Journal of Research and Innovation in Open and Distance Learning https://jurnal.ut.ac.id/index.php/jriodl <p>Journal of Research and Innovation in Open and Distance Learning (JRIODL) is a bi-annual international journal that focuses on educational studies specifically on open and distance learning. JRIODL publishes manuscripts based on empirical research and innovation in open and distance learning. JRIODL is jointly published by the Open University and the Indonesian Distance Education Professional Association (APPJJI).</p> <menu id="fcltHTML5Menu1" type="context"></menu> LPPM Universitas Terbuka en-US Journal of Research and Innovation in Open and Distance Learning 2964-593X Play Method As Learning Technology In Early Children's Education (PAUD) https://jurnal.ut.ac.id/index.php/jriodl/article/view/3024 <p><span lang="EN-US">Play is a fun and natural characteristic of every child. Play is also inseparable in early childhood education. When playing, children can learn various skills. </span><span lang="IN">E</span><span lang="EN-US">arly childhood education prepares students readiness to enter further education</span><span lang="IN">.</span> <span lang="IN">In addition, students</span><span lang="EN-US"> need learning activit</span><span lang="IN">ies</span><span lang="EN-US"> that support multiple intelligences. &nbsp;This paper discusses a game called Mini <em>Gobak</em></span><em><span lang="IN"> S</span><span lang="EN-US">odor </span></em><span lang="IN">game.</span> <span lang="IN">This </span><span lang="EN-US">study</span><span lang="IN"> uses descriptive-analytic method.</span> <span lang="EN-US">This game is an adaptation of traditional Gobak Sodor game with simple and available material</span><span lang="IN">s</span><span lang="EN-US">. The content of the game is </span><span lang="IN">a </span><span lang="EN-US">religious topic about Islam, including the Five Pillar</span><span lang="IN">s</span><span lang="EN-US"> of Islam</span><span lang="IN">ic Principles</span><span lang="EN-US">. Children aged 5-6</span><span lang="IN">-years old </span><span lang="EN-US">can </span><span lang="IN">play</span><span lang="EN-US"> this game. The game can be played by four players. The game consists of a drawing divided into six parts. Each part represents pillar of faith in Islam</span><span lang="IN">ic religion</span><span lang="EN-US">. Each player runs a pawn on the drawing.</span><span lang="IN"> The study found that the game applied the developmentally appropriate practice (DAP) concept. Therefore in children's education, DAP will allow educators to develop children skills by involving 4 basic components including knowledge, skills, dispositions, and feelings.</span></p> Indri Charunnissa Copyright (c) 2022 Journal of Research and Innovation in Open and Distance Learning 2022-01-20 2022-01-20 1 1 1 8 Augmented Reality: New Approach in Distance Education Students’ Learning Process https://jurnal.ut.ac.id/index.php/jriodl/article/view/3027 <p><span lang="EN-US">The Educational Technology Study Program of Universitas Terbuka offers online practical courses. However, students face difficulties to </span><span lang="IN">complete</span> <span lang="IN">their </span><span lang="EN-US">learning objectives in these courses. This study aims to provide appropriate media and adequate learning experience</span><span lang="IN">s</span><span lang="EN-US"> for distance education students using augmented reality. Design of this study uses ADDIE model. &nbsp;Population of this study are students and tutors in 20 regional office</span><span lang="IN">s</span><span lang="EN-US">. The results showed that augmented reality media in online tutorials was quite effective in providing learning experiences. Augmented reality can bring reality into classroom for distance education students and assist them practice their courses</span><span lang="IN">.</span> <span lang="EN-US">Even so, students still face obstacles in using the media, namely the incompatibility of student devices with the media, and minimum required tools to produce instructional video program. Therefore, a synchronous learning session between students and tutor is necessary.</span></p> Marisa Marisa Suryo Prabowo Bachriah Fatwa Dhini Kristina Anugerah Aji Copyright (c) 2022 Journal of Research and Innovation in Open and Distance Learning 2022-01-20 2022-01-20 1 1 9 16 A Qualitative Study of Digital Teaching Resources Integration Into University Biology Courses https://jurnal.ut.ac.id/index.php/jriodl/article/view/3028 <p><span lang="EN-US">Faculty and students of science courses at the university level are in a rapid transition from the usual face-to-face to the digital technology-based classes. The new normal teaching integrating digital technology have become burdensome to a few faculties, and yet to some it has become a challenge and quickly pursued training to learn things quickly. Unfortunately, many of the technologies has changed teaching and learning into a certain degree. This study focused on how the quality and character of teaching have been impacted by the integration of digital technology into Biology courses. Faculty and BSc Biology students were purposively selected and interviewed using an inclusion criteria. Audio-recorded interviews on Zoom transcribed manually were thematically analyzed. First cycle coding was done using Nvivo. Evaluation codes, were utilized during the second cycle coding using NVivo. Emerged codes from the evaluative perspective of the researchers and qualitative commentary provided a systematic collection of information of activities related to digital integration, characteristics and outcomes which provided judgment, improve