Inovasi Perguruan Tinggi Raharja Dalam Era Disruptif Menggunakan Metodologi iLearning

Penulis

  • Untung Rahardja STMIK RAHARJA
  • Ninda Lutfiani STMIK RAHARJA
  • Arini Dwi Lestari STMIK RAHARJA
  • Edward Boris P Manurung SWISS GERMAN UNIVERSITY

Kata Kunci:

Era Digital, Inovasi Disruptif, iLearning

Abstrak

Rapidly technological advancements have led to the emergence of a disruptive era, namely the innovation theory that was initiated by newcumbent, the publication of which threatened incumbent. The effect of this disruptive is a fundamentally significant and widespread technological innovation that changes the way human relations in various heresies is no exception to higher education. When viewed from a quantitative perspective, the growth is quite severe. However, if it is related to its quality, its development is worrying. Therefore, higher education must compete to change the learning system by following disruptive patterns in order to improve the quality of learning that will improve the quality of human resources. In this study there are 2 (two) methods, The results of this study present the readiness of Raharja University in the face of the disruptive era through iLearning. Where in the learning process includes 3 (three) things, called Rinfo, iDu and iMe.With this learning method, students become more innovative and critical thinking.

Unduhan

Data unduhan belum tersedia.

Referensi

Aini, Q., Graha, Y. I., & Zuliana, S. R. (2017). Penerapan Absensi QRCode Mahasiswa Bimbingan Belajar pada Website berbasis YII Framework. Sisfotenika, 7(2), 207-218.
Baharudin, A. F., Sahabudin, N. A., & Kamaludin, A. (2017). Behavioral Tracking in E-Learning by Using Learning Styles Approach. Indonesian Journal of Electrical Engineering and Computer Science, 8(1), 17-26.
Hamdu, G., & Agustina, L. (2011). Pengaruh motivasi belajar siswa terhadap prestasi belajar IPA di sekolah dasar. Jurnal penelitian pendidikan, 12(1), 90-96
Hamid, E. S. Disruptive Innovation: Manfaat Dan Kekurangan Dalam Konteks Pembangunan Ekonomi.
Indrianti, R., & Hadi, C. (2012). Hubungan antara modal psikologis dengan keterikatan kerja pada perawat di instalasi rawat inap rumah sakit jiwa menur Surabaya. Jurnal psikologi industri dan organisasi, 1(2), 110-115.
Kenney, M., Rouvinen, P., & Zysman, J. (2015). The digital disruption and its societal impacts. Journal of Industry, Competition and Trade, 15(1), 1-4.
Kurniawan, R., & Henderi, F. N. (2012). Penggunaan iPad Mendukung Pembelajaran pada Mahasiswa iLearning. Online]. Tersedia di http://www. academia. edu.
Molla, A., Cooper, V., & Karpathiou, V. (2016). IT Managers' Perception and Response to Digital Disruption: An Exploratory Study. arXiv preprint arXiv:1606.03534.
Nasriyah, R., Arham, Z., & Aini, Q. (2016). Profile matching and competency based human resources management approaches for employee placement decision support system (case study). Asian J. Appl. Sci, 9(2), 75-86.
Oey-Gardiner, EM., Susanto I dan Amin A.2017. Era Disrupsi:Peluang dan tantangan Pendidikan Tinggi Indonesia.
Paulus, E., Suryani, M., Farabi, R., Yulita, I. N., & Pradana, A. (2016). EVALUASI APLIKASI SEMI-IMMERSIVE VIRTUAL REALITY PADA BIDANG PENDIDIKAN MENURUT ASPEK HEURISTIK DAN PEMBELAJARAN. JIKO (Jurnal Informatika dan Komputer), 1(2).
Rahardja, U., & Nurdin, I. (2014). Implementasi iMe (iLearning Media) Dalam Mendukung Sistem Pembelajaran iLearning Pada Perguruan Tinggi. CCIT Journal, 8(1), 167-182.
Rahardja, U., Tiara, K., & Rosalinda, I. A. (2016). Pemanfaatan Google Scholar Dan Citation Dalam Memenuhi Kebutuhan Pembuatan Skripsi Mahasiswa Pada Perguruan Tinggi. Technomedia Journal, 1(1), 95-113.
Rasdiana, E., Muhamad, F. N., & Kurniaji, R. (2016). PEMANFAATAN RINFO FORM SEBAGAI MEDIA PEMBUATAN KUESIONER DALAM PROSES PENGUMPULAN DATA PADA PERGURUAN TINGGI. Technomedia Journal, 1(1), 78-94.
Rossing, J. P., Miller, W. M., Cecil, A. K., & Stamper, S. E (2012). iLearning: The future of higher education? Student perceptions on learning with mobile tablets. Journal of the Scholarship of Teaching and Learning, 12(2), 1-26.
Silaban, R., & Napitupulu, M. A. (2012). Pengaruh media mind mapping terhadap kreativitas dan hasil belajar kimia siswa SMA pada pembelajaran menggunakan advance organizer.
Simatupang, N. (2005). Bermain sebagai upaya dini menanamkan aspek sosial bagi siswa sekolah dasar. Jurnal Pendidikan Jasmani Indonesia, 3(1)
Tedjasaputra, M. S. (2001). Bermain, mainan dan permainan. Grasindo.
Utesheva, A., Simpson, J. R., & Cecez-Kecmanovic, D. (2016). Identity metamorphoses in digital disruption: a relational theory of identity. European Journal of Information Systems, 25(4), 344-363.
Wahyudi, A. B. E., & Suardiman, S. P. (2013). Meningkatkan karakter dan hasil belajar IPS menggunakan metode bermain peran pada siswa SD. Jurnal Prima Edukasia, 1(2), 113-123.

Unduhan

Diterbitkan

2019-01-31