Lokakarya Pengembangan Website Pembelajaran untuk Peningkatan Kompetensi Mahasiswa Program Studi Teknologi Pendidikan Universitas Negeri Makassar
DOI:
https://doi.org/10.37905/sjppm.v3i1.475Keywords:
student competencies, educational technology, web design, workshopAbstract
The gap between the demands for web-based instructional media design competencies and students' actual skills remains an issue in the Educational Technology Program at Universitas Negeri Makassar. This activity was carried out as a four-session workshop-based intervention, which included the introduction of website design concepts using the Canva platform, as well as prototype development using the Figma platform. The implementation methods included demonstrations, guided explorations, and mentoring during practice. Evaluation through pre- and post-surveys, observations, and product analysis showed an improvement in students' perception of the relevance of web design skills, their understanding of the structure of educational interfaces, and their ability to produce more systematic, interactive website prototypes that align with instructional design principles. These findings indicate that practice-based workshops can be an effective strategy for enhancing students' readiness to meet the demands of digital instructional media production in the creative industry and technology-based education era.
References
Ardian, A. (2021). Pelatihan desain media pembelajaran digital untuk meningkatkan kompetensi mahasiswa. Jurnal Teknologi Pendidikan, 23(2), 145–158.
Branch, R. M., & Dousay, T. A. (2015). Survey of instructional design models (5th ed.). Association for Educational Communications and Technology.
Clark, R. C., & Mayer, R. E. (2016). E-learning and the science of instruction: Proven guidelines for consumers and designers of multimedia learning (4th ed.). Wiley.
Fauzi, R., & Wijaya, A. F. (2022). Analisis kemampuan desain UI/UX mahasiswa dalam pengembangan media pembelajaran digital. Jurnal Teknologi Pendidikan, 10(2), 145–158.
Herrington, A., & Herrington, J. (2007). Authentic mobile learning in higher education. In A. Herrington, J. Herrington, J. Mantei, I. Olney, & B. Ferry (Eds.), New technologies, new pedagogies: Mobile learning in higher education (pp. 1–14). University of Wollongong Press.
Junaidi, A., & Hasanah, U. (2022). Efektivitas pelatihan berbasis lokakarya dalam meningkatkan keterampilan teknologi pendidikan mahasiswa. Jurnal Pendidikan dan Teknologi Digital, 4(1), 33–42.
Kolb, D. A. (2014). Experiential learning: Experience as the source of learning and development. Pearson.
Krug, S. (2014). Don’t make me think, revisited: A common sense approach to web usability (3rd ed.). New Riders.
Martin, F., Sun, T., & Westine, C. D. (2020). A systematic review of research on online teaching and learning from 2009 to 2018. Computers & Education, 159, 104009.
Nelson, G. (2021). Practical UI/UX design and prototyping with Figma. TechPress.
Norman, D. (2013). The design of everyday things: Revised and expanded edition. MIT Press.
Nugroho, M. A., & Kurniawan, D. (2022). Profil kompetensi lulusan program studi teknologi pendidikan dan tantangan era digital. Jurnal Inovasi Teknologi Pendidikan, 9(1), 12–25.
Pannafino, J. (2018). Interaction design: A visual guide. Rockport.
Reiser, B. J., & Tabak, I. (2014). Scaffolding. In R. K. Sawyer (Ed.), The Cambridge handbook of the learning sciences (2nd ed., pp. 44–62). Cambridge University Press.
Reiser, R. A., & Dempsey, J. V. (2018). Trends and issues in instructional design and technology (4th ed.). Pearson.
Schwab, K. (2016). The Fourth Industrial Revolution. World Economic Forum.
Selwyn, N. (2016). Education and technology: Key issues and debates (2nd ed.). Bloomsbury.
Setiawan, A. (2021). Kesiapan mahasiswa dalam produksi media pembelajaran digital: Studi deskriptif pada program studi pendidikan. Jurnal Inovasi Pendidikan, 18(1), 77–89.
Siregar, S., & Hasibuan, M. (2020). Eksplorasi kemampuan mahasiswa dalam produksi media pembelajaran digital. Jurnal Pengembangan Teknologi Pembelajaran, 6(1), 33–45.
Susanti, D., & Pramono, H. (2020). Pemanfaatan Canva sebagai media desain grafis untuk pembelajaran daring. Jurnal Teknologi Informasi dan Pendidikan, 13(3), 220–229.
Tidwell, J., Luxton, B., & Farrell, A. (2020). Designing interfaces: Patterns for effective interaction design (3rd ed.). O’Reilly.
Widiastuti, I. (2019). Pelatihan keterampilan digital sebagai pendukung pembelajaran abad 21. Jurnal Pendidikan dan Teknologi, 5(3), 201–210.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Muhammad Faizal Rizky, Dariyono, Merrisa Monoarfa

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.




