PANDANGAN MAHASISWA DALAM PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA KULIAH DOKUMENTASI KEBIDANANMENGGUNAKAN CLASSPOINT
Abstract
Interactive Learning is a learning method or technique that can be applied with a two-way communication system which is characterized by the interaction between lecturers and students, students and students and with learning resources in supporting the achievement of learning objectives. Classpoint is an interactive learning application tool from the company inknoe which can be integrated with the Microsoft Office PowerPoint presentation application and provides a number of features to create interesting learning materials so as to increase student engagement with the subject matter. This study aims to determine student perceptions of the use of Classpoint interactive learning media in lecture activities. The approach method used in this research is a descriptive quantitative approach using a questionnaire. A total of 34 semester 3 students in the undergraduate midwifery study program, the faculty of health sciences at 'Aisyiyah University, Surakarta who took the Religious Education course were given a questionnaire containing 16 statement items representing aspects of motivation, usability, and cognitive and psychomotor aspects. The collected student data is presented using the percentage of perception questionnaire score criteria. The results showed that students gave a positive response to the Classpoint interactive learning media with the criteria of strongly agreeing or a response percentage range of 86.40% to 94.67%. The positive response given to Classpoint media is due to several interesting features that support Classpoint's function as an interactive learning medium. The implication of this research is that Classpoint interactive media can be used as a reference for learning media in class, specifically in increasing student motivation and activeness in learning.
References
Classpoint.io. (n.d.). Interactive Classroom Quiz in PowerPoint. Https://Www.Classpoint.Io/. https://www.classpoint.io/
Firdiansyah, Y., & Pamungkas, H. P. (2021). Analisis Persepsi Mahasiswa Terhadap Penggunaan Kahoot Sebagai Media Evaluasi Pembelajaran Pada Mata Kuliah Teori Ekonomi Moneter. JEKPEND: Jurnal Ekonomi Dan Pendidikan, 4(1), 1. https://doi.org/10.26858/jekpend.v4i1.15549
Imanulloh, H. (2021). Pembelajaran Abad 21. Tripven.Com/. https://www.tripven.com/pembelajaran-abad-21/
Khairunisa, Y. (2021). Pemanfaatan Fitur Gamifikasi Daring Maze Chase–Wordwall Sebagai Media Pembelajaran Digital Mata Kuliah Statistika Dan Probabilitas. Mediasi, 2(1), 41–47. https://doi.org/10.46961/mediasi.v2i1.254
Nasrina, A., Purba, H. S., & Mahardika, A. I. (2021). Media Interaktif Berbasis Web pada Pembelajaran Bangun Ruang Sisi Lengkung dengan Metode Drill and Practice. Computing and Education Technology Journal (CETJ), 1(2), 11–27. https://ppjp.ulm.ac.id/journals/index.php/cetj/article/view/4428
Payu Wao, Y., Priska, M., & Peni, N. (2022). PERSEPSI MAHASISWA TERHADAP PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF CLASSPOINT PADA MATA KULIAH ZOOLOGI INVERTEBRATA. Jurnal Inovasi Pembelajaran Biologi, 3(2), 76–87. https://doi.org/https://doi.org/10.26740/jipb.v3n2.p76-87
Prasetyaning, A. M. A., & Waluyo, J. (2017). ANALISIS RESPON SISWA TERHADAP MODEL PAIRS, INVESTIGATION AND COMMUNICATION (PIC) DALAM PEMBELAJARAN IPA. Jurnal Pembelajaran Dan Pendidikan Sains, 2(1), 9–15. https://jurnal.unej.ac.id/index.php/jpps/article/view/6407
Sarmuji, S. P. (2022). Pembelajaran IPA Menyenangkan dengan Penerapan Classpoint. Radarsemarang.Jawapos.Com. https://radarsemarang.jawapos.com/artikel/untukmu-guruku/2022/05/05/pembelajaran-ipa-menyenangkan-dengan-penerapan-classpoint/
Sundari, D. H., Iskandar, & Muhlis. (2021). Penerapan Media Presentasi Classpoint Untuk Meningkatkan Hasil Belajar Siswa Pada Mata Pelajaran Bahasa Inggris MAN 19 Jakarta. Jurnal Pemikiran Dan Pengembangan Pembelajaran, 3(3), 1–9. https://www.ejournal-jp3.com/index.php/Pendidikan/article/view/105
Sutarti, T., & Irawan, E. (2017). Kiat Sukses Meraih Hibah Penelitian Pengembangan (Mulyadi (ed.); Pertama). CV. Budi Utama. https://books.google.co.id/books?id=-RInDwAAQBAJ&printsec=frontcover&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false
Utami, A. T. (2019). Penggunaan Media Meningkatkan Hasil Keselamatan Kerja Pembelajaran Belajar Siswa Interaktif untuk Materi Kecelakaan. 3(4), 426–432. https://ejournal.undiksha.ac.id/index.php/JEAR/article/download/22374/13981/35333
Winarji, B., Hidayat, H., Laelasari, E., Dyah P., L., & Kartini, T. (2018). Model Gamifikasi dalam Peningkatan Motivasi Belajar Peserta Didik pada Pendidikan Kesetaraan Program Paket C Daring (pp. 1–43). http://direktori.pauddikmasjabar.kemdikbud.go.id/MODEL/TAHUN 2018/2 model gamifikasi/model gamifikasi.PDF