EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi
EDUTECH: Jurnal Inovasi Pendidikan Berbantuan Teknologi | Terakreditasi Sinta 4 diterbitkan 4 kali setahun (Februari, Mei, Agustus, dan November) oleh Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I) yang berafiliasi dengan Perguruan Tinggi Indonesia. Jurnal ini berisi artikel hasil pemikiran dan penelitian yang ditulis oleh para guru, dosen, pakar, ilmuwan, praktisi, dan pengkaji dalam semua disiplin ilmu yang berkaitan dengan pendidikan berbantuan teknologi dan Inovasi Pembelajaran Berbasis teknologi e-ISSN : 2797-0140 | p-ISSN : 2797-0590
Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)
PENERAPAN PRESENSI DARING BERBASIS WEBASSEMBLY DAN MICROSERVICES UNTUK PENGENALAN WAJAH PADA LEARNING MANAGEMENT SYSTEM
The demand for reliable, real-time online attendance systems capable of handling large-scale users continues to increase alongside the widespread adoption of Learning Management Systems (LMS) in higher education and online training. Conventional attendance methods based on manual input or simple authentication mechanisms suffer from weaknesses such as susceptibility to fraud, limited automation, and degraded performance under high workloads. Face recognition has emerged as a promising alternative, as it enables automatic and non-intrusive user identity verification. However, most face-based attendance systems still rely on centralized server-side processing, which leads to high latency and limited scalability. This study aims to design and evaluate an online attendance architecture that integrates WebAssembly and Microservices by separating computational workloads between the client and server. The Design Science Research method is employed to develop a web-based face attendance application as the research artifact, in which face detection and feature extraction are executed entirely on the client side using OpenCV.js compiled to WebAssembly, while authentication, attendance recording, and session management are handled by a Microservices-based backend. The evaluation includes face recognition accuracy testing, end-to-end latency measurement, and system throughput analysis. Experimental results demonstrate that the proposed architecture reduces attendance latency by approximately 72 percent compared to a monolithic server-side processing approach, while simultaneously increasing request handling capacity without compromising accuracy. These findings indicate that the integration of WebAssembly and Microservices constitutes an effective architectural solution for real-time biometric attendance systems. ABSTRAK Kebutuhan akan sistem presensi daring yang andal, real-time, dan mampu menangani skala pengguna besar terus meningkat seiring dengan meluasnya penggunaan Learning Management System (LMS) dalam pendidikan tinggi dan pelatihan daring. Metode presensi konvensional berbasis input manual maupun autentikasi sederhana memiliki kelemahan berupa potensi kecurangan, keterbatasan otomatisasi, serta performa yang menurun pada kondisi beban tinggi. Pengenalan wajah menjadi solusi alternatif yang menjanjikan karena mampu memverifikasi identitas pengguna secara otomatis dan non-intrusif. Namun, sebagian besar sistem presensi berbasis wajah masih bergantung pada pemrosesan terpusat di sisi server, yang mengakibatkan latensi tinggi dan keterbatasan skalabilitas. Penelitian ini bertujuan merancang dan mengevaluasi arsitektur presensi daring berbasis integrasi WebAssembly dan Microservices dengan pendekatan pemisahan beban komputasi antara klien dan server. Metode Design Science Research digunakan untuk mengembangkan artefak berupa aplikasi presensi wajah berbasis web, di mana proses deteksi dan ekstraksi fitur wajah dijalankan sepenuhnya di sisi klien menggunakan OpenCV.js yang dikompilasi ke WebAssembly, sedangkan autentikasi, pencatatan presensi, dan manajemen sesi ditangani oleh backend berbasis Microservices. Evaluasi dilakukan melalui pengujian akurasi pengenalan wajah, pengukuran latensi end-to-end, dan analisis throughput sistem. Hasil pengujian menunjukkan bahwa arsitektur yang diusulkan mampu menurunkan latensi presensi sekitar 72 persen dibandingkan pendekatan monolitik berbasis pemrosesan server, sekaligus meningkatkan kapasitas penanganan permintaan tanpa mengorbankan tingkat akurasi. Temuan ini menunjukkan bahwa integrasi WebAssembly dan Microservices merupakan solusi arsitektural yang efektif untuk sistem presensi biometrik real-time.
