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:: Abstract List ::

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Education in Mathematics, science and Vocational |
ABS-114 |
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Transforming Electric Motor Control Labs: Implementing a Cloud Messaging-Based IoT Trainer for Enhanced Engineering Education Muhammad Isnaini (a*), Ali Akbar Lubis (a), Muhammad Dani Solihin (a), Mega Silfia Dewy (a)
a) Faculty of Engineering, Universitas Negeri Medan
Abstract
This study aimed to modernize practical training in electric motor control by designing, developing, and implementing an Internet of Things (IoT) trainer integrated with Telegram cloud messaging. Deployed within the Electrical Engineering Education program at Universitas Negeri Medan, the system utilizes NodeMCU ESP8266 microcontrollers, enabling students to remotely control electric motors via chatbot commands. Key functionalities include motor start/stop, speed regulation, and execution of essential control modes (Direct-On-Line, Star-Delta, sequential rotation) directly through the Telegram interface. Employing the Research and Development (R&D) methodology with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), the project progressed systematically from needs assessment to field deployment. Rigorous testing confirmed the trainers robust functionality and user-friendliness in a laboratory setting. Evaluation results demonstrated significant educational impact: 87% of students reported enhanced comprehension of IoT-based motor control systems, while 82% expressed increased engagement due to the trainers modern, digital-native approach. Instructors highlighted the systems efficiency, eliminating manual wiring hazards and simplifying complex demonstrations. Overall, this IoT trainer implementation delivers a transformative, interactive learning experience, effectively bridging theoretical concepts with Industry 4.0 practices and meeting the evolving demands of contemporary engineering education.
Keywords: IoT laboratory trainer- Cloud messaging- Telegram API integration- Electric motor control systems- Remote engineering laboratories- Industry 4.0 technical education
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| Corresponding Author (Muhammad Isnaini)
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| 62 |
Education in Mathematics, science and Vocational |
ABS-134 |
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Integrating the Creative Problem Solving (CPS) Model and Curipod-Based Digital Learning to Foster Students^ Creativity and Engagement in Senior High School Mathematics^ Ade Andriani(a*), Izwita Dewi (a), Katrina Samosir(a), Nadrah Afiati Nasution(a),Lyly Alinta Paulina Sembiring(a)
(a) Mathematics department, Universitas Negeri Medan, Jalan Williem Iskandar Pasar V, Medan Estate, North Sumatra, Indonesia
*adeandriani[at]unimed.ac.id
Abstract
This study aims to examine the effectiveness of integrating the Creative Problem Solving (CPS) instructional model with the interactive learning platform Curipod in enhancing creativity and active student participation at the senior high school level. The research was motivated by the observation that students often demonstrate limited engagement and creative thinking skills when taught using conventional methods. As senior high school education emphasizes the development of higher-order thinking skills, the combination of CPS and interactive digital tools offers a promising pedagogical approach. A quasi-experimental design was employed, utilizing a pretest-posttest control group framework. The participants consisted of eleventh-grade students from a senior high school in North Sumatera. The experimental group received instruction through CPS supported by Curipod, while the control group was taught using traditional methods. Data were collected through creativity questionnaires, classroom observation checklists, and academic performance tests. The findings indicated a statistically significant improvement in students^ creative thinking-particularly in fluency, flexibility, and originality-as well as increased levels of active participation during lessons. These results suggest that the integration of CPS with Curipod is effective in fostering a student-centered, creative, and engaging learning environment. This study recommends the broader application of interactive digital tools to support problem-based learning strategies in secondary education.
Keywords: Creative Problem Solving, Curipod, creativity
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| Corresponding Author (Ade Andriani)
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| 63 |
Education in Mathematics, science and Vocational |
ABS-163 |
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FEASIBILITY OF THE PRODUCT-ORIENTED ENTREPRENEURSHIP MODULE IN THE CREATIVE ECONOMY USING THE PROJECT-BASED LEARNING (PjBL) LEARNING STRATEGY Erma Yulia (a*), Batumahadi Siregar (a), Selamat Riadi (a)
a) Mechanical Engineering Education Department, Faculty of Technical Engineering, Universitas Negeri Medan
Abstract
This study aims to determine the feasibility of an entrepreneurship module that focuses on creative economic products by implementing a Project Based Learning (PjBL) learning strategy. This module has characteristics in the form of a combination of text, images, and steps designed to assist the design and manufacture of creative economic products, by involving industry parties in the development process. To assess the feasibility of the module, the initial step taken is to develop the module using the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model, which includes: (1) needs analysis, (2) design and formulation of learning objectives, (3) development realized through module creation, and (4) formative evaluation. After the module has been developed, a feasibility evaluation is carried out by experts, including material experts, learning design experts, and learning media experts. Data collection techniques for the evaluation and needs analysis are carried out through distributing questionnaires. The expert assessment of the module^s feasibility uses a Likert scale with assessment categories: 5 (very good), 4 (good), 3 (sufficient), 2 (less), and 1 (very less), which are then analyzed descriptively. The research results showed that the feasibility evaluation from material experts was 87.5%, from learning design experts 89.6%, and from learning media experts 85.6%. It was concluded that the creative economy product-oriented entrepreneurship module was highly feasible for implementation
Keywords: feasibility, module, creative economy products, PjBl
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| Corresponding Author (Erma Yulia)
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| 64 |
Management and Educational Technology Innovation |
ABS-22 |
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Key Determinants of Career Adaptability among Business Education Alumni in the Industry 5.0 Era: The Moderating Role of Career Resilience Danny Ajar Baskoro(a*), Novita Indah Hasibuan(b), Rossy Pratiwiy Sihombing(c),Richna Handriyani(d)
a,b,d) Pendidikan Bisnis, Fakultas Ekonomi, Universitas Negeri Medan, Medan, Indonesia
E-mail: ajarbaskoro[at]unimed.ac.id
c) Kewirausahaan, Fakultas Ekonomi, Universitas Negeri Medan, Medan, Indonesia
Abstract
This study investigates the career adaptability of business education alumni in the Industrial Revolution 5.0 Era, focusing on the roles of digital competence, learning agility, professional collaboration, and educational relevance, along with the moderation of career resilience. The Industrial Revolution 5.0 Era demands individuals who are not only technologically adaptive but also human-centric and emotionally robust. The primary objective of this research is to analyze the direct influence of these factors on career adaptability and to examine how career resilience moderates these relationships. This study employs a quantitative approach, disseminating questionnaires to 127 business education alumni. Data were analyzed using the Partial Least Squares - Structural Equation Modeling (PLS-SEM) method with SmartPLS. The findings indicate that digital competence, learning agility, professional collaboration, and educational relevance significantly and positively influence career adaptability. Furthermore, career resilience also demonstrates a strong, positive, and significant direct influence as a predictor of career adaptability. However, another key finding is that career resilience was not found to significantly moderate the relationship between the independent variables and career adaptability. This suggests that the influence of these factors on career adaptability tends to be stable, regardless of the alumni^s level of career resilience. The practical implications of this research underscore the importance of strengthening digital competence, learning agility, professional collaboration, and enhancing the relevance of business education curricula. Educational institutions and policymakers are expected to develop programs that focus on mastering these core skills, as well as building individual resilience (career resilience) as a strong foundation for adaptation.
