scholarly journals Daftar Isi JPI Vol. 4 No. 1

2021 ◽  
Vol 4 (1) ◽  
pp. 0
Author(s):  
Imbar Kunto

Indah Puspita Sari, I. P. S., Dr. Robinson Situmorang, M.Pd, & Santi Maudiarti, S.E., M.Pd. (2021). A, The Orientation Training Design at Ombudsman Republik Indonesia. Jurnal Pembelajaran Inovatif, 4(1), 01 -12. https://doi.org/10.21009/JPI.041.01   Ratu FAqihSeruni ALam, & Kunto, I. (2021). Pengembangan Media Pembelajaran Content Wheel di Program Studi Teknologi Pendidikan Universitas Negeri Jakarta. Jurnal Pembelajaran Inovatif, 4(1), 13 - 20. https://doi.org/10.21009/JPI.041.02 Sulistiyo Handayani, Prawiradilaga, D. S., & suprayekti, S. (2021). Pengembangan Program Pembelajaran Tahsin di Lembaga Semi Otonom Qur’an Institute UNJ. Jurnal Pembelajaran Inovatif, 4(1), 21 - 29. https://doi.org/10.21009/JPI.041.03 Al Giffary, K., siregar, eveline, & utomo, erry. (2021). Need analysis Analisis Kebutuhan untuk Peningkatan Kompetensi Teknologi Informasi dan Komunikasi Guru di Program Sekolah Universal Service Obligation. Jurnal Pembelajaran Inovatif, 4(1), 30 - 34. https://doi.org/10.21009/JPI.041.04 Mardiati, Y., Kunto , I., & Kustandi, C. (2021). A Learning Development Based on Social Learning Networks Microsoft Teams in Animation Courses. Jurnal Pembelajaran Inovatif, 4(1), 35 - 42. https://doi.org/10.21009/JPI.041.05 Abu Dzar Al Ghifari, Retno Widyaningrum, S.Sos, MM., & Santi Maudiarti S.E, M.Pd. (2021). Pengembangan Konten Pembelajaran di Media Sosial Instagram untuk Mata Pelajaran Sosiologi Kelas X di SMAN 103 Jakarta. Jurnal Pembelajaran Inovatif, 4(1), 43 - 54. https://doi.org/10.21009/JPI.041.06 Ramdani, A. P., Widyaningrum, R., & HS, Z. (2021). Pengembangan Ular Tangga Pop Up Tema Benda-Benda Di Sekitar Kita Untuk Siswa Kelas V Sekolah Dasar. Jurnal Pembelajaran Inovatif, 4(1), 55 - 61. https://doi.org/10.21009/JPI.041.07 Abiyyu, M. F., situmorang, robinson, & wirasti, murti kusuma. (2021). Pengembangan Strategi Pembelajaran Kontekstual Mata Kuliah Fotografi Pendidikan Program Studi Teknologi Pendidikan Universitas Negeri Jakarta. Jurnal Pembelajaran Inovatif, 4(1), 62 - 69. https://doi.org/10.21009/JPI.041.08 Prasetyo, R. P. (2021). Pengembangan Multimedia Interaktif untuk Diklat Tenaga Prawatan Listrik Aliran atas di BPTP Sofyan Hadi. Jurnal Pembelajaran Inovatif, 4(1), 70 - 75. https://doi.org/10.21009/JPI.041.09 Rita Mulyani, Dr. Robinson Situmorang, M.Pd, & Kunto , I. (2021). The Development of Blended Learning Courses Development of Education and Training Programs State University of Jakarta. Jurnal Pembelajaran Inovatif, 4(1), 76 - 81. https://doi.org/10.21009/JPI.041.10 Dinar Nur Syifa, Khaerudin, & Mulyadi. (2021). Pengembangan Learning Materials untuk E-learning Mata Kuliah Metodologi Penelitian. Jurnal Pembelajaran Inovatif, 4(1), 82 - 90. https://doi.org/10.21009/JPI.041.11 Chatarina Megapuspita, Cecep Kustandi, M.Pd, & Ariani, D. (2021). Pengembangan Learning Object Media Pembelajaran di Program Studi Teknologi Pendidikan UNJ. Jurnal Pembelajaran Inovatif, 4(1), 91 - 99. https://doi.org/10.21009/JPI.041.12 Noriska, N. J., Widyaningrum, R., & Nursetyo, K. I. (2021). Pengembangan Microlearning pada Mata Kuliah Difusi Inovasi Pendidikan di Prodi Teknologi Pendidikan. Jurnal Pembelajaran Inovatif, 4(1), 100 - 107. https://doi.org/10.21009/JPI.041.13 Kunto, I., Ariani, D., widyaningrum, retno, & syahyani, regita. (2021). Ragam Storyboard Untuk Produksi Media Pembelajaran. Jurnal Pembelajaran Inovatif, 4(1), 108 - 120. https://doi.org/10.21009/JPI.041.14