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ANALISIS MINAT MAHASISWA DALAM MELAKUKAN PENELITIAN TENTANG MEDIA PEMBELAJARAN PROGRAM STUDI PENDIDIKAN TEKNOLOGI INFORMASI
This research is motivated by the importance of learning media in the digital transformation of education and the need for prospective educators in the Information Technology Education Study Program to have research competencies in this field. The focus of the problem in this study is to analyze the interest and trends of students in conducting research on learning media and the factors that influence it. The research method used is quantitative with a descriptive approach, where data were collected through an analysis of 64 thesis titles from students and alumni as well as questionnaires. The results showed that student research was dominated by Learning Media topics with 28 titles (43.75%), followed by Information Systems with 12 titles (18.75%), while other categories such as Educational Games and Mobile Applications still had a low proportion. The main conclusion of this study is that there is a strong orientation of students towards the development of technology-based learning products in response to the need for innovation in schools, but academic policies are needed to encourage a balance between developmental research and evaluative research and analysis so that the contribution of student research becomes more comprehensive. ABSTRAK Penelitian ini dilatarbelakangi oleh pentingnya peran media pembelajaran dalam transformasi digital pendidikan serta perlunya calon pendidik di Program Studi Pendidikan Teknologi Informasi untuk memiliki kompetensi riset di bidang tersebut. Fokus masalah dalam penelitian ini adalah untuk menganalisis minat dan kecenderungan mahasiswa dalam melakukan penelitian tentang media pembelajaran serta faktor-faktor yang mempengaruhinya. Metode penelitian yang digunakan adalah kuantitatif dengan pendekatan deskriptif, di mana data dikumpulkan melalui analisis terhadap 64 judul skripsi mahasiswa dan alumni serta penyebaran kuesioner. Hasil penelitian menunjukkan bahwa penelitian mahasiswa didominasi oleh topik Media Pembelajaran dengan jumlah 28 judul (43,75%), diikuti oleh Sistem Informasi sebanyak 12 judul (18,75%), sementara kategori lain seperti Game Edukasi dan Aplikasi Mobile masih memiliki proporsi yang rendah. Simpulan utama penelitian ini adalah terdapat orientasi yang kuat dari mahasiswa terhadap pengembangan produk pembelajaran berbasis teknologi sebagai respon terhadap kebutuhan inovasi di sekolah, namun diperlukan kebijakan akademik untuk mendorong keseimbangan antara penelitian pengembangan dengan penelitian evaluatif dan analisis agar kontribusi riset mahasiswa menjadi lebih komprehensif.
PEMBUATAN MODUL INTERAKTIF PADA MATA KULIAH TARIF DAN DOKUMEN PASASI PERJALANAN WISATA
The course on Fares and Travel Documents is a core course in vocational tourism education that equips students with ticket reservation and travel document management skills in line with the needs of the travel agency industry. However, the conventional learning process has resulted in suboptimal student engagement and understanding of technical material. This study aims to develop an interactive teaching module as a learning innovation to improve the effectiveness of the learning process in the Fare and Passage Documents course. This study uses a teaching material development approach through the stages of needs analysis, Semester Learning Plan analysis, outline design, interactive content development, and validation through discussions with lecturers. The results show that the developed interactive module has a feasibility level of 83% in material expert validation and 83% in module/media expert validation with a feasible category after revision. The interactive module is declared feasible for use as teaching material to support student independent learning, improve material accessibility, and assist lecturers in delivering material in a structured manner. ABSTRAK Mata kuliah Tarif dan Dokumen Pasasi merupakan mata kuliah inti dalam pendidikan vokasi perjalanan wisata yang berperan dalam membekali mahasiswa dengan kompetensi reservasi tiket dan pengelolaan dokumen perjalanan sesuai kebutuhan industri biro perjalanan. Namun, proses pembelajaran yang masih bersifat konvensional menyebabkan keterlibatan mahasiswa dan pemahaman materi teknis belum optimal. Penelitian ini bertujuan untuk mengembangkan modul ajar interaktif sebagai inovasi pembelajaran guna meningkatkan efektivitas proses pembelajaran pada matakulia Tarif dan Dokumen Pasasi. Penelitian ini menggunakan pendekatan pengembangan bahan ajar melalui tahapan análisis kebutuhan, análisis Rencana Pembelajaran Semester (RPS), perancangan outline, penyusunan konten interaktif, serta validasi melalui diskusi dengan dosen pengampu. Hasil penelitian menunjukkan bahwa modul interaktif yang dikembangkan memiliki tingkat kelayakan sebesar 83% pada validasi ahli materi dan 83% pada validasi ahli modul/media dengan kategori layak setelah revisi. Modul interaktif dinyatakan layak digunakan sebagai bahan ajar untuk mendukung pembelajaran mandiri mahasiswa, meningkatkan aksesibilitas materi, serta membantu dosen dalam menyampaikan materi secara terstruktur.