Keywords: Career Adaptability, Digital Competence, Learning Agility, Professional Collaboration, Educational Relevance, Career Resilience,
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| Corresponding Author (Danny Ajar Baskoro)
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| 65 |
Management and Educational Technology Innovation |
ABS-24 |
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Design of Augmented Reality-Based Learning Media in Computer Assembly Courses: A Preliminary Study Reni Rahmadani, Tansa Trisna Astono Putri, Muhammad Dominique Mendoza, Olnes Hutajulu, Elsa Sabrina
PTIK-FT, Universitas Negeri Medan, Jl. Willem Iskandar1,2,3, TE-FT, Universitas Negeri Medan, Jl. Willem Iskandar4, Tata Boga-FT, Universitas Negeri Medan, Jl. Willem Iskandar5
Abstract
This study aims to design and develop augmented reality (AR)-based learning media for the topic of computer assembly in the Informatics and Computer Technology Education (PTIK) program. The background of this research stems from the need for visual learning tools among students, as well as limitations in conventional teaching methods that do not adequately support spatial understanding and hands-on practice. The research adopts a Research and Development (R&D) approach using the Multimedia Development Life Cycle (MDLC) model, which includes five stages: Concept, Design, Material Collecting, Assembly, and Testing. This preliminary study is limited to the early development phase and does not include expert validation or effectiveness testing. The resulting product is an Android-based application that allows users to scan markers and display 3D visualizations of computer components such as RAM, CPU, motherboard, and power supply. Functional testing using the black box method showed that all features worked as expected and performed stably on Android devices. This study produced a learning media prototype that is technically feasible and can serve as a foundation for further development and classroom implementation.
Keywords: Augmented Reality, Learning Media, Computer Assembly, MDLC, R&D
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| Corresponding Author (Reni Rahmadani)
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| 66 |
Management and Educational Technology Innovation |
ABS-33 |
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5K-Based Technology Adaptation Model for Optimizing Teacher Pedagogical Competence Rosnelli (a*), Yuniarto Mudjisusatyo (b), Darwin (c), Arif Rahman (d), Siti Zulfa Yuzni (e)
a) Electrical Engineering Education, Universitas Negeri Medan, Medan 20221, Indonesia
*rosnelli[at]unimed.ac.id
b) Education Administration, Universitas Negeri Medan, Medan 20221, Indonesia
c) Educational Management, Universitas Negeri Medan, Medan 20221, Indonesia
d) Educational Administration, Universitas Negeri Medan, Medan 20221, Indonesia
e) Architecture, Universitas Negeri Medan, Medan 20221, Indonesia
Abstract
The 5K-based technology adaptation model not only improves teachers^ technical skills, but also forms a mindset, attitude, and professional values that support the strengthening of pedagogical competence comprehensively and sustainably, in accordance with the demands of 21st-century education. This model is in line with the Merdeka Curriculum which emphasizes differentiated, student-centered learning, and the use of digital technology to strengthen the profile of Pancasila students. This study uses a qualitative approach by interviewing three participants who participated in training based on the model. The results show that this model contributes to the formation of a positive and character-based digital culture in the school environment, making teachers not only technology users, but also agents of change in building a sustainable and civilized education ecosystem. This model also has strategic value as a reference for policy makers and educational institutions in designing digital technology-based teacher training programs. The implications of the study show an increase in teachers^ pedagogical competence holistically, including the ability to design and utilize digital media effectively, initiatives in ICT development, collaboration with colleagues, reflective and innovative abilities, and a critical attitude towards the ethics and relevance of using technology in learning.
Keywords: Character- Collaboration- Communication- Critical and innovative- Independence- Meaningful learning
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| Corresponding Author (Rosnelli Rosnelli)
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| 67 |
Management and Educational Technology Innovation |
ABS-36 |
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The Influence of Resilience and Psychological Well-Being on Accounting Understanding Weny Nurwendari(1*), Silvia Mariah Handayani(2), Taufik Hidayat(1)
1) Faculty of Economics, State University of Medan
Jl. William Iskandar Ps. V, Kenangan Baru, Percut Sei Tuan District, Deli Serdang Regency, North Sumatra 20221
2) Faculty of Education, State University of Medan
Jl. William Iskandar Ps. V, Kenangan Baru, Percut Sei Tuan District, Deli Serdang Regency, North Sumatra 20221
Abstract
This study aims to explore the relationship between resilience and psychological well-being on the level of accounting understanding among students through a 2x2 factorial experimental approach. Resilience describes an individual^s ability to overcome challenges, while psychological well-being encompasses emotional balance and life satisfaction. Both aspects are believed to play a role in helping students cope with academic pressure and deeply understand accounting concepts. The research was conducted on Accounting Education students at the State University of Medan, with a sample grouped based on levels of resilience and psychological well-being, measured using the CD-RISC and Ryff^s Psychological Well-Being Scales instruments.
The study was carried out in several stages, including the initial data collection, the implementation of a case simulation-based accounting learning intervention, and the analysis of results using a two-way ANOVA. This process was designed to evaluate the direct effects of both independent variables and their interaction on students^ accounting understanding. The expected outcomes of this study include a final report, publication in a nationally accredited Sinta journal, indexed international proceedings, and copyright registration for the research report.