2021 ◽  
Vol 4 (1) ◽  
pp. 35-42
Author(s):  
Yulan Mardiati ◽  
Imbar Kunto ◽  
Cecep Kustandi

This study aims to produce a product in the form of a Social Learning Networks (SLN) based learning design using the Microsoft Teams platform that can be used by students who are taking Animation courses at the Jakarta State University Technology Study Program. This research was conducted by following the ADDIE development model procedure, which consisted of 5 stages, namely (1) Analysis: conducting a needs analysis, students and materials, (2) Design: designing a learning design, (3) Development: developing a learning design, (4) ) Implementation: conducting trials on experts and users, (5) Evaluation: evaluating the results of product development based on the trials that have been done. Based on the trial results of the experts, the overall average value was 3.36 which means very good. While the results of the one to one and small group trials obtained an overall average of 3.55 which means very good. The results of this development research indicate that the learning design developed can be used to facilitate students in the learning process, especially online learning.


Author(s):  
Larisa Sumzina ◽  
Alexander Fedulin

This chapter is the result of joint research and development on the basis of the signed agreement on cooperation between the HHH University and the Russian State University for Tourism and Service. The authors of the chapter based on the results of their own research, published earlier and created by IBM a new discipline to support the development of services in the computer industry offer the basics of the science of the service. This chapter brings the sciences of services to a new level, to implementation of embedded systems & networks and is becoming to Sciences of Services with the Cyber Control and Engineering(SSCC&E). The service is considered as a cyber-physical system with built-in computing, networking, and other electronic educational research and training tools of E-Learning. Established a science of services allows predicting the optimal balance between the real economy and its service support for every subject in Russian Federation.


2018 ◽  
Vol 4 (2) ◽  
pp. 227-237
Author(s):  
Dian Wahyuningsih ◽  
Sungkono Sungkono

Penelitian ini bertujuan untuk meningkatkan interaktivitas pembelajaran melalui penggunaan komunikasi asynchronous di Universitas Negeri Yogyakarta. Penelitian tindakan kelas ini dilaksanakan dalam dua siklus. Subjek penelitian ini adalah 32 orang mahasiswa Program Studi Teknologi Pendidikan UNY, yang menempuh mata kuliah Pengembangan E-learning Berbasis Web pada tahun ajaran 2015/2016. Data dikumpulkan menggunakan teknik wawancara, check list, dan dokumentasi, serta dianalisis secara deskriptif melalui teknik persentase. Hasil penelitian menunjukkan bahwa meningkatkan interaktivitas pembelajaran melalui penggunaan komukasi asynchronous pada mata kuliah pengembangan e-learning berbasis web di Prodi TP UNY dilakukan melalui 4 hal bahwa komunikasi asynchronous: (1) diterapkan secara konsisten pada mata kuliah e-Learning Berbasis Web, (2) digunakan menancap (embed) pada e-LearningUNY (Besmart), (3) dimanfaatan untuk menyelesaiakn tugas yang memerlukan kolaborasi, dan (4) menggunakan tipe yang berfariasi. Interaktivitas pembelajaran mahasiswa sebelum diterapkan komunikasi asynchronous berada di kategori sangat rendah dengan persentase 35%. Terjadi peningkatan interaktivitas pembelajaran mahasiswa setelah diterapkan komunikasi asynchronous di siklus pertama pada kategori rendah dengan persentase 60%, dan kembali meningkat di siklus kedua pada kategori sangat tinggi dengan persentase 82,33%.Kata kunci: interaktivitas pembelajaran, komunikasi asynchronous IMPROVING LEARNING INTERACTIVITY BY IMPLEMENTING ASYNCHRONOUS COMMUNICATION IN YOGYAKARTA STATE UNIVERSITYAbstractThis research aims to improve learning interactivity by asynchronous communication in web based e-learning development course. This study used a classroom action research (CAR) which is conducted in two cycles. The subjects were 32 students of Curriculum and Educational Technology Department Yogyakarat State University (YSU) who participated in the web based e-learning development course in academic year 2015/2016. The data were collected using percentage method by interview, check list and documentation. The result shows that, improving instructional interactivity by asynchronous communication in web based e-learning development course were conducted using four strategies, i.e: 1) asynchronous communication applied consistently on Web-based e-Learning courses, 2) embedding on e-Learning of Yogyakarta State University (Besmart), 3) utilized for completion of tasks that require collaboration, and 4) using a varied type of asynchronous mode. Learning interactivity was reach 35 % in a very low category before asynchronous communication were implemented. The result shows in the 1st cycle, instructional interactivity rose up to 60% in a low category. In the 2nd cycle, it provides dramatically improvement up to 82,33% in very high category.Keywords: instructional interactivity, asynchronous communication