effectiveness, and/or inform decisions about future development plans, programs, and policies. Codes were scored with corresponding magnitude. Positive/negative signs were further used to indicate whether a theme positively/negatively affected respondents, then tabulated and analyzed. The result showed that digital technology integration was significantly correlated with faculty and students’ attributes such as age, computer gaming experience. Biology courses need the essential alignment like the TPACK framework and advanced didactics. Digital technologies integration has been plainly limited the effects of teaching as conventional education models need to embrace changes brought about by the pandemic in the post-industrial decline</span></p> Ram Martinez Annalie Bejoc Aimee Tabada Copyright (c) 2022 Journal of Research and Innovation in Open and Distance Learning 2022-01-20 2022-01-20 1 1 17 24 Student's Perspective on The Implementation of The Project Based Learning (PJBL) Method in Project Management Courses During The Covid-19 Pandemic https://jurnal.ut.ac.id/index.php/jriodl/article/view/3029 <p><span lang="EN-US">The implementation of practicum courses using online methods at the Universitas Indonesia during the pandemic has its own challenges. The entire learning process is carried out online, both synchronously and asynchronously. In the project management practicum course, the </span><span lang="IN">Project Based Learning (</span><span lang="EN-US">P</span><span lang="IN">j</span><span lang="EN-US">BL</span><span lang="IN">)</span><span lang="EN-US"> method is used as a learning strategy, at the end of the courses students are assigned to make a final project related to the development of vocational education. The purpose of this study was to evaluate the implementation of the P</span><span lang="IN">j</span><span lang="EN-US">BL method in Project Management Practicum courses conducted online during the COVID-19 pandemic in the 2020-2021 academic year at the Secretarial Office Administration Study Program, Vocational Education Program, Universitas Indonesia. The research subjects were 21 students, using quantitative methods, with data collection techniques using questionnaires using total sampl</span><span lang="IN">e</span><span lang="EN-US"> as sampl</span><span lang="IN">ing technique</span><span lang="EN-US">. From the results of this study indicate that the PjBL Learning model was responded very well and good by 91.6% of students, with the dimensions of teacher interaction by 91.6%, increasing motivation by 77.6%, understanding of learning materials by 94.7%, critical thinking by 100%, time management by 92%, learning outcomes by 96.5%, Course suitability by 90%. The conclusion of this study, the P</span><span lang="IN">J</span><span lang="EN-US">BL method which was implemented </span><span lang="IN">through </span><span lang="EN-US">online during the pandemic in the project management practicum course was </span><span lang="IN">quite </span><span lang="EN-US">effective, especially in </span><span lang="IN">sharpening</span><span lang="EN-US"> students' critical thinking skills and </span><span lang="IN">achieving</span><span lang="EN-US"> good learning outcomes.</span></p> Wahyu Nofiantoro Nisa Ismundari Wildan Copyright (c) 2022 Journal of Research and Innovation in Open and Distance Learning 2022-01-20 2022-01-20 1 1 25 34 Development of Android-Base Learning Media to Determine Digital Literacy at Public Vocational High School https://jurnal.ut.ac.id/index.php/jriodl/article/view/3030 <p><span lang="EN-US">The development of information and communication technology (ICT) in the era of globalization has had a major influence in all aspects of life, including in the world of education. In the development of information and communication technology, Android-based learning media was developed as a means of learning for students. The limited number of books that can be used by students and in conditions like now where the learning process is carried out online requires learning media that can be used and accessed easily by students. The objectives of this study are: (1) developing android</span><span lang="IN">-</span><span lang="EN-US">based learning media, (2) </span><span lang="IN">understanding</span><span lang="EN-US"> the feasibility of android-based learning media, and (3) </span><span lang="IN">evaluating</span><span lang="EN-US"> the digital literacy of students by using android-based learning media as a learning resource. The development of this android-based learning media uses a research and development model with stages including identification of potential and problems, data collection, product design, design validation, design revision, small-scale trials, product revisions, large-scale trials, and product revision. The results of this study indicate that the learning media developed was </span><span lang="IN">found</span><span lang="EN-US"> "Decent" by material experts, media experts and linguists and students stated "Very Decent" to be used as learning media in the subject of Plantation and Herbal Commodity Processing Production. Furthermore, the learning media is applied in learning by using One Shot Case Study. Based on the results obtained, the digital literacy that students have is already in the "Very High" category for the aspect of using. As for the understanding aspect, the indicators of analyzing and creating are in the “High” category and the indicators for reflecting and acting are in the “Very High” category</span></p> Ayu Arti Putri Handayani Siti Mujdalipah Yatti Sugiarti Copyright (c) 2022 Journal of Research and Innovation in Open and Distance Learning 2022-01-20 2022-01-20 1 1 36 46