- STEM Education
- Educational Methods and Outcomes
- Edcuational Technology Systems
- Geography Education and Pedagogy
- Educational Curriculum and Learning Methods
- Mobile Learning in Education
- Educational Methods and Media Use
- Educational Games and Gamification
- Technology-Enhanced Education Studies
- SMEs Development and Digital Marketing
- Community-based Tourism Development and Sustainability
- Blockchain Technology in Education and Learning
- Education and Critical Thinking Development
- Mathematics Education and Pedagogy
- Augmented Reality Applications
- Online Learning Methods and Innovations
- Education and Character Development
- Geological and Geophysical Studies
- Educational Methods and Impacts
- Cultural and Religious Practices in Indonesia
- Educational Tools and Methods
- Educational Technology and E-Learning
- Cultural and Educational Studies
- Sports and Physical Education Research
- COVID-19 Prevention and Impact
State University of Malang
2020-2024
Muhammadiyah University of Surakarta
2024
Meteorological, Climatological, And Geophysical Agency
2023
State University of Semarang
2023
The purpose of this study was to determine the effect Blended Project-Based Learning (BPjBL) with STEM approach spatial thinking skill and geography student's attitudes in implementing learning.The research design used quasi-experimental independent t-test paired as data analysis.The selection population random sampling techniques second-year students National Senior High School 1. Population social science class at SMA Negeri 1 Kepanjen Malang, Indonesia.The were divided into two groups,...
The study aimed to determine the effect of mobile aug-mented reality in digital encyclopedia on complex problem-solving ability and responsible decision making attitude first-year students. research was a quasi-experiment (quantitative research) with pre-test posttest methods. population students 2019/2020 Geography Education program, Faculty Social Sci-ences, State University Malang. experimental group from PGEO6006-L class, control PGEO6006-A totaled 73 participants. Data were collected...
Merujuk pada fenomena penyebaran Covid-19 yang kian masif mempengaruhi proses pembelajaran, maka akademisi perlu mengadopsi atau memilih teknologi efektif. Melibatkan TIK secara efektif dan efisien dalam pembelajaran akan mendukung revolusi pendidikan menuju pencapaian tujuan abad 21. Penelitian ini bertujuan untuk mengajukan inovasi metode during mencapai kognitif, psikomotorik, karakter siswa berbasis di SMA Negeri 1 Batu. Adapun platform daring digunakan penelitian yaitu google classroom...
The Covid-19 pandemic limits the space for teachers and students in Geography learning process, thus affecting achievement of competencies capabilities geography students. purpose this research is to develop Ijen Geosites Mobile virtual field trip (M-VFTs) media help facilitate learning. This study aims Crater based on Virtual Field Trips 3600 Auto Stereoscopic Geospatial Technology. included development by adopting PLOMP model. results obtained consist making M-VFTs related with interactive...
The challenges of geography learning in the 21st century are increasingly complex, especially developing students' creative thinking skills to face dynamics globalization and rapid environmental changes. Creative Problem Solving (CPS) model is able be an effective solution encourage students think innovatively creatively solving problems. purpose this study find out how use Problem-Solving supported by Google Sites affects ability on disaster mitigation materials. Quasi-experiment applied as...
The Kurikulum Merdeka (Independent Curriculum) policy allows pre-service teachers to engage in two-semester internships, offering extended practical experience schools. This study aimed analyze the pedagogical and professional abilities of digital era following implementation Project-Based Research Learning model within Teaching Assistance program. A mixed-methods approach was employed, combining quantitative qualitative data. instruments included open-ended questionnaires in-depth...
This study aimed to explore students' experiences with VR Geopark Ijen as a learning media for physical environment material, examining the factors influencing these experiences. Employing survey methodology at Zainul Hasan 1 Senior High School, sample comprised 82 students from 11th grade. Data collection involved closed and open-ended questionnaires, analysis conducted using descriptive statistics based on mean scores. Qualitative data student responses provided deeper insights into...
The demands and challenges of 21st century development occur in all areas, especially the learning process student competence. achievement objectives is implemented 2013 curriculum, one which through Bahan Ajar Digital (BAD). Development BAD uses STEM approaches eco-spatial behavior Population materials. It expected to produce students who are able innovate compete digital age while maintaining environmental sustainability. research model ADDIE procedure (Analysis, Design, Development,...
Rendahnya kemampuan siswa dalam memecahkan masalah lingkungan menjadi permasalahan pembelajaran geografi abad 21. Guru memerlukan upaya untuk meningkatkan tersebut di kelas melalui inovatif. Penelitian ini bertujuan menganalisis peningkatan pemecahan implementasi media Virtual Reality geografi. menggunakan metode Classroom Action Research (CAR) dengan subjek 30 X IPS 1 SMA. Kemampuan diamati dua siklus yang masing-masing terdiri dari empat tahapan yakni perencanaan, pelaksanaan tindakan,...
Learning geography plays a role in developing creative thinking and science process skills students. Creative can be used new methods solutions to solve problems geosphere phenomena using innovative perspectives. This study uses quasi-experimental type with Posttest Only Design. In this study, purposive sample method was applied two groups: the experimental group from class 1 SOLE control 3 conventional methods. The instrument an essay test measure level of ability observation sheet skills....
