PENERAPAN METODE VASTMIND PADA MAHASISWA BIMBINGAN TINGKAT AKHIR UNTUK MONITORING PERSENTASE CAPAIAN PENYELESAIAN PROYEK PENELITIAN

Dian Mustika, Diah Aryani, Qurotul Aini, Untung Rahardja

Abstract


In today’s disruptive era, in addition to the technology that keeps developing and innovating, educational instruments are also required to have thinking skills as agent of change. Learning methods develop following the dynamic mindset from all perspectives and students are the main research object in the success of learning method application. Unfortunately, there has not been a suitable learning method to be used during the advising process so that the entire progress of the project under study cannot be effectively super-vised. After the implementation of vasTmind as the collaborative learning method, the project was resolved structurally, systematically, and effectively with the help of mindomo tool that can be accessed online by the students. VasTmind instruments include center (research title), branch in the form of a work list equipped with serial ID number, project objectives, and contributors. VasTmind application offers four benefits including systematic neat thinking, collaborative learning, project mapping, and gamification efficiency. The re-search found that collaborative learning using vasTmind improved the effi-ciency and effectiveness of students’ project completion outcomes.


Memasuki perkembangan pendidikan pada era disruptif saat ini, selain teknologi yang terus berkembang dan mengalami inovasi. Para instrumen pendidikan juga dituntut untuk memiliki kemampuan keterampilan dalam berpikir, khususnya bagi mahasiswa sebagai agent of change. Metode pembelajaran terus berkembang mengikuti pola pikir dinamis dari seluruh sudut pandang, dan mahasiswa adalah objek penelitian utama dalam keberhasilan metode pembelajaran yang diterapkan. Salah satu bentuk inovasi metode pembelajaran adalah metode vasTmind yang merupakan metode penyelesaian project secara struktural, sistematis, efektif menggunakan alat mindomoyang dapat diakses secara online oleh mahasiswa bimbingan tingkat akhir. Terdapat 4 (empat) instrumen vasTmind, yaitu center (berupa judul penelitian), branch berupa list pekerjaan dilengkapi dengan nomor urut ID, tujuan project, serta kontributor. Memiliki 4 (empat) manfaat dalam penerapan vasTmind yaitu, sistematika pemikiran rapih, collaborative learning, project mapping, dan efisiensi gamifikasi. Telah dilakukan pengamatan proses penelitian pada 1 (satu) kelompok mahasiswa dengan fokus penelitian yang sama, dan terbukti dengan adanya implementasi pola collaborative learning ini, kualitas capaian penyelesaian proyek tiap mahasiswa juga memiliki perbedaan persentase. Sehingga, metode vasTmind untuk diimplementasikan pada proses penelitian dirasa sangat efisien dan efektif.



Keywords


Mindomo, vasTmind, Collaborative Learning, Gamifikasi

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DOI: http://dx.doi.org/10.17509/e.v18i1.14919

DOI (PDF): http://dx.doi.org/10.17509/e.v18i1.14919.g9328

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