Muhammad Nurtanto

Dr. Muhammad Nurtanto

orcid

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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11 July 2020 in Journal of Ethnic and Cultural Studies
Verified
Journal Article
Open access
PDF file
RRRasmitadila Rasmitadila
Rasmitadila Rasmitadila
RARusi Rusmiati Aliyyah
Rusi Rusmiati Aliyyah
RRReza Rachmadtullah
Reza Rachmadtullah
ASAchmad Samsudin
Achmad Samsudin
ESErnawulan Syaodih
Ernawulan Syaodih
ATAnna Riana Suryanti Tambunan
Anna Riana Suryanti Tambunan
This study explores the perceptions of primary school teachers of online learning in a program developed in Indonesia called School from Home during the COVID-19 Pandemic. Data were collected through surveys and semi-structured interviews with 67 class teachers in primary schools. Data analysis used thematic analysis of qualitative data. The analysis results found four main themes, namely, instructional strategies, challenges, support, and motivation of teachers. This research contributes to the literature of online collaborative learning between teachers, parents, and schools that impact student success. Broadly, the success of online learning in Indonesia during the COVID-19 Pandemic was determined by the readiness of technology in line with the national humanist curriculum, support and collaboration from all stakeholders, including government, schools, teachers, parents and the community.

1 December 2021 in International Journal of Evaluation and Research in Education (IJERE)
Verified
Journal Article
Open access
FMFarid Mutohhari
Farid Mutohhari
SSS. Sutiman
S. Sutiman
MNMuhammad Nurtanto
Muhammad Nurtanto
NKNur Kholifah
Nur Kholifah
ASAchmad Samsudin
Achmad Samsudin
The 21st century learning requires complex competencies, transformations of technology-based learning and non-cognitive skills need. This situation makes it difficult for teachers of Indonesian vocational education apply 21st century skills. This study aimed to analyze the level of difficulty of teachers and students in vocational education and analyzing the differences in the difficulties faced in vocational education. This research used survey research with a quantitative approach. A total of 178 people participated in the study consisting of two public vocational high schools and two private vocational schools with the distribution of respondents consisting of 155 students and 23 teachers. Collecting data using a questionnaire in the form of a statement of difficulties faced by teachers and students, including creativity skills, critical thinking, problem solving, communication, collaboration, and digital literacy or information and communication technology (ICT) as many as 50 items. The instrument used was a Likert scale with very difficult, difficult, easy, and very easy categories. The findings of the study showed: i) All skills were identified on the “easy” criteria; and ii) There were significant differences between the difficulties faced by teachers and students, especially communication skills. The recommendation in this study is the need to improve 21st century skills to produce competitive graduate candidates in vocational education.

9 November 2021 in International Journal of Interactive Mobile Technologies (iJIM)
Verified
Journal Article
Open access
PDF file
MNMuhammad Nurtanto
Muhammad Nurtanto
NKNur Kholifah
Nur Kholifah
EAErif Ahdhianto
Erif Ahdhianto
ASAchmad Samsudin
Achmad Samsudin
FIFajar Danur Isnantyo
Fajar Danur Isnantyo
Gamification has become a new trend in learning in the 21st century, by utilizing technology with game elements to change behavior and support learning outcomes. However, few researchers have focused on the comprehensive impact of gamification in helping researchers to better understand developments over the past few years. The ScienceDirect, Taylor and Francis, Springer, Wiley, and SAGE publisher databases were surveyed and a total of forty articles from 2016-2021, were selected for review. Data analysis using NVivo 12 Plush software, with Hierarchy Chart and Mind Map methods. The main findings indicate the positive impact of gamification on student behavior and learning outcomes, including affective, cognitive, behavioral, and performance or others. The researcher recommends the continuity of gamification on learning outcomes and behavior, that interface design and teacher cognitive abilities are strategies or successful learning.

1 March 2021 in International Journal of Evaluation and Research in Education (IJERE)
Verified
Journal Article
Open access
MNMuhammad Nurtanto
Muhammad Nurtanto
NKNur Kholifah
Nur Kholifah
AMAlias Masek
Alias Masek
PSPutu Sudira
Putu Sudira
ASAchmad Samsudin
Achmad Samsudin
This study aimed to explore the implementation of the 2013 curriculum in vocational schools, Banten in terms of the readiness and quality of the learning tools that have been prepared. A total of 957 respondents from 2017 to 2018, consisting of four cities and three districts in Banten Province were involved in the training and mentoring program, namely vocational teachers and vice-principals in the curriculum field. Data were collected using questionnaire sheets, FGD notes, and observation check dates. The data obtained are analyzed and interpreted based on the specified categories. The results showed that: 1) Teacher readiness for learning tools in the components a) Core Competencies (CC) and Basic Competencies (BC) analysis of 45.31%, b) Program mapping of 38.37%, learning plan preparation of 39.45% and c) Learning evaluation of 36.78%; 2) The quality of lesson plan (LP) the science lesson plan analysis instrument (SLPAI) based is divided into two groups. The category "Quality" in the instructional program and instructional plan aspects, and the category "Moderate" in the instructional media and assessment and others aspects; and 3) The difficulty of learning device components, including authentic assessment, use of methods, literacy approaches, and lesson planning. The implementation of training, mentoring, and supervision programs are adjusted to the experience of vocational teachers taking into account the teacher's involvement in the implementation of the curriculum, age, and school readiness.

1 November 2019 in Universal Journal of Educational Research
Verified
Journal Article
Open access
PDF file
MNMuhammad Nurtanto
Muhammad Nurtanto
HSHerminarto Sofyan
Herminarto Sofyan
MFMoh Fawaid
Moh Fawaid
RRRabiman Rabiman
Rabiman Rabiman

15 June 2020 in Journal for the Education of Gifted Young Scientists
Verified
Journal Article
Open access
PDF file
MNMuhammad Nurtanto
Muhammad Nurtanto
PPPardjono Pardjono
Pardjono Pardjono
WIWidarto
Widarto
SRSulaeman Deni Ramdani̇
Sulaeman Deni Ramdani̇
The quality of teacher learning practices currently continues to be improved through various training programs, mentoring, and evaluations from Indonesian government support. The 21st-century teacher's ability to develop learning technology is a cooperative learning approach and multidisciplinary integration of science to solve surrounding problems. This study describes the effectiveness and benefits of Science, Technology, Engineering, and Mathematics (STEM) in the Automotive Engineering Competency with the Engineering Design Process (EDP) approach in the "motorcycle burglary case studies." This research is a type of pre-experimental design in the form of a pretest-posttest group design. Purposive sampling technique carried out to determine the sample of students of class XI SMK N 2 Yogyakarta, Indonesia, in 2019. The results showed that (1) the assessment of lesson plan in the form of RPP review and RPP supervision was declared complete; (2) aspects of the STEM-EDP assessment consist of formative tests, the 1st Student Worksheet, the 2nd Student Worksheet, and Products which stated in the seven stages of EDP; (3) Wilcoxon test, Z = -4.86 with significance (p) = 0.00 <0.05, illustrates that STEM-EDP is effective than summative learning, and can improve learning.