数: 0
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