PENGARUH PENGGUNAAN MEDIA AUGMENTED REALITY BERBASIS ASSEMBLR EDU TERHADAP PEMAHAMAN KONSEP SISWA SD KELAS V PADA PEMBELAJARAN IPAS
ABSTRACT Difficulties among elementary school students in understanding abstract concepts in IPAS learning are still frequently encountered, particularly when instructional practices are predominantly conducted using conventional teaching methods. The integration of Augmented Reality (AR) in learning environments can provide students with more tangible learning experiences through clear visualizations and interactive activities. This study aimed to examine the effect of AR-based learning media developed using the Assemblr EDU platform on improving fifth-grade students’ conceptual understanding in IPAS learning. The research employed a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The participants consisted of 55 students divided into two groups: an experimental group of 28 students and a control group of 27 students. The research procedure included a pretest, the implementation of learning activities across four instructional sessions according to the treatment given to each group, and a posttest to measure learning outcomes. Data analysis involved prerequisite statistical tests, N-Gain calculations, and an independent samples t-test with a significance level of 0.05. The results indicated that the average posttest score of the experimental group reached 83.21, which was higher than that of the control group at 73.02. Furthermore, the N-Gain analysis showed that the improvement in conceptual understanding in the experimental group fell into the moderate category (0.58), while the control group showed an increase ranging from low to moderate (0.34). The hypothesis testing also revealed a statistically significant difference (p = 0.003). Overall, the findings suggest that integrating AR-based learning media through the Assemblr EDU platform can effectively enhance students’ conceptual understanding in IPAS learning at the elementary school level. ABSTRAK Kesulitan siswa sekolah dasar dalam memahami konsep-konsep abstrak pada pembelajaran IPAS masih sering dijumpai, khususnya ketika kegiatan pembelajaran lebih banyak menggunakan metode konvensional. Pengintegrasian Augmented Reality (AR) dalam pembelajaran dapat membantu siswa memperoleh pengalaman belajar yang lebih konkret melalui visualisasi yang jelas dan aktivitas interaktif. Penelitian ini dilakukan untuk mengkaji pengaruh penggunaan media AR berbasis Assemblr EDU terhadap peningkatan pemahaman konsep siswa kelas V dalam pembelajaran IPAS. Metode penelitian yang digunakan adalah quasi-eksperimen dalam kerangka pendekatan kuantitatif dengan desain Nonequivalent Control Group Design. Subjek penelitian terdiri dari 55 siswa yang dibagi ke dalam dua kelompok penelitian, yaitu kelompok eksperimen berjumlah 28 siswa dan kelompok kontrol berjumlah 27 siswa. Prosedur penelitian meliputi pemberian pretest, pelaksanaan pembelajaran selama empat pertemuan sesuai perlakuan pada masing-masing kelompok, serta posttest untuk mengukur hasil belajar. Analisis data dilakukan melalui uji prasyarat statistik, perhitungan N-Gain, dan uji independent sample t-test dengan taraf signifikansi 0,05. Hasil analisis data memperlihatkan bahwa rata-rata skor posttest siswa pada kelas eksperimen mencapai 83,21, sedangkan pada kelas kontrol hanya sebesar 73,02. Berdasarkan analisis N-Gain, peningkatan pemahaman konsep siswa pada kelompok eksperimen termasuk dalam kategori sedang (0,58), sementara pada kelompok kontrol berada pada kategori rendah sampai sedang (0,34). Uji hipotesis menunjukkan adanya perbedaan yang signifikan (p = 0,003). Hasil studi ini memperlihatkan bahwa integrasi media AR melalui platform Assemblr EDU mampu mendukung peningkatan pemahaman konsep siswa pada pembelajaran IPAS di jenjang sekolah dasar.