2021 ◽  
Vol 4 (1) ◽  
pp. 30-34
Author(s):  
Kevin Al Giffary ◽  
Eveline Siregar ◽  
Erry Utomo

Penelitian ini bertujuan untuk mencari kesenjangan apa saja yang muncul sebagai upaya untuk meningkatkan kompetensi guru di wilayah 3T. Model yang digunakan dalam penelitian ini adalah model 3 Fase Needs Assessment oleh Witkin dan Altschuld. Model ini terdiri dari 3 fase utama yakni Pre-assessment, Assessment dan Post-assessment. Instrumen penelitian yang digunakan berupa kuesioner, wawancara dan dokumentasi. Informan pada penelitian ini adalah 1 orang staff bidang SDM Pendidikan Pustekkom Kemendikbud, 26 orang guru, 1 orang validator dan 1 orang ahli materi. Hasil dari penelitian ini yaitu kesemua aspek yang berjumlah tiga belas dinyatakan terdapat kesenjangan, sehingga membutuhkan tindak lanjut agar dapat meningkatkan kinerja guru di wilayah 3T. Rekomendasi solusi yang diberikan berupa intervensi instruksional dan non instruksional. Pada intervensi instruksional terdiri dari pelatihan, Focus Group Discussion serta workshop. Pada intervensi non instruksional terdiri dari mentoring, coaching, sharing session, sosialisasi serta branding awareness


Author(s):  
Li Zhou

E-learning is a teaching model formed during the informatization of colleges. It is of great significance to the promotion of teaching reform. This paper tries to evaluate the training effect of e-learning among college students, understand their perception and expectation of e-learning, and demonstrate the importance of the training to the practical ability and professional knowledge utilization of college students. In addition, the factors affecting e-learning training in colleges are evaluated one by one. The results show that e-learning training effect can be assessed well with an evaluation index system (EIS), consisting of a response layer, a learning layer, a behavior layer, and a result layer. The training effect of e-learning is influenced by the trainee characteristics, working environment, and training design. The research lays a theoretical basis for applying e-learning training in teaching.


2021 ◽  
Vol 4 (1) ◽  
pp. 01-12
Author(s):  
Indah Puspita Sari Indah Puspita Sari ◽  
Dr. Robinson Situmorang, M.Pd ◽  
Santi Maudiarti, S.E., M.Pd

ABSTRAK Penelitian pengembangan ini bertujuan untuk mengembangkan desain pelatihan“pembentukan” untuk calon asisten dan calon pegawai negeri sipil OmbudsmanRepublik Indonesia. Berdasarkan metodenya penelitian ini termasuk dalam metodepenelitian dan pengembangan. Penelitian ini menggunakan Model PengembanganInstruksional (MPI) oleh Prof. Dr. M. Atwi Suparman, M.Sc. Prosedur pengembangandilakukan melalui delapan langkah yang ada dalam Model PengembanganInstruksional (MPI). Hasil penelitian berupa produk instruksional berupa kurikulumpelatihan serta bahan instruksional berupa modul pelatihan. Responden yang terlibatuntuk mengevaluasi produk adalah para ahli dan pengguna. Nilai yang diperoleh padatahap evaluasi formatif dari para ahli adalah sebesar 3.18 (baik) untuk materipembelajaran, sebesar 2.82 (baik) untuk desain pembelajaran, sebesar 3.55 (sangatbaik) untuk media pembelajaran. Sedangkan nilai yang diperoleh dari para penggunaadalah sebesar 3.21 (baik) untuk desain pelatihan dan bahan instuksional (modul)menurut instruktur pelatihan serta sebesar 3.64 (sangat baik) untuk bahaninstruksional (Modul) menurut Insan Ombudsman.   ABSTRACT This development research has a purpose to develop orientation training design forassistants and ASN candidates at Ombudsman Republik Indonesia. Based on the method,this research included in the research and development method. This study used theInstructional Development Model (MPI) by Prof. Dr. M. Atwi Suparman, M.Sc. Thisdevelopment procedure carried out through eight steps in the Instructional DevelopmentModel (MPI). The results of this development research were instructional products suchas training curriculum and training modules. Respondents who got involved in evaluatingproducts are experts and users. The scores obtained from experts at the formativeevaluation stage are 3.18 (good) for learning material, 2.82 (good) for instructionaldesign, 3.55 (very good) for instructional media. While the scores obtained from users atthe formative evaluation stage are 3.21 (good) for training design and modules by trainersand 3.64 (very good) for modules by Insan Ombudsman.


