@iain-samarinda.ac.id
education technology
Institut Agama Islam Negeri Samarinda
Education Technology; Learning media; e-Learning; LMS; Social Media
Scopus Publications
Scholar Citations
Scholar h-index
Scholar i10-index
Mohammad Salehudin, Zurqoni Zurqoni, Robingatin Robingatin, Sy. Nurul Syobah, Fathul Janah, Widdy H. F. Rorimpandey, and Hani Subakti
Association for Information Communication Technology Education and Science (UIKTEN)
Teacher creativity in teaching using technology such as mobile learning has been widely applied in developed countries, because it is a 21st century skill. However, only a few lecturers in developing countries, such as Indonesia, are incorporating mobile learning with technological tools, like the Discord application, to create a stimulating and interactive learning experience for their students. For data collection, a questionnaire comprising 26 questions with 6 scales was used. The questionnaire was sourced from www.ueq-online.org, and the data collected from the study were carefully analyzed and examined to extract valuable insights and finding. s. The results showed 6 user experience scales, namely attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. The results were, on average and very good categories since mobile learning with Discord platform can foster a creative and enjoyable experience for lecturers and students. Furthermore, the study found that lecturers effectively engaged in learning interactions, assigned tasks, and fostered students’ creative competence with the support of facilities and new technological equipment.
Ahadin, Intan Safiah, Muhammad Yunus, I Kadek Suartama, Mohammad Solehudin, and Wiwik Dwi Hastuti
Asian Educational Journal Publishing Group
This study aims to determine differences in students’ perceptions, participation and satisfaction with online learning in terms of differences in residence namely in villages and cities. This study used comparative survey research. The research data sources were 597 Indonesian students from three regions namely western, central and eastern Indonesia. Data were collected using a questionnaire, then analysed using one-way multivariate analysis of variance assisted by the Statistical Package for the Social Sciences. The results of this study are as follows: (1) there are differences in perceptions of online learning during the COVID-19 period between students who come from villages and cities; (2) there are differences in participation in the online learning process during the COVID-19 period between students from rural and urban backgrounds and (3) there are differences in student satisfaction with online learning in terms of village and city backgrounds. The conclusion of this study is that students' perceptions, participation and satisfaction with online learning are better in cities than in villages. The implications of this research require the attention of the government and academics to find steps to overcome online learning problems especially in rural areas.
Mohammad Salehudin, Muhammad Nasir, Syeh Hawib, Rostanti Toba, Noor Hayati, and Intan Safiah
Eurasian Society of Educational Research
<p style="text-align: justify;">The aims of the recent study were; analyzing the effect of creative and online learning using Instagram on the ability to create new products in the technology and learning media course, and determining the level of users’ experience in processing visual media through the Canva application on android. Quantitative approach with this research was carried out through a quasi-experimental research model because it measured the post-test was applied to 58 students as the respondents in two experimental and control classes. This study used two instruments; the cognitive learning outcome questionnaire according to the subject to get the students’ ability to create new products, and the second instrument was taken from ueq-online.org in the Indonesian version to know the users' experience in processing visual media. The data were analyzed using one-way ANOVA, mean and standard deviation assisted by IBM SPSS Statistics 24.0. The results demonstrated that the effect of creative and online learning using Instagram on the ability to create new products in The Technology and Learning Media course was found significant at 0.028 <0.05 which meant it could be applied well. Meanwhile, the level of users' experience in processing the visual media application Canva on Android had the highest score on the Stimulation scale at 1.59, categorized "Very Good" and the lowest score was on the Novelty scale at 0.93, categorized "Above Average". With the strong creative encouragement to create new products, the students were able to process their own visual media which were tailored to the agreed digital visual designs and were published on Instagram.</p>
I Kadek
Eurasian Society of Educational Research
The study aimed to: 1) determine the e-learning design oriented inquiry learning based on character education in multimedia courses, 2) find out the feasibility of e-learning oriented inquiry learning based on character education in multimedia courses, 3) identify the effectiveness of e-learning oriented inquiry learning based on character education in multimedia courses. This study employed the research and development design. The research and development model used is the Borg & Gall model. The subjects involved in the feasibility test were 8th semester and 2015-2016 academic year students, while the subjects included in the effectiveness test were the 7th semester and 2016-2017 academic year students of Educational Technology Department Universitas Pendidikan Ganesha. The instruments used to collect data in this study were questionnaires, learning outcome tests, and character behavior observation sheets. Descriptive statistical analysis and inferential statistics (t-test) were used to analyze the data. The results indicated significant differences in learning outcomes of the 7th semester and 2016-2017 academic year students learning multimedia courses, before and after using Edutech Smart e-learning. The study concluded that that the learning media developed are effective to enhance the quality of learning in multimedia learning. Efforts should be made to develop e-learning by optimizing more varied presentation methods.
Mohammad Salehudin, Abdulloh Hamid, Zuhkhriyan Zakaria, Widdy H.F Rorimpandey, and Muhammad Yunus
International Association of Online Engineering (IAOE)
<span lang="EN-US">Mobile phone technology offers new opportunities to integrate face-to-face learning also other models of learning. Instagram is mostly only used for business and public figure exposure. But we see a tendency to use Instagram that students use in learning graphic design as a way to access content, publish work and learning outcomes using mobile phone. The purpose of this study is to find out the comparison of the average value of In-diagram assisted creative learning and measure the user experience (UX) of Instagram in learning graphic design. This study uses a quantitative approach with a pseudo experiment of non equivalent control group de-sign to find a comparison of the average value of student learning outcomes in the Statistical Test with MANOVA and to find out the average value of UX with UEQ Instagram benchmarks for learning graphic design. The results of the study there are significant differences (real) the average value between the experimental class group and the control class group. UX test results are on four scales that are categorized as ex-excellent, namely the scale of Attractiveness, efficiency, dependability, stimulation. One perspicuity scale is above average and the novelty scale is good, the mean range is 1.33-2.00 according to the UEQ benchmark interval. The implication of this research is that Instagram through mobile phone technology is effectively used for the creative learning of graphic design lessons and needs to be developed as a medium for the development of teaching materials on all subject matter.</span>
Mohammad Salehudin
Journal for Educating Gifted Young Scientists (JEGYS)
Abstract This paper aims to assess the comparison of conceptual application learning outcomes of graphic design subject betwee class with creative learning assisted by social media Instagram and class with problem-based learning without social media Instagram. This research employed semi-experimental approach with non equivalent control group design. It took 144 students of vocational high school divided into four classes (two experimental classes with 72 students and two control classes with 72 students). The experimental classes were taught by creative learning strategy assisted by Instagram and the control classes were taught by problem-based learning. The results explain that learning outcomes of students learnt by creative learning assisted by Instagram are higher than students learnt by problem-based learning. The formulated hypotheses were accepted since it resulted a significant mean between the experimental classes and the control classes.