AN ANALYSIS OF USING YOUTUBE VIDEOS IN TEACHING SPEAKING AT THE ELEVENTH GRADE LEVEL
ABSTRACT This study aims to analyze the utilization of YouTube videos in English language learning and their impact on the development of students’ speaking skills amid the increasing use of digital media as learning resources. The integration of technology in language learning has become an important strategy to provide authentic materials and enhance students’ engagement in the learning process. This study employed a qualitative approach, with data collected through classroom observations, interviews with teachers and students, and analysis of instructional documents. The data were analyzed descriptively to obtain a comprehensive understanding of the practice of using YouTube videos in English language instruction. The findings indicate that the use of YouTube videos enhances students’ learning motivation and provides more authentic language exposure through examples of pronunciation, intonation, and expressions in real communication contexts. In addition, video-based learning creates greater opportunities for students to actively practice speaking through discussions, imitation activities, and content-based presentations. However, the study also identified several challenges, including limited internet access, variations in content quality, and potential distractions from other features on the digital platform. In synthesis, these findings confirm that YouTube videos are effective in supporting the development of speaking skills when they are integrated in a planned, selective, and pedagogically sound manner within English language teaching strategies. ABSTRAK Penelitian ini bertujuan untuk menganalisis pemanfaatan video YouTube dalam pembelajaran bahasa Inggris serta dampaknya terhadap pengembangan keterampilan berbicara siswa di tengah meningkatnya penggunaan media digital sebagai sumber belajar. Integrasi teknologi dalam pembelajaran bahasa menjadi strategi penting untuk menghadirkan materi yang autentik dan meningkatkan keterlibatan siswa dalam proses belajar. Penelitian ini menggunakan pendekatan kualitatif dengan teknik pengumpulan data melalui observasi pembelajaran, wawancara dengan guru dan siswa, serta analisis dokumen pembelajaran. Data dianalisis secara deskriptif untuk memperoleh gambaran komprehensif mengenai praktik penggunaan video YouTube dalam pembelajaran. Hasil penelitian menunjukkan bahwa pemanfaatan video YouTube meningkatkan motivasi belajar serta memberikan paparan bahasa yang lebih autentik melalui contoh pelafalan, intonasi, dan ekspresi dalam konteks komunikasi nyata. Selain itu, penggunaan video membuka peluang bagi siswa untuk berlatih berbicara secara aktif melalui diskusi, imitasi, dan presentasi berbasis konten. Namun, penelitian ini juga mengidentifikasi kendala berupa keterbatasan akses internet, variasi kualitas konten, dan potensi distraksi dari fitur lain pada platform digital. Secara sintesis, temuan ini menegaskan bahwa video YouTube efektif dalam mendukung pengembangan keterampilan berbicara apabila diintegrasikan secara terencana, selektif, dan pedagogis dalam strategi pembelajaran bahasa Inggris.