Tourism has an essential role in economic development through improving people’s welfare. However, tourism activities are vulnerable to global issues, one of which is the COVID-19 pandemic. Social restrictions on activity have implications for sustainability tourism. One effective strategy maintain regional can be achieved education channels by packaging concept into virtual reality (VR) 3600-assisted learning materials. This study aimed develop VR 360∘ media supporting geography sustainable...
This study aims to determine the effect of M-VGFT media on students' Complex Problem Solving and Spatial Intelligence abilities. Quasi-experimental research with post-test-only group design method. The used two experimental groups a purposive or judgment sampling method considering average class value. X.2 Social Science (14 boys 20 girls), X.3 (17 17 X.4 girls). subjects this were first-year high school students in even semester 2021/2022 academic year. Hypothesis testing using independent...
This study aimed to develop products and test the utility of natural laboratory based on eco-spatial edutourism. research was developed in three stages: 1) product development using five steps ADDIE model: Analysis, design, development, implementation, evaluation, 2) conducting validation tests from learning experts, 3) limited trials small groups. The subjects were students Geography Education program, State University Malang, environmental course academic year 2019/2020. data analyzed...
In response to curriculum changes at Banyuwangi High School incorporating Geopark Ijen into educational content, this study investigates the impact of Immersive Virtual Field (IVF) media on students' learning interests. Employing a quantitative survey and sample 50 students selected through simple random sampling, examines correlation between perceptions IVF Geosite their interest. Data were gathered via questionnaires analyzed using linear regression, supplemented by qualitative interviews....
In the educational context of 21st century, where critical thinking and problem-solving are essential skills, Problem-Based Learning (PBL) model offers numerous advantages. contrast to traditional learning models that only focus on knowledge transfer, PBL encourages students solve real environmental problems, promotes active learning, development skills complex global issues. Environmental issues such as warming, pollution, other require students' ability integrate various information...
Project-based learning (PjBL) is a problem-oriented model as the beginning of combining new knowledge with experience. The advantages PjBL are able to spur students in creative thinking and can increase understand theory learned along creativity applying their understanding project. application requires variety media that helps process collaboration exploration, namely through google sites. This study aimed determine effect PjBL, facilitated by Google Sites, on students' geography education....
Today students live in a digital era. Such conditions affect the changing needs of textbooks as source learning for students. The purpose this development research is to produce textbook on cultural diversity Indonesia with 3D page flip application platform STEAM approach (Science, technology, engineering, art, mathematics). design study uses ADDIE model. Product trial results show that percentage feasibility much 87 percent, which means it very feasible use. While students' understanding...
Pembelajaran abad 21 mengarahkan guru untuk mengintegrasikan penggunakan teknologi dalam pembelajaran. sebagai kegiatan dimana terjadi proses belajar seseorang secara sadar memperoleh ilmu pengetahuan, keterampilan maupun tujuan pembelajaran yang melibatkan kedua pihak yaitu dan siswa, salah satunya dapat difasilitasi dengan menggunakan bahan ajar digital. Bahan digital memberikan kemudahan kelancaran melalui aktif mandiri. Selain itu, manfaat membantu informasi terkait materi, meningkatkan...
Earth Science System in the Community is a learning model relevant to 2013 curriculum and can improve students' critical thinking ability. The research aims determine effect of EarthComm models assisted by Avenza Maps application on students This type quasi-experiment with pretest-posttest control group design. was held at High School 2 Mojokerto even semester 2019/2020. Data analysis using Independent Sample T-Test IBM SPSS Statistics 22 for Windows. results showed there quite significant...
Students in society 5.0 era education are directed to have adaptive and reactive response patterns change through effective synergy as domain systems inaccessibility technology developing their skills actively independently critical thinking skills. Critical a cognitive identifying, analyzing, of practical creative ways solve problems needed develop the global 5.0. Therefore, teachers required design learning processes that can accommodate student competencies 5.0, one which is...
The concept of concrete lithosphere material has limitations in being verbally stimulated by the teacher, so students have difficulty understanding material. During learning process, is rarely carried out practicum activities due to lack media that can involve directly. This study aims produce, measure feasibility, and determine effectiveness mobile geography virtual laboratory media. research was included R&D adopting a 4-D development model. results obtained, namely Mobile Geography...
The REACT model is constructive contextual learning that emphasizes the meaning of and knowledge built in students' minds. This study aims to determine effect on Spatial Intelligence Geographic Skills. research uses Quasy Experimental with Posttest Only Control Group Design. subjects used were students class XII Social Sciences 2 as an experimental 3 a control at Senior High School 10 Malang academic year 2022/2023. Determination sample using purposive sampling technique consideration having...
The rapid development of technology encourages using the latest learning media, virtual reality technology. Virtual can facilitate study physical geography by exploring environments and being an innovation in conventional teacher-oriented learning, classrooms, printed books, lecture methods. research objective was to produce Geosite Interactive Technology (GeoVirtex) ASSURE model test practicality effectiveness product process. results are GeoVirtex media which have been declared valid...