2018 ◽  
pp. 49-57
Author(s):  
N. A. Gluzman

In the modern educational space regarding the realities of the information society special importance is attached to issues related to the provision of a high level of informatization of education, which implies teachers’ mastering the necessary competencies and the ability to introduce e-learning resources into educational and training practice. Adobe Flash as one of the platforms for creating web applications and multimedia presentations enjoys greatest popularity with users including teachers. However, in connection with the announcement of discontinuing Adobe Flash support in 2020, the issue of choosing an analog to create web applications and presentations for use in teaching purposes is becoming particularly relevant. The article provides a comprehensive analysis of developing electronic educational resources by teachers using Adobe Flash and HTML5 for teaching math in primary school.


Author(s):  
Irmiah Nurul Rangkuti ◽  
Harun Sitompul ◽  
Naeklan Simbolon

Abstrak: Penelitian ini bertujuan untuk: (1) menghasilkan media video pembelajaran rias karakter yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, (2) mengetahui keefektivitasan media video pembelajaran rias karakter yang dikembangkan pada materi rias karakter. Penelitian pengembangan yang menggunakan model produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Hasil penelitian menunjukkan: (1) media video pembelajaran layak digunakan dalam pembelajaran rias karakter pada program studi pendidikan tata arias universitas negeri medan, (2) terdapat perbedaan yang signifikan antara hasil belajar mahasiswa yang dibelajarkan dengan menggunakan media video pembelajaran rias karakter dengan hasil belajar mahasiswa yang dibelajarkan dengan menggunakan media belajar buku teks. Hal ini ditunjukkan dengan hasil pengolahan data (thitung=3,285 )pada taraf signifikansi ɑ = 0,05 dengan dk 56 diperoleh (ttabel = 1,67 ), sehingga (thitung > ttabel), efektivitas penggunaan media video pembelajaran rias karakter = 80,46%. Hasil belajar kelompok mahasiswa yang dibelajarkan tanpa menggunakan media video pembelajaran rias karakter sebesar 71,72%. Dari data ini membuktikan bahwa penggunaan media video pembelajaran rias karakter lebih efektif dalam meningkatkan kompetensi dan pengetahuan mahasiswa pada pembelajaran rias karakter dari pada tanpa menggunakan media video pembelajaran. Kata Kunci: media video pembelajaran, rias karakte, pendidikan tata rias Abstract: This study aims to: (1) produce a suitable use of character makeup learning video media, easy for students to learn and can be used for individual learning, (2) to find out the effectiveness of media character makeup learning videos developed in character makeup material. Development research using the Borg and Gall product model combined with the learning development model of Dick and Carey. The results of the study showed: (1) learning video media is feasible to use in character makeup learning in the field state university education education program, (2) there are significant differences between student learning outcomes learned using the character makeup video learning media with student learning outcomes which was learned by using media learning textbooks. This is indicated by the results of processing data (tcount = 3.285) at the significance level ɑ = 0.05 with dk 56 obtained  (ttable = 1.67), so that (tcount> t table), effectiveness of using media character makeup learning videos = 80.46%. The learning outcomes of the group of students who were taught without using the character makeup learning video media amounted to 71.72%. From these data prove that the use of character makeup learning video media is more effective in increasing students' competence and knowledge in character makeup learning than without using learning video media. Keywords: learning video media, character makeup, makeup education


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