PENGEMBANGAN E-LKPD BIOLOGI BERBASIS MODEL PEAS TERINTEGRASI LEARNING MANAGEMENT SYSTEM
The implementation of virtual practicums through Learning Management Systems (LMS) is often unidirectional and lacks the stimulation needed for students' critical thinking skills. Static worksheets have not been able to serve as interactive cognitive partners. This study aims to describe the development of an-Electronic Student Worksheet (E-LKPD) for Biology based on the AI-assisted PEAS (Prompt, Evaluate, Analyze, Synthesize) framework integrated within an LMS, and to evaluate its feasibility and practicality through a limited trial. This study employed a Research and Development (R&D) method using the ADDIE model, delimited to the Development phase. The limited trial subjects involved two biology subject matter experts, two media experts, and 15 Biology study program students. Data were collected using Likert scale questionnaires and analyzed using descriptive percentage statistics. Expert validation results showed an average feasibility score of 89.37% (Highly Valid), indicating scientific substantive accuracy and reliable media functionality. The practicality test by users obtained a score of 89.68% (Highly Practical), highlighting the ease of interface navigation and cognitive stimulation facilitated by the virtual assistant. In conclusion, the LMS-integrated PEAS-based Biology E-LKPD prototype is highly feasible and practical to be used as an intellectual scaffold in virtual experiments, with future prospects for effectiveness testing on a real class scale. ABSTRAK Pelaksanaan praktikum secara virtual melalui Learning Management System (LMS) sering kali berjalan satu arah dan kurang menstimulasi keterampilan berpikir kritis mahasiswa. Lembar kerja statis belum mampu menjadi mitra kognitif yang interaktif. Penelitian ini bertujuan untuk mendeskripsikan pengembangan Lembar Kerja Peserta Didik Elektronik (E-LKPD) Biologi berbasis kerangka PEAS (Prompt, Evaluate, Analyze, Synthesize) berbantuan kecerdasan buatan yang terintegrasi di dalam LMS, serta mengevaluasi kelayakan dan kepraktisannya melalui uji terbatas. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang dibatasi hingga tahap Development. Subjek uji terbatas melibatkan dua ahli materi biologi, dua ahli media, serta 15 mahasiswa program studi Biologi. Data dikumpulkan menggunakan angket skala Likert dan dianalisis dengan statistik deskriptif persentase. Hasil validasi ahli menunjukkan rata-rata skor kelayakan sebesar 89,37% (Sangat Valid), yang mengindikasikan akurasi substansi keilmuan dan keandalan fungsionalitas media. Uji kepraktisan oleh pengguna memperoleh skor 89,68% (Sangat Praktis), menyoroti kemudahan navigasi antarmuka dan stimulasi kognitif yang difasilitasi oleh asisten virtual. Kesimpulannya, purwarupa E-LKPD Biologi berbasis PEAS yang terintegrasi LMS ini sangat layak dan praktis digunakan sebagai perancah intelektual dalam eksperimen virtual, dengan prospek lanjutan untuk diuji efektivitasnya pada skala kelas yang riil.
PENGEMBANGAN E-LKPD TERINTEGRASI VIRTUAL LAB PHET INTERACTIVE SIMULATION PADA PEMBELAJARAN IPAS KELAS IV SEKOLAH DASAR
This study aims to Develop an Electronic Student Worksheet (E-LKPD) built on the Liveworksheets platform and integrated with the PhET Interactive Simulation virtual lab as an instructional medium for Natural and Social Sciences (IPAS) learning on the topic of Energy and Its Transformation for fourth-grade elementary school students. The study was motivated by the limited availability of interactive and contextual digital learning media, which has contributed to low student engagement and insufficient conceptual understanding in IPAS learning. This study employed a Research and Development (R&D) method, which is a research approach used to produce a specific product while simultaneously testing its feasibility and effectiveness. Product Development followed the DDD-E model (Decide, Design, Develop, Evaluate). Data collection instruments included expert validation sheets and student response questionnaires. Validation results showed that the E-LKPD received feasibility scores of 95,45% from the media expert, 87.71% from the subject matter expert, and 98% from the language expert, all of which fall within the "highly feasible" category. The small-group trial yielded a score of 85,20%, while