Keywords: Resilience- psychological well-being- accounting understanding
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| Corresponding Author (weny nurwendari)
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| 68 |
Management and Educational Technology Innovation |
ABS-40 |
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Developing an Inquiry Model for Macroeconomics Instruction to Improve Digital Skills Sondang Aida Silalahi (a*), Salman Munthe (b), Tri Effiyanti (b), Rini Herliani (b), Ulfa Nurhayani (b).
a) Faculty of Economics, State University of Medan
*sondangaidasilalahiy[at]unimed.ac.id
b) Faculty of Economics, State University of Medan
Abstract
This study aims to develop an inquiry-based learning model in the subject of Macroeconomics to enhance students^ digital competencies. The research is grounded in the challenges of teaching economics in the digital era, where students are expected not only to understand macroeconomic concepts theoretically but also to integrate digital technologies into critical thinking and economic problem-solving processes. The research method employed is research and development (R&D), conducted over the course of one year, with Accounting Education students at Universitas Negeri Medan as the research subjects. This design was chosen to produce a new product or improve an existing one, namely the inquiry learning model in Macroeconomics education. The R&D process in this study follows the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The results show that the developed inquiry model is effective in enhancing students^ active engagement, analytical thinking skills, and digital literacy in accessing, processing, and presenting economic data. Expert validation confirmed the model^s feasibility, while trials indicated a significant improvement in students^ digital capabilities. These findings recommend the integration of digital-based inquiry approaches as a relevant and adaptive learning strategy to meet the demands of economics education in the digital transformation era.
Keywords: inquiry model, macroeconomics, digital competence, active learning, model development
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| Corresponding Author (Sondang Aida Silalahi)
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| 69 |
Management and Educational Technology Innovation |
ABS-54 |
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Evaluation of the Lecture Block System and the Effectiveness of KKNI Assignments with the Countenance Stake Model at the Faculty of Economics, Universitas Negeri Medan Jabal Ahsan (a*), Andi Taufiq Umar (b), Choms Gary Ganda Tua Sibarani (b)
a,b) Faculty of Economics, Universitas Negeri Medan
Abstract
This research was carried out to evaluate the implementation of the lecture block system and the implementation of KKNI-based assignments designed to ensure that teaching and learning activities are in accordance with the competency standards needed in the world of work. The study uses the Countenance Stake evaluation model which consists of three main stages: initial description (antecedents), process (transactions), and outcomes (outcomes). Data collection was carried out by distributing questionnaires to students at Faculty of Economics Universitas Negeri Medan. The analysis was conducted to identify the suitability between planning, implementation, and results achieved in the block system and the assignment of KKNI. From the results obtained, the harmony between the planning, implementation, and implementation of the lecture block system was obtained as follows: 69.93, 67.80 and 65.13, respectively. Based on these results, it can be concluded that students^ perception of planning, implementation, and learning outcomes in the block system in the category is quite good. The results of the evaluation of the effectiveness of KKNI assignments and learning achievement during the implementation of the lecture block system were antecedents 63.50, transactions 70.40 and outcomes 71.79. Based on the results obtained, it can be concluded that the effectiveness of KKNI assignments is quite good applied to the lecture block system
Keywords: Evaluation, Block System, KKNI Assignments
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| Corresponding Author (Jabal Ahsan)
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| 70 |
Management and Educational Technology Innovation |
ABS-64 |
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Exploring the Impact of Metaverse-Based Learning on Elementary Students Spatial Ability, Creativity, and Critical Thinking: A Qualitative Exploratory Study Elvi Mailani (a,b), Nurhudayah Manjani (b), Trimurtini (c), Kulthida Nugultham (d)
(a) PUI Pendidikan Sains Masa Depan (Center of Excellence for Future Innovative Science Education), Medan State University, Indonesia
(b) Faculty of Education, Medan State University, Indonesia
(c) Faculty of Education and Psychology, Semarang State University, Indonesia
(d) Faculty of Education and Development Sciences, Kasetsart University (Kamphaeng Saen Campus), Nakhon Pathom, Thailand
Abstract
The advancement of educational technology has opened new opportunities for enhancing 21st-century skills among elementary students. One such innovation is the use of Metaverse for Kids, a virtual learning environment that immerses students in interactive and engaging educational experiences. This study aims to explore the impact of metaverse-based learning on students^ spatial ability, creativity, and critical thinking. Using a qualitative exploratory approach, data were collected through in-depth interviews, participatory observation, and documentation. The participants were fifth-grade students from three elementary schools who had participated in metaverse-based learning sessions. The findings reveal that Metaverse for Kids positively influences students^ spatial reasoning, encourages creative expression, and stimulates critical thinking. The immersive learning experience allows students to visualize abstract concepts, experiment freely, and engage in reflective thinking. The study recommends integrating virtual-based thematic curricula to foster high-order thinking skills among elementary learners.
Keywords: Metaverse for Kids, Spatial Ability, Creativity, Critical Thinking, Elementary Education
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| Corresponding Author (Nurhudayah Manjani)
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| 71 |
Management and Educational Technology Innovation |
ABS-69 |
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Validity of Interactive e-Modules as Learning Media for Scientific Writing Skills at Student Level Salmah Naelofaria 1 , Frinawaty Lestarina Barus 2 , Tri Indah Prasasti 3 , Lasenna Siallagan 4 , Izuddinsyah Siregar 5
Please Just Try to Submit This Sample Abstract
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Abstract
This study aims to develop a multidisciplinary-based interactive e-module in the General Indonesian Language course to improve students^ scientific writing competency. The background of this study is based on the low ability of students in writing scientific articles and the limited teaching materials available, which have not accommodated the needs of various study programs. This study uses a Research and Development (R\&D) approach with a 4-D development model (Define, Design, Develop, Disseminate). The subjects of the study were students of the English Literature and English Language Education Study Programs at the State University of Medan. Data were obtained through observation, needs questionnaires, and validation sheets from experts. The results of the validation of the content and language of this module reached 90%, indicating that this E-module is considered feasible to use and relevant to the character of cross-disciplinary students. With a multidisciplinary approach, this e-module is expected to be an innovative solution to support more effective and flexible scientific writing learning in the digital era. The results of the validation of the design of this module were declared feasible by reaching a level of 86% indicating that the developed e-module has an attractive visual appearance, a layout that supports readability, and compatibility of access on various devices.
