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A Proposal of a Method to Promote Creativity Based on Computational Thinking Using Modified Problem-posing Fukui, Masanori
Dinamika Jurnal Ilmiah Pendidikan Dasar Vol 16, No 1 (2024): Dinamika Jurnal Ilmiah Pendidikan Dasar
Publisher : Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/dinamika.v16i1.21467

Abstract

The development of creativity and computational thinking (CT) has been emphasized in education through various studies and research. In activities such as problem-based learning (PBL), students are required to set and solve problems independently. However, it is often difficult for them to discover problems independently, and for teachers to evaluate them appropriately. This study focused on activities where students created problems, that is, problem-posing and examined methods for demonstrating creativity based on CT. Using this method, students were asked to modify and improve the original problem based on CT. The advantages of this method are that it encourages students to understand the structure of the problem, allows them to create entirely new problems, and helps teachers evaluate their work properly.
A Proposal of a Method to Promote Creativity Based on Computational Thinking Using Modified Problem-posing Fukui, Masanori
Dinamika Jurnal Ilmiah Pendidikan Dasar Vol. 16 No. 1 (2024): Dinamika Jurnal Ilmiah Pendidikan Dasar
Publisher : Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/dinamika.v16i1.21467

Abstract

The development of creativity and computational thinking (CT) has been emphasized in education through various studies and research. In activities such as problem-based learning (PBL), students are required to set and solve problems independently. However, it is often difficult for them to discover problems independently, and for teachers to evaluate them appropriately. This study focused on activities where students created problems, that is, problem-posing and examined methods for demonstrating creativity based on CT. Using this method, students were asked to modify and improve the original problem based on CT. The advantages of this method are that it encourages students to understand the structure of the problem, allows them to create entirely new problems, and helps teachers evaluate their work properly.
The Moderating Role of Self-Efficacy in the Relationship Between ICT Literacy and Students’ Self-Concept in Inquiry-Based Learning Yanuarto, Wanda Nugroho; Anggoro, Subuh; Setyaningsih, Eka; Fukui, Masanori
Tadris: Jurnal Keguruan dan Ilmu Tarbiyah Vol 9 No 2 (2024): Tadris: Jurnal Keguruan dan Ilmu Tarbiyah
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/tadris.v9i2.22046

Abstract

This study focuses on inquiry-based teaching and learning (IN), emphasizing the development of students' self-efficacy (SEDU), self-concept (PP), and information and communication technology literacy (TIK). Students are encouraged to prioritize the learning process over grades or competition, to develop a sense of competence and autonomy, and to focus on broader skill development rather than purely technical objectives. The purpose of this research was to evaluate the performance of SEDU, PP, and TIK within an IN framework. A quantitative approach with a cross-sectional survey design was employed to collect and analyze data. This study investigates the relationships among SEDU, PP, TIK, and IN. Data were collected using a structured questionnaire, and the relationships between these variables were analyzed using structural equation modeling (SEM). The sample consisted of 631 elementary school teachers and 224 mathematics education students from the University of Muhammadiyah Purwokerto, Indonesia. The analysis revealed statistically significant interactions among SEDU, PP, TIK, and IN. Additionally, SEDU was identified as a moderating factor in the interaction between PP, TIK, and IN. These findings suggest that SEDU has the potential to enhance classroom enrichment in IN settings for students with high levels of PP and TIK. This study contributes to the existing literature on instructional feedback and inquiry-based learning by providing recommendations for fostering effective IN classrooms. Specifically, it highlights the importance of enhancing students' technological competencies and personal growth to maximize the benefits of inquiry-based education.
Pengembangan Media Pembelajaran Augmented Reality Berbasis STEM Berbantuan Assembler Edu Untuk Materi Makan dan Dimakan Ayuningtyas, Octyara Dwi; Anggoro, Subuh; Fukui, Masanori
Jurnal Ilmiah Global Education Vol. 6 No. 3 (2025): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v6i3.4126

Abstract

This study focuses on the development of a STEM-oriented Augmented Reality (AR) learning medium for the topic “Eating and Being Eaten,” facilitated through the Assemblr Edu platform. It involves assessments of content feasibility, student usability testing at SD Negeri 2 Mersi, and evaluations of teacher feedback. The research follows Thiagarajan’s 4-D model, which comprises the stages of define, design, develop, and disseminate. Data were gathered using questionnaires and interviews, with participants including students, teachers, as well as media and content validators.The data analysis combined descriptive quantitative and qualitative approaches. Validation by content experts yielded a score of 87,53%, indicating a high level of validity. Similarly, media experts assessed the product at 81.25%, also categorized as highly valid. A small-scale trial involving 20 students resulted in a 92.33% score, suggesting strong student interest. Meanwhile, teacher feedback from 51 participants resulted in a 92.44% score, reflecting excellent reception. These findings indicate that the developed media is engaging, positively received, and practically applicable in learning environments.
Development of Augmented Reality-Based Learning Media Using Assemblr EDU Integrated with Contextual Teaching and Learning (CTL) for the Human Respiratory System Ratih, Cahaya Dewi; Anggoro, Subuh; Fukui, Masanori
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.12116

Abstract

The concept of the human respiratory system is abstract, making it difficult for elementary school students in the concrete operational thinking stage. Schools primarily use textbooks and conventional teaching aids, which lack interactive visual support. A questionnaire administered to 54 students revealed that 81.84% found it easier to understand the material with 3D visualization, and 90.74% were interested in learning using technology-based media. These findings highlight the need for contextual and visual learning media. This study aims to develop Augmented Reality-based learning media using the Contextual Teaching and Learnig (CTL) approach through the Assemblr EDU application; determine its feasibility through expert validation; analyze its practically through limited trials with students; and analyze teachers’ responses during the dissemination phase. The research employed a Research and Development method using the 4D model, which includes Define, Design, Develop, and Disseminate stages. Data collection techniques involved interviews, expert validation questionnaires, and student and teacher response questionnaires. Validation results indicated high feasibility, with scores of 88.57% (content expert) and 82.67% (media expert). Trials with 12 students showed a practicality score of 91.67% (very interesting) and teacher responses averaged 89.14% from 50 teachers. The developed media is feasible, practical, and potentially applicable in elementary science learning.