Papers by Ellina Rienovita

Edumaspul : jurnal pendidikan, Mar 1, 2024
Penelitian ini bertujuan untuk mengetahui efektivitas model problem based learning terintegrasi I... more Penelitian ini bertujuan untuk mengetahui efektivitas model problem based learning terintegrasi Internet of Things (IoT) terhadap kemampuan berpikir kreatif siswa. Jenis penelitian ini adalah penelitian meta-analisis dengan mengevaluasi efek size model problem based learning berbasis IoT terhadap kemampuan berpikir kreatif siswa.Kata kunci pencarian data yaitu model problem based learning; model problem based learning berbasis IoT; dan Kemampuan berpikir kreatif siswa. Teknik pengumpulan data adalah melalui observasi langsung database jurnal dan dokumentasi. Kriteria eligibility yaitu penelitian berasal dari jurnal yang terindeks SINTA, Scopus dan Web of Science; Penelitian harus dipublikasi tahun 2020-2024; Penelitian diperoleh melalui database mendeley, google scholar, Researchgate; ERIC, dan ScienceDirect, penelitian terkait dengan efektivitas model problem based learning berbasis IoT terhadap kemampuan berpikir kreatif siswa serta penelitian memiliki data yang lengkap untuk menghitung nilai effect size. Analisis data adalah analisis kuantitatif dengan menghitung nilai effect size dengan aplikasi Microsoft Excel 2020. Hasil penelitian menyimpulkan dari 12 jurnal yang dianalisis penerapan model problem based learning berbasis Internet of Things (IoT) memberikan pengaruh yang signifikan terhadap kemampuan berpikir kreatif siswa dengan nilai rata-rata nilai effect size sebesar 0.942 Temuan ini memberikan informasi penting bagi guru penerapan model problem based learning memperikan pengaruh dengan kategori yang tinggi untuk meningkatkan kemampuan berpikir kreatif dalam proses pembelajaran.

The study had two objectives: (1) to investigate the influence of self-esteem and to increase stu... more The study had two objectives: (1) to investigate the influence of self-esteem and to increase students accomplishments on changes in self-efficacy to encourage students by programming skills and (2) to establish a peerlearning environment via an agent-mediated interaction in order to motivate students to teach other using both the blackboard system (BBS) and the computer-mediated environment (CME). The BBS is an agent-mediated interaction unidentified which will answer the questions. When the student ignores the questions and therefore he/she hesitates to answer, then question-answer (QA) agent does not get a reward from others. However, CME is an agent-mediated interaction can identify who will answer the questions. Agent-mediated interaction (AMI) enforcement to help answer the student question and given the reward. The being reason that QA agent may help the student in answering the questions and continuously teaching others. Experimental results show that the difference between ...

iceap 2019, 2019
The development of science and technology in the 21st century give impacts on various fields, one... more The development of science and technology in the 21st century give impacts on various fields, one of which is education. The main focuses of these educational goals are 21st-century skills demands. One of the skills that must-have is the collaborative problem-solving skill (CPS). However, this CPS is still facing constraints for teaching practitioners. Therefore, this research aims to develop CPS instruments through questions item that needs to be solved holistically from various disciplines such as STEM. One of the processes carried out in the development of this assessment instrument is determining the "keywords" social and cognitive domain criteria contained in the CPS analytic rubric. The analytic rubric is developed to measure CPS accuracy. The developed instrument was a computer-aided instrument using the principle of collaboration agent. The 'keyword' validation process is limited to 6 practice samples. The conversation history on finding the solution for the specific practice samples is recorded in the developed database. Further, these data followed the similarity protocol producing each participant score and exported as necessary for analysis purposes. The analysis shows that determining these 'keywords' still needs further refinement and validation. Further research, the sample of the participant should be more substantial and coverage many regions in Indonesia to enrich keywords so that the instrument could be used nationally.

International Institute of Applied Informatics, Mar 31, 2018
The study had objective to investigated how learners can be motivated to pass on their knowledge ... more The study had objective to investigated how learners can be motivated to pass on their knowledge to others using interactive peer learning. Interactive peer learning that encourages teaching other students who seek help enhances learner self-esteem and self-efficacy. An excellent illustration of an interactive peer learning environment is a student who teaches their peer students through question-answer activities. The student"s motivation rises while teaching peers and triggers teaching in others by interaction during collaborative learning. The experiment operated under two conditions: a blackboard system (BBS) and a computer-mediated environment (CME). A CME is an interaction model in which the system has the power to select which student will answer the questions, while a BBS is an interaction model whose system does not select the student who will answer the questions. The results found that self-efficacy was higher in the CME than the BBS.
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Papers by Ellina Rienovita