Keywords: e-module, Interactive, Multidisciplinary, Writing, Scientific
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| Corresponding Author (Salmah Naelofaria)
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| 72 |
Management and Educational Technology Innovation |
ABS-74 |
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The Impact of Mobile and Content Marketing on Customer Satisfaction: The Mediating Role of Customer Engagement in the Creative Industry (Case Study of Creative SMEs in North Sumatra) Hasyim, Zulkarnain Siregar, Hendra Saputra, Saidun Hutasuhut
Faculty of Economic, Universitas Negeri Medan
Jl. William Iskandar Ps. V, Sumatera Utara 20221, Indonesia
Abstract
This study aims to address business phenomena and fill the research gap regarding the influence of mobile marketing and content marketing on customer engagement and consumer satisfaction in the digital economy era. The digital economy is characterized by the application of information technology in economic activities. Its growth is accelerating in line with the development of Industry 5.0, where humans collaborate with machines in production and marketing. Small and Medium Enterprises (SMEs) are required to adapt rapidly to these changes in order to remain competitive. One of the indicators of SME success is the existence of a clearly defined market for their products.This research uses an associative method with a quantitative approach. The sample consists of 135 respondents who are consumers of creative SME products, collected are using a non-probability purposive sampling technique through a questionnaire distributed via Google Forms. The research variables were measured using multiple indicators. The model and hypotheses were tested using Structural Equation Modeling (SEM) with AMOS version 26.
The results show that mobile marketing and content marketing have a significant effect on customer engagement, which subsequently contributes to improving the marketing performance of creative SMEs in North Sumatra. This study also contributes to enriching the marketing management literature, particularly in the areas of mobile marketing, content marketing, and customer engagement within the marketing context.
Keywords: Mobile Marketing- Content Marketing- Customer Engagement- Customer Satisfaction
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| Corresponding Author (Hasyim Hasyim)
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| 73 |
Management and Educational Technology Innovation |
ABS-76 |
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Enhancing Student Knowledge through a Customized Academic Software Guide: A Study in the Department of Family Welfare Education Fatma Tresno Ingtyas (a*), Zulfa Nur Hanifa (b), Armaini Rambe (c)
a) Culinary Education Study Program, Faculty of Engineering, Universitas Negeri Medan, Deli Serdang, Indonesia.
b) Nutrition Study Program, Faculty of Engineering, Universitas Negeri Medan, Deli Serdang, Indonesia.
c) Fashion Education Study Program, Faculty of Engineering, Universitas Negeri Medan, Deli Serdang, Indonesia.
Abstract
Effective use of academic software is essential for improving the quality of student research, particularly in multidisciplinary environments such as the Department of Family Welfare Education, which includes nutrition, culinary arts, fashion, and beauty programs. Despite its importance, a preliminary survey revealed that 68% of students lacked confidence in using software such as SPSS, Mendeley, and Zotero, primarily due to limited training and the absence of structured guidance. This study aimed to develop and evaluate a tailored academic software guide to enhance students^ research competencies. A Research and Development (R&D) approach was used, involving 60 students selected through stratified sampling, and implemented through modular tutorials and practice-based exercises. A pretest-posttest design revealed a significant improvement in students^ understanding, with average scores increasing from 56.2 to 84.7-a 50.7% gain (p < 0.001). Additionally, 91.6% of participants reported that the guide improved their ability to write scientific articles more systematically. The findings suggest that the developed guide effectively enhances student proficiency in academic software and should be adopted as part of institutional academic policy to support research productivity and digital literacy in higher education.
Keywords: Academic Software- Research Competence- Guide
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| Corresponding Author (Fatma Tresno Ingtyas)
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| 74 |
Management and Educational Technology Innovation |
ABS-121 |
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Implementation of Differentiated Learning Based on Computational Projects to Improve Student Skills Data Analysis and Digital Literacy on Economics Faculty, Medan State University Andi Taufiq Umar (a*), Jabal Ahsan (a), Lucky Satria Pratama (a)
a) Universitas Negeri Medan
*a.taufiq.u[at]unimed.ac.id
Abstract
This research investigates the differences in students data analysis and digital literacy skills by controlling students prior knowledge through differentiated learning based on computational projects. Differentiated learning was implemented to accommodate students varying readiness levels, learning preferences, and interests. Simultaneously, project-based computational activities were designed to immerse students in hands-on, contextual learning using digital tools for data analysis. Employing a quantitative, posttest-only control group design, the subjects of this study consisted of two classes from the economics education study program. Data were collected by observations, test of data analysis competence, and digital literacy questionnaire. Analysis of covariance (ANCOVA) was used to analize and interpret the results. The findings revealed statistically significant differences between students engaged in the differentiated learning based on computational project those in conventional learning, with controlling student prior knowledge. Notably, students with lower digital literacy demonstrated marked improvement in analytical skills under the project-based differentiated model. Conversely, students with high digital literacy performed well under both instructional strategies. These outcomes suggest that combining differentiation with computational projects offers a promising pedagogical framework, particularly beneficial for supporting learners with diverse digital competencies. This approach aligns with current educational goals to foster digital transformation in higher education environments
Keywords: differentiated learning- computational projects- data analysis- digital literacy
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| Corresponding Author (Andi Taufiq Umar)
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| 75 |
Management and Educational Technology Innovation |
ABS-122 |
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BOS Fund Management Strategy: A Needs Analysis for Accounting Standards-Based Technical Assistance in Deli Serdang Regency Yulita Triadiarti, Erny Luxy D. Purba, La Ane, Chandra Situmeang
Universitas Negeri Medan
Abstract
This research aims to formulate effective, transparent, and accountable strategies for managing School Operational Assistance (BOS) funds in Deli Serdang Regency and to identify the technical assistance needs based on applicable accounting standards. The study is grounded in the fact that many schools face challenges in understanding and applying the Governmental Accounting Standards (SAP), and that there is a lack of structured technical support for school administrators.
Theoretically, this research contributes to the academic discourse on school financial governance, public accountability, and the application of accounting standards in education. Practically, it provides concrete recommendations for school administrators and the local education office to enhance managerial capacity through targeted training and the use of digital reporting systems. The study also aligns with the Faculty of Economics and the Accounting Department^s research roadmap at Universitas Negeri Medan, particularly in strengthening the foundation of public finance research and information systems.
Using surveys, focus group discussions, and data analysis, the research seeks to design relevant and effective technical assistance strategies. The ultimate goal is to develop a model that can be replicated in other regions to improve the transparency and accountability of BOS fund management nationwide.
Keywords: BOS Funds, Public Accountability, Governmental Accounting Standard (SAP), Technical Assistance.
