Minggu, 26 Oktober 2025

blogpost Revisi RPP Taufiq

Revisi Rencana Pembelajaran — Taufiq Ariefianto

Rev. RPP

Taufiq Ariefianto — SMAGA Purwokerto

REVISI RENCANA PEMBELAJARAN

REVISION OF THE LESSON PLAN

Berdasarkan Hasil Refleksi On the Job Training (OJT)

Based on Reflections from the On the Job Training (OJT)

A. Rencana Pembelajaran Sebelum Direvisi (Ringkasan)

A. Lesson Plan Before Revision (Summary)

Sebelum pelaksanaan OJT, rencana pembelajaran yang digunakan berfokus pada model Project-Based Learning (PjBL) dengan pendekatan Deep Learning (SOLO Taxonomy). Pembelajaran dirancang dalam beberapa sesi:

Before the OJT implementation, the lesson plan used focused on the Project-Based Learning (PjBL) model with a Deep Learning approach (SOLO Taxonomy). The instruction was designed into several sessions:

  1. Sesi Video Pembelajaran: Topik pengoperasian, pengaplikasian, dan kolaborasi perangkat kecerdasan artifisial dalam kehidupan sehari-hari. Murid memahami konsep kecerdasan artifisial melalui contoh sederhana. Media utama berupa pembuatan video edukatif berdurasi 10 menit menggunakan Wondershare Filmora 14.
  2. Learning Video Session: Topics on operation, application, and collaboration of artificial intelligence tools in daily life. Students understood AI concepts through simple examples. The primary media was creating a 10-minute educational video using Wondershare Filmora 14.
  3. Sesi Open Class: Topik “Rekayasa Prompt untuk Kreasi Konten”. Kegiatan membuat poster digital kampanye lingkungan menggunakan ChatGPT, Gemini, Copilot, DALL-E, Leonardo, dan Canva.
  4. Open Class Session: Topic "Prompt Engineering for Content Creation." Activities included creating a digital poster for an environmental campaign using ChatGPT, Gemini, Copilot, DALL-E, Leonardo, and Canva.
  5. Sesi Peer Teaching: Topik “Pemrograman Kecerdasan Artifisial”. Simulasi pengenalan KA dan etika penggunaannya bersama rekan sejawat.
  6. Peer Teaching Session: Topic "Artificial Intelligence Programming." Simulations introducing AI and its ethical use were conducted with peers.

B. Hasil Refleksi terhadap Efektivitas Pelaksanaan Rencana

B. Reflection on the Effectiveness of the Implementation

Berdasarkan pelaksanaan OJT di sekolah dan hasil observasi serta umpan balik dari rekan sejawat, diperoleh refleksi berikut:

Based on the OJT implementation at the school and observations and feedback from colleagues, the following reflections were obtained:

1. Kelebihan:

1. Strengths:

  • Murid antusias menggunakan media digital dan KA.
  • Students were enthusiastic about using digital media and AI.
  • Model PjBL menarik dan kolaboratif.
  • The PjBL model was engaging and collaborative.
  • Meningkatkan literasi digital dan berpikir komputasional.
  • It improved digital literacy and computational thinking.

2. Kelemahan:

2. Weaknesses:

  • Keterbatasan waktu dan eksplorasi konsep.
  • Limited time and exploration of concepts.
  • Beberapa murid kurang percaya diri menggunakan perangkat.
  • Some students lacked confidence in using the tools.
  • Fokus proyek membuat pemahaman konsep belum mendalam.
  • The project's focus resulted in less depth in conceptual understanding.
  • Belum ada diferensiasi sesuai kemampuan murid.
  • There was no differentiation according to students' abilities.

Temuan Utama: Pembelajaran lebih efektif jika guru memberikan bimbingan bertahap (scaffolding) dan tutorial visual.

Key Finding: Learning is more effective when teachers provide step-by-step guidance (scaffolding) and visual tutorials.

C. Perubahan atau Perbaikan yang Dilakukan

C. Changes or Improvements Made

  1. Struktur Pembelajaran Diperjelas: Setiap sesi dibagi menjadi eksplorasi konsep, praktik terarah, dan refleksi hasil belajar.
  2. Clarified Learning Structure: Each session was divided into concept exploration, guided practice, and reflection on learning outcomes.
  3. Penambahan Aktivitas Unplugged dan Kolaboratif: Murid diajak berdiskusi dan mensimulasikan konsep algoritma sebelum praktik komputer.
  4. Added Unplugged and Collaborative Activities: Students were encouraged to discuss and simulate algorithm concepts before computer practice.
  5. Penyederhanaan Media dan Alur Kegiatan: Penggunaan Canva disesuaikan dengan kemampuan dan perangkat sekolah.
  6. Simplification of Media and Activity Flow: Canva usage was adjusted to the school's capabilities and devices.
  7. Integrasi Nilai Etika dan Literasi Digital: Penambahan sesi diskusi etika penggunaan KA.
  8. Integration of Ethical Values and Digital Literacy: Added a discussion session on AI usage ethics.
  9. Perbaikan LKPD dan Rubrik Penilaian: LKPD direvisi agar menuntun murid berpikir reflektif dan menilai kolaborasi serta etika digital.
  10. Improvement of Student Worksheets and Assessment Rubrics: Worksheets were revised to guide reflective thinking and assess collaboration and digital ethics.
  11. Pemanfaatan Blogspot sebagai Platform Pembelajaran: Materi dan karya murid dipublikasikan sebagai media refleksi terbuka.
  12. Utilization of Blogspot as a Learning Platform: Materials and students' works were published as an open reflection medium.

D. Alasan Perubahan serta Harapan terhadap Peningkatan Hasil Belajar Siswa

D. Reasons for the Changes and Hopes for Improved Student Outcomes

Alasan Perubahan:

  • Kontekstualisasi dan Diferensiasi.
  • Contextualization and Differentiation.
  • Pendalaman Proses Belajar.
  • Deepening the Learning Process.
  • Peningkatan Literasi Digital dan Kolaborasi.
  • Improving Digital Literacy and Collaboration.
  • Penguatan Refleksi dan Kreativitas Guru.
  • Strengthening Teacher Reflection and Creativity.

Harapan terhadap Peningkatan Hasil Belajar:

  • Murid memahami konsep berpikir komputasional secara bermakna.
  • Students understand computational thinking concepts meaningfully.
  • Terbentuk karakter adaptif, kreatif, dan etis.
  • Formation of adaptive, creative, and ethical character.
  • Murid berani berinovasi dalam memanfaatkan KA.
  • Students are encouraged to innovate in utilizing AI.
  • Guru menjadi fasilitator reflektif yang terus memperbaiki desain pembelajaran.
  • Teachers become reflective facilitators who continuously improve learning design.

E. Kesimpulan

E. Conclusion

Melalui proses refleksi dan revisi rencana pembelajaran berdasarkan pengalaman OJT, terjadi peningkatan kualitas pembelajaran. Pembelajaran Informatika kini berbasis nilai, kolaborasi, dan kesadaran etis. Revisi ini menjadi bukti bahwa guru perlu terus beradaptasi, berefleksi, dan berinovasi agar proses belajar mengajar tetap relevan dengan kebutuhan generasi digital.

Through reflection and revision of the lesson plan based on the OJT experience, the quality of instruction has improved. Informatics education is now value-based, collaborative, and ethically aware. This revision proves that teachers must continue to adapt, reflect, and innovate so that teaching and learning remain relevant to the needs of the digital generation.

Catatan: Konten ini diambil dari dokumen revisi rencana pembelajaran yang diunggah. — Source document included.

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