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| Corresponding Author (Yulita Triadiarti)
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| 76 |
Management and Educational Technology Innovation |
ABS-127 |
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FACTORS DETERMINING INVESTMENT DECISIONS IN SHARIA SECURITIES CROWDFUNDING WITH EDUCATION AND LITERACY AS MODERATING VARIABLES Khairunnisa Harahap, Nurul Wardani Lubis, Akmal Huda Nst, Dina Sarah Syahreza
Universitas Negeri Medan
Abstract
Securities crowdfunding syariah is a significant innovation within sharia fintech and an increasingly popular investment alternative, especially among students. The advancement of technology and information has made investing through crowdfunding platforms more accessible. However, investment decisions are not solely influenced by external factors but also by an individual^s understanding and knowledge of investment itself. Therefore, it^s crucial to identify the factors influencing investment decisions in sharia securities crowdfunding, as well as the moderating role of education and literacy.
This research aims to analyze the factors affecting investment decisions on this platform, with education and literacy serving as moderating variables. The research stages include data collection from students who have taken relevant courses, quantitative analysis using PLS-SEM, and interpretation of the results. This study is targeted to produce a sharia-based investment decision model that platform providers can use to increase investor participation.
Keywords: Securities Crowdfunding Syariah, Risk Knowledge, Sharia Compliance, Product Knowledge, Education, Literacy, Student Investment Decisions.
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| Corresponding Author (Khairunnisa Harahap)
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| 77 |
Management and Educational Technology Innovation |
ABS-143 |
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Development of Flip Book Learning Media Based on Ecopedagogic Approach in Social Science Learning Early Primary School Class Yusra Nasution (a*), Husna Parluhutan Tambunan (b), Sri Mustika Aulia (c), Masta Marselina Sembiring (d), Dody Feliks Pandimun Ambarita (e), Dila Handayani (f)
a), b), c), d), e) Department of Elementary School Teacher Education, Faculty of Education, State University of Medan
Jl. William Iskandar/Ps. V, Medan - Sumatera Utara 20221, Indonesia
*yusranasution[at]unimed.ac.id
f) Department of Informatics Engieering, Tjut Nyak Dhien University
Gg. Rasmi No.28, Sei Sikambing C. II, Kec. Medan - Sumatera Utara 20123-Indonesia
Abstract
Research objectives for developing flip book learning media based on an eco-pedagogical approach in early elementary school social studies learning. This development and research used the ADDIE model with research procedures namely analysis, design, development, implementation and evaluation. The research subject is UPT SDN 104201 Kolam. The instruments in this research will be used to measure validity and practicality using questionnaires and effectiveness using tests. Data collection techniques for feasibility testing involve material and media experts, practicality involves educational practitioners, and effectiveness testing uses pretest and posttest. Data analysis techniques combine descriptive quantitative and qualitative. The results of the research are that material experts gave a score of 96.3% in the ^Very Appropriate^ category and media experts gave a score of 98.6% in the ^Very Appropriate^ category. Research conclusions: Development of flip book learning media based on an eco-pedagogical approach to social studies learning improves learning outcomes for students in the early grades of elementary school.
Keywords: Development- Media- Flip Book- Ecopedagogical Approach- Social Sciences
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| Corresponding Author (YUSRA NASUTION)
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| 78 |
Management and Educational Technology Innovation |
ABS-160 |
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MyPatriotik: A Gamified and Chunking-Based Digital Assessment Innovation to Foster Civic Patriotism and Mitigate Cognitive Overload in Higher Education Abdinur Batubara, Ramsul Nababan, Fazli Rachman, Liber Siagian, Maryatun Kabatiah, Anni Latifah
Universitas Negeri Medan
Abstract
The global transformation of educational paradigms demands adaptive innovations in learning assessment, particularly in developing civic competencies aligned with 21st-century challenges. This study introduces MyPatriotik, a gamified digital assessment application built on Android, designed to enhance students^ patriotic attitudes while addressing the extraneous cognitive load often associated with traditional assessment practices. Rooted in Universitas Negeri Medan^s 2020-2044 innovation roadmap, this research adopts a quantitative approach using a pre-test-post-test control group design to evaluate the effectiveness of MyPatriotik.
A total of 80 undergraduate students majoring in Civic Education were divided into experimental and control groups. The experimental group engaged with the MyPatriotik app, while the control group followed conventional assessment methods. Data were collected using validated instruments measuring patriotic attitudes and cognitive load levels. The integration of gamification and chunking strategies within the digital platform aimed to create a more engaging, cognitively manageable, and pedagogically sound assessment environment.
Preliminary findings suggest a significant increase in patriotic dispositions among students using the digital tool, along with a measurable decrease in extraneous cognitive load. The study situates its technological maturity at Technology Readiness Level (TRL) 3, focusing on early-stage validation through simulation and limited functional testing.
MyPatriotik exemplifies a forward-looking innovation in civic education, contributing to the advancement of Sustainable Development Goal 4 (Quality Education) by promoting inclusive, engaging, and contextually relevant assessment methods. The application not only redefines digital assessment practices but also offers a scalable model for cultivating national identity and civic responsibility in higher education.
Keywords: Gamification- Chunking- Civic Education- Patriotism- Cognitive Load- Digital Assessment- Higher Education Innovation
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| Corresponding Author (Abdinur Batubara)
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| 79 |
Management and Educational Technology Innovation |
ABS-169 |
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Internal Quality Assurance System Model as an Effort to Improve Graduates of Medan State University Bornok Sinaga, Darwin, Mangaratua M. Simanjorang, Juniastel Rajagukguk
1,2,3,4)Universitas Negeri Medan
Abstract
Universitas Negeri Medan (Unimed) has managed 7 (seven) faculties, 58 study programs and approximately 30,000 students including undergraduate, master^s, and doctoral students. In addition to managing academics, facilities and infrastructure, resources, and finances, Unimed is also always committed to maintaining quality according to national standards of higher education and global education competition. This study aims to develop an internal quality assurance system (SPMI) model to improve the quality of graduates of Unimed. An effective quality assurance system is one of the main pillars in supporting the achievement of the university^s vision of becoming a superior educational institution. Currently, Unimed faces challenges in aligning stakeholder needs with the quality of graduates produced. This study uses a mixed research method with stages of quantitative data collection through surveys and in-depth interviews, needs analysis, to the development and testing of the SPMI model. The results obtained are quantitative and qualitative data from higher education standards including Graduate Competency Standards (SKL), Learning Content Standards (SI), Learning Process Standards (SPr), Learning Assessment Standards (SPi), Lecturer and Education Personnel Standards (SDs). Each standard is analyzed against the indicators to determine whether they are achieved or not (deviate). At the end of the paper, an appropriate quality assurance system model for Medan State University is formulated.
Keywords: internal quality assurance system- graduate quality- Unimed- educational policy.
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| Corresponding Author (Bornok Sinaga)
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| 80 |
Management and Educational Technology Innovation |
ABS-192 |
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Social Media Marketing Strategies for Increasing MSME Business Visibility Sri Rezeki (a*), Haryani Pratiwi Sitompul (b), Adi Widarma (c)
a) Entrepreneurship Study Program, Faculty of Economics, Universitas Negeri Medan, Medan 20221, Indonesia
*srirezekieko[at]unimed.ac.id
b) Accounting Education Study Program, Faculty of Economics, Universitas Negeri Medan, Medan 20221, Indonesia
c) Universitas Negeri Medan, Medan 20221, Indonesia
Abstract
This study aims to analyze effective social media marketing strategies for increasing the visibility of Micro, Small, and Medium Enterprises (MSMEs). With the rapid development of information technology, social media has become a key platform for MSMEs to reach consumers. This study will explore various social media platforms, such as Instagram, Facebook, and TikTok, and how each can be leveraged to build brands and increase customer engagement. Using both qualitative and quantitative approaches, this study will collect data from MSMEs that have implemented digital marketing strategies. The analysis will include measuring content effectiveness, posting frequency, and audience engagement. The results are expected to provide insights into best practices in social media marketing as well as recommendations for MSMEs to increase their visibility and competitiveness in the market.
Keywords: Marketing Strategy- Social Media- MSMEs- Customer Interaction- Digital Content
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| Corresponding Author (Sri Rezeki)
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| 81 |
Mathematics and Computational System |
ABS-165 |
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The Impact of Similarity Functions on Divisive Analysis Clustering of Tuberculosis Disease Yulita Molliq Rangkuti (a*), Mansur AS (b), Agus Junaidi (c), Nurul Maulida Surbakti (a), Rizky Gunawan
a) Mathematics Department,Faculty of Mathematics and Natural Science, Universitas Negeri Medan (Unimed), Medan,20221, North Sumatra, Indonesia
*yulitamolliq[at]unimed.ac.id
b) Computer Science Study Program, Faculty of Mathematics and Natural Science, Universitas Negeri Medan
(Unimed), Medan,20221, North Sumatra, Indonesia
c) Electrical Engineering Education department, Faculty of Engineering, Universitas Negeri Medan
(Unimed), Medan,20221, North Sumatra, Indonesia
b) Computer Science Study Program, Faculty of Mathematics and Natural Science, Universitas Negeri Medan
(Unimed), Medan,20221, North Sumatra, Indonesia
Abstract
Tuberculosis is a bacterial infection that usually affects the lungs but can also affect other parts of the body. It is contagious and spreads through the air when an infected person coughs, sneezes or sings. North Sumatra ranks as one of the three Indonesian provinces that experience the highest rates of both occurrence and death. Tracking Instances of Tuberculosis is crucial for managing and averting the spread of the illness. The Divisive Analysis (DIANA) algorithm is frequently utilized to categorize Tuberculosis cases. DIANA operates as a clustering algorithm that organizes items into sets based on their similarities. The study emphasizes evaluating the effectiveness of various similarity functions. The dataset comprises factors such as mortality rates, infection rates, and recovery rates sourced from the North Sumatra Provincial Health Office and the Central Statistics Agency (BPS). The findings indicated the emergence of four clusters within North Sumatra Province. Furthermore, an assessment was performed employing the Davies Bouldin Index (DBI) to assess the quality of clustering. By comparing various distance metrics (Bray Curtis distance, Chebyshev distance, and Canberra distance), the lowest DBI score was reached with Chebyshev distance, yielding a value of 0.5121. This value reflects a satisfactory level of cluster quality. As a result, the study aids in visualizing the distribution of Tuberculosis cases in North Sumatra Province and provides a basis for data-driven decision-making in addressing the disease
Keywords: Tuberculosis- DIANA- Davies Bouldin Index- Similarity Function
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| Corresponding Author (Yulita Molliq Rangkuti)
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| 82 |
Mathematics and Computational System |
ABS-185 |
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Comparative Analysis and Implementation of Time Series Models for Air Quality Prediction in North Sumatra Suvriadi Panggabean (a*), Faridawaty Marpaung (a), Zulfahmi Indra (a), Lasker P Sinaga (a)
a) Department of Mathematics, Faculty of Mathematics and Sciences, State University of Medan
*suvriadi[at]unimed.ac.id
Abstract
Air quality is a crucial issue that directly impacts public health and the environment, particularly in highly industrialized regions like North Sumatra. The ability to accurately predict air quality is crucial for early warning systems and policymaking. This study aims to conduct a comparative analysis of three time series forecasting models-Single Exponential Smoothing (SES), Double Exponential Smoothing (DES), and Autoregressive Integrated Moving Average (ARIMA)-to find the best model for predicting the Air Quality Index (AQI) in North Sumatra. The research methodology includes historical data collection, data preprocessing to handle missing values, implementation of the three models, and objective performance evaluation using test data. Model performance is measured using the Root Mean Squared Error (RMSE) and Mean Absolute Percentage Error (MAPE) metrics. The evaluation results show that the ARIMA model consistently provides the highest level of accuracy with the lowest RMSE and MAPE values compared to SES and DES. This indicates that air quality data in North Sumatra has complex temporal patterns that are more effectively captured by the ARIMA model. The selected ARIMA model is then used to generate short-term predictions, which can form the basis for developing a more responsive air quality monitoring system in the region.
Keywords: Air Quality- Time Series- Exponential Smoothing- ARIMA- North Sumatra
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| Corresponding Author (Suvriadi Panggabean)
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| 83 |
Multimedia and e-learning system |
ABS-17 |
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DEVELOPMENT OF STUDENT INFORMATION SYSTEM OF UNIVERSITAS NEGERI MEDAN Marice, Surya Masniari Hutagalung, Tri Andri Hutapea, Irwansyah Siregar, William Anderson Hutapea
Universitas Negeri Medan
Abstract
This study aims to develop an integrated student information system at Universitas Negeri Medan. This system is designed to facilitate the management of students^ academic and non-academic data, such as biodata, achievements, events, and scholarships. The method used is a development model, which includes the stages of analysis, design, development, implementation, and evaluation. The results of the development show that this system can improve the efficiency of student data management, reduce manual input errors, and provide fast and accurate access to information for academics and students. The results of the development process show that the system built is able to present data systematically and is easily accessible to users. Based on the validation results carried out by experts and prospective users, this student information system is considered very feasible and effective to use. These findings indicate that the system has great potential in supporting the digitalization of student services at Universitas Negeri Medan.
Keywords: student information system, Universitas Negeri Medan
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| Corresponding Author (Marice Marice)
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| 84 |
Multimedia and e-learning system |
ABS-29 |
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Virtual Reality (VR) as Conversation Simulations to Enhance the Students^ Public Speaking Puan Suri Mira (a*), Rafika Dewi (b), Bahagia Saragih (b), Ade Aini Nuran (b), Fanny Rizki S (b)
Faculty of Language and Art, State University of Medan, Jl. William Iskandar Ps. V, Kenangan Baru, Kec. Percut Sei Tuan, Kabupaten Deli Serdang, Sumatera Utara 20221
Abstract
This research aimed to describe how to use technology, Virtual Reality (VR) as tool to enhance student public speaking skills. In this research, Virtual Reality (VT) used for public speaking simulation in the public situation, which allows students to practice in interactive and realistic environment without any pressure from a real audience. Through Virtual Reality, students have the potential to practice using a variety of scenarios, obtain direct feedback, and manage nervousness, besides enhancing student self-confidence in public speaking. This study will determine VR^s effectiveness in improving students^ verbal and nonverbal communication skills and explore its potential for soft skills development within Academic Oral Language Skills. This research intends to serve as a reference to improve students^ speaking skills in the English Education Department at State University of Medan. This study aims to describe the use of Virtual Reality (VR)-based conversation simulations in the teaching of receptive oral language skills. In addition, the study also seeks to identify students^ responses to the use of VR-based conversation simulations and to reveal the various obstacles encountered in their implementation. This research employs a qualitative approach, with data collection techniques including interviews, documentation, and questionnaires.
Keywords: Speaking Simulation- Virtual Reality (VR)- Public Speaking- Receptive Oral Language Skills
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| Corresponding Author (Puan Suri Mira Annisa Sembiring, S.Pd., M.Hum)
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| 85 |
Multimedia and e-learning system |
ABS-47 |
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DEVELOPMENT OF ELECTRONIC STUDENT WORKSHEETS BASED ON CHARACTER EDUCATION IN SCIENCE LEARNING IN PRIMARY SCHOOLS Zainuddin M.(a*), Elvi Mailani (b), Muhammad Ikhlas (b)
Universitas Negeri Medan
Abstract
Character education is an essential component in building a generation that is intellectually intelligent, moral, and ethical. However, the implementation of character education in primary schools is often still theoretical and less integrated in learning. In science subjects, which emphasize scientific exploration and critical thinking, learning media is needed that not only supports the understanding of concepts but also instills character values. For this reason, the development of Electronic Student Worksheets (e-LKPD) based on character education is a relevant innovative solution. This research is to develop e-LKPD based on character education that is in accordance with the needs of science learning in primary schools and test the feasibility and effectiveness of E-LKPD in improving the understanding of science concepts and internalizing character values in students. This study applies the Research and Development method with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model. The stages of the research include: Analysis: Identification of the needs of teachers and students for character education-based learning media- Design: Preparation of e-LKPD design based on character education with the integration of values such as honesty, responsibility, and cooperation- Development: e-LKPD prototyping using interactive educational design software- Implementation: Trial of the product in primary schools by involving students and teachers as research subjects- Evaluation: Analysis of the feasibility and effectiveness of e-LKPD based on the results of expert validation (media and language), user responses, and student learning outcomes. The results of the media expert validation test with a percentage of 85% or with very feasible criteria, linguist validation with a percentage of 87.2% or with very feasible criteria, The results of user responses show results with a percentage of 90% or with a very good category and student learning outcomes obtained an average score of 87.8 with a very good category. Based on these results, it shows that e-LKPD is very feasible to be developed and worthy of being used as a tool that helps the learning process and with this e-LKPD, it is hoped that science learning in primary schools can be more interactive, relevant, and support the strengthening of students^ character.
Keywords: e-LKPD, Development, Character education
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| Corresponding Author (Zainuddin Muchtar)
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| 86 |
Multimedia and e-learning system |
ABS-49 |
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Effectiveness Of Learning Media For Physical Fitness Activities Through Interactive Multi-Media-Based Games Suryadi Damanik (a), Mesnan, Usman Nasution, Doris Apriani Ritonga, Saipul Ambri Damanik, Ira Kenyosi Br Manurung.
a) Faculty of Sports Science, State University of Medan, Indonesia. *suryadi67[at]unimed.ac.id
b) Faculty of Sports Science, State University of Medan, Indonesia. *mesnanmed[at]gmail.com
c) Faculty of Sports Science, State University of Medan, Indonesia. *usman[at]unimed.ac.id
d) Faculty of Sports Science, State University of Medan, Indonesia. *dorisritonga[at]unimed.ac.id
e) Faculty of Sports Science, State University of Medan, Indonesia. *ambridamanik[at]unimed.ac.id
f) Faculty of Sports Science, State University of Medan, Indonesia.*irakenyosi22[at]gmail.com
Abstract
This study aims to determine the effectiveness of learning media for physical fitness activities through interactive multimedia-based games. This type of research is quantitative with pre-experimental design. The sample in this study amounted to 30 students who were given treatment in the form of learning using game-based interactive media. The instrument used was a learning outcome test given before (pretest) and after (posttest) treatment. Data analysis was carried out using a paired sample t-test statistical test to determine significant differences between pretest and posttest results. The results of the analysis showed that the average pretest score of 62.16 increased to 88.09 on the posttest, with a difference of 25.93 points. The t-test results show that the calculated t value of 18.27 is greater than the t table of 2.045 with a significance value of 0.000 (p < 0.05). Thus, it can be concluded that learning media for physical fitness activities through interactive multimedia-based games is effective in improving student learning outcomes.
Keywords: Effectiveness- Interactive Multimedia- Physical Fitness- Games
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| Corresponding Author (Suryadi Damanik)
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| 87 |
Multimedia and e-learning system |
ABS-51 |
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Please Just Try to Submit Integrating AI and Metaverse Technologies in the Development of German Learning Media via RobloxThis Sample Abstract Risnovita Sari(a*), Rina Evianty(b), Hafniati(c), Reny Syafrida(d), Herlina Jasa Putri(e)
a)Educational German Language Study Program of Universitas Negeri Medan, Indonesia
b)Educational German Language Study Program of Universitas Negeri Medan, Indonesia
c)Educational German Language Study Program of Universitas Negeri Medan, Indonesia
d)The Mandarin Language and Chinese Culture Study Program of Universitas Darma Persada, Indonesia
e)Educational German Language Study Program of Universitas Negeri Medan, Indonesia
Abstract
Please Just Try to Submit This Sample Abstract
You Can Edit It Again Later
Proficiency in foreign languages, particularly German, is crucial in the global era. However, low reading interest among Indonesians poses a significant challenge. This study explores the development of interactive learning media for German, focusing on Grammatik A1 at Universitas Negeri Medan. Utilizing the ADDIE model, the research incorporates Artificial Intelligence (AI) tools to support media design and employs Roblox as a Metaverse-based learning platform. Learning materials were adapted from the Grammatik A1 textbook. The results show significant improvement in student learning outcomes, increased engagement, and positive feedback, demonstrating the effectiveness of combining AI and immersive platforms in language education.
Keywords: AI, Metaverse, German, Learning Media, Roblox
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| Corresponding Author (Risnovita Sari)
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| 88 |
Multimedia and e-learning system |
ABS-83 |
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Analysis Of The Effectiveness Of ETHNO-STEAM-Based Digital Mathematics Learning To Improve Mathematical Problem-Solving Of Civil Engineering Students Enny Keristiana Sinaga (*), Abdul Hamid K, Nahesson Panjaitan, Suhairiani Suhairiani
Universitas Negeri Medan, Jalan Willem Iskandar Pasar V Medan Estate, Medan, Indonesia
Abstract
This study aims to analyze the feasibility and effectiveness of digital mathematics learning based on Ethno-STEAM in order to improve student mathematical problem solving, especially in integral material for civil engineering students at Universitas Negeri Medan. To be able to do integral problem solving, mathematical problem solving skills are needed in mathematics learning. In the process of learning mathematics, there are some students who have difficulty in solving problems. To overcome these problems, a multimedia learning website integrated with an Ethno-STEAM-based approach was developed. This research procedure refers to the development model of Borg & Gall that is adapted from the model from Dick & Carey Development. Data collection techniques are carried out through observation, interviews, questionnaires, and tests. The feasibility test was conducted by media experts, material experts, and learning design experts, which resulted in a feasibility value of 88.97% and included a very feasible category. Meanwhile, the effectiveness level is 63%, which is where digital math learning based on Etno-STEAM is included in the moderate category. Based on the analysis of feasibility and effectiveness data, it can be concluded that the developed Etno-STEAM-based digital mathematics learning is feasible and effective to use in order to improve students^ mathematical problem solving.
Keywords: Development, Digital, Ethno-STEAM, Mathematical Problem Solving
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| Corresponding Author (Enny Keristiana Sinaga Sinaga)
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| 89 |
Multimedia and e-learning system |
ABS-95 |
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The Implementation of E-Assessment in Teaching Academic Written Language Skills (AWLS) Using Case Method and Project Based Learning (PjBL) in University Rita Suswati1, Mahmud Layan Hutasuhut2, Ade Aini Nuran3, Dini Sianturi4
Abstract
Abstract
This study explores e-assessment in teaching Academic Written Language Skills (AWLS) using the Case Method and Project-Based Learning (PjBL) approaches in a university. The study aims to foster critical thinking, collaborative learning, and real-world application in writing class. The research used a mixed-methods design, involving quantitative analysis of 30 students in Universitas Negeri Medan and qualitative insights from surveys and interviews. Results indicate that e-assessment provides attractive methods in teaching. The result also share students^ involvement, feedback, and achievement in CWLS. By combining case-method and PjBL, e-assessment significantly increase students^ ability to structure arguments, apply academic conventions, and produce coherent texts. Moreover, e-assessment facilitate global sources, personalized feedback, which supports continuous learning and revision. It is also recommended to integrate e-assessment into curriculum design to promote deeper learning outcomes in academic instruction for further researchers.
Keywords: E-Assessment, Academic Written Language Skills (AWLS), Case Method and Project Based Learning (PjBL)
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| Corresponding Author (Rita Suswati)
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| 90 |
Multimedia and e-learning system |
ABS-106 |
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Feasibility Analysis of Interactive Evaluation Media Based on Higher Order Thinking Skills (HOTS) in a Basic Electronics Course Mega Silfia Dewy, Dadang Mulyana, Selly Annisa Binti Zulkarnain, Muhammad Isnaini, Yoakim Simamora, Michael Fritz Imannuel
Universitas Negeri Medan
Abstract
This study aims to analyze the feasibility of interactive evaluation media based on Higher Order Thinking Skills (HOTS) for application in a Basic Electronics course. Employing the ADDIE instructional design framework, the research specifically focuses on the implementation and evaluation phases of the instructional design process. The media was designed to assess students^ advanced cognitive abilities, namely, analysis, evaluation, and problem solving within the context of core electronics concepts. Validation was conducted by four experts, comprising two specialists in instructional media and two in electronics education. The validation results affirmed the appropriateness of the media in terms of content relevance, pedagogical alignment, usability, and technical quality. Subsequently, a field trial was carried out involving 35 undergraduate students enrolled in the Electrical Engineering Education program. Data collection encompassed structured classroom observations, student perception questionnaires, and performance-based learning assessments. The findings reveal that interactive evaluation media effectively promote learner engagement, facilitate deeper conceptual understanding, and cultivate critical thinking skills. The study concludes that HOTS oriented evaluation tools are pedagogically feasible and hold significant potential as innovative assessment strategies in competency-based and 21st-century engineering education
Keywords: Instructional media design- Higher Order Thinking Skills (HOTS)- Basic Electronics education- ADDIE model- engineering education- interactive assessment tools
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| Corresponding Author (Mega Silfia Dewy)
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