the large-group trial yielded 90,27%, both categorised as "very good". Accordingly, the Liveworksheets-based E-LKPD integrated with the PhET Interactive Simulation virtual lab on the topic of Energy and Its Transformation is deemed feasible and effective for use as an IPAS instructional medium in fourth-grade elementary school classrooms. ABSTRAK Penelitian ini bertujuan untuk mengembangkan Elektronik Lembar Kerja Peserta Didik (E-LKPD) berbasis website Liveworksheets yang terintegrasi dengan virtual lab PhET Interactive Simulation sebagai media pembelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) pada materi Energi dan Perubahannya bagi peserta didik kelas IV Sekolah Dasar. Latar belakang penelitian ini didasarkan pada kurangnya media pembelajaran digital yang interaktif dan kontekstual, sehingga berdampak pada rendahnya keterlibatan dan pemahaman konsep peserta didik dalam pembelajaran IPAS. Penelitian ini menggunakan metode Research and Development (R&D), yakni metode penelitian yang digunakan untuk menghasilkan produk tertentu sekaligus menguji kelayakan dan keefektifan produk tersebut. Pengembangan produk dilakukan menggunakan model DDD-E (Decide, Design, Develop, Evaluate). Instrumen pengumpulan data meliputi lembar validasi ahli dan angket respons peserta didik. Hasil validasi menunjukkan bahwa E-LKPD yang dikembangkan memperoleh skor kelayakan sebesar 95,45% dari ahli media, 85,71% dari ahli materi, dan 98,66% dari ahli bahasa, yang seluruhnya masuk dalam kategori "sangat layak". Hasil uji coba kelompok kecil memperoleh skor sebesar 87,20% dan uji coba kelompok besar sebesar 90,27%, keduanya berada pada kategori "sangat baik". Dengan demikian, E-LKPD berbasis Liveworksheets yang terintegrasi virtual lab PhET Interactive Simulation pada materi Energi dan Perubahannya dinyatakan layak dan efektif digunakan sebagai media pembelajaran IPAS di kelas IV Sekolah Dasar.
PENGEMBANGAN MEDIA INFOGRAFIS INTERAKTIF BERBASIS MODEL CONTEXTUAL TEACHING AND LEARNING (CTL) PADA MATERI GAYA DAN GERAK SISWA KELAS IV SEKOLAH DASAR
This study aims to develop an interactive infographic learning media based on the Contextual Teaching and Learning (CTL) model on the topic of force and motion for fourth-grade elementary school students. The background of this study is based on the limited use of engaging and interactive learning media, causing students to have difficulties in understanding abstract concepts of force and motion. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The developed product is an interactive infographic media that integrates text, images, animations, and interactive quizzes accessible through digital devices. The results show that the CTL-based interactive infographic media has a high level of validity based on expert validation and is categorized as very practical based on teacher responses. The media helps students understand the concepts of force and motion through contextual and engaging presentations, while also increasing student participation in the learning process. Therefore, the developed media is feasible to be used as an innovative alternative in elementary science learning. ABSTRAK Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa infografis interaktif berbasis model Contextual Teaching and Learning (CTL) pada materi gaya dan gerak untuk siswa kelas IV sekolah dasar. Latar belakang penelitian ini didasarkan pada masih terbatasnya penggunaan media pembelajaran yang menarik dan interaktif, sehingga siswa mengalami kesulitan dalam memahami konsep gaya dan gerak yang bersifat abstrak. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Produk yang dikembangkan berupa media infografis interaktif yang memadukan teks, gambar, animasi, serta kuis interaktif yang dapat diakses melalui perangkat digital. Hasil penelitian menunjukkan bahwa media infografis interaktif berbasis CTL memiliki tingkat validitas yang tinggi berdasarkan penilaian ahli, baik ahli media, ahli bahasa maupun ahli materi serta termasuk dalam kategori sangat praktis berdasarkan respon guru dan siswa. Media ini dinilai mampu membantu siswa dalam memahami konsep gaya dan gerak melalui penyajian yang kontekstual dan menarik, serta meningkatkan keterlibatan siswa dalam proses pembelajaran. Dengan demikian, media yang dikembangkan layak digunakan sebagai alternatif inovatif dalam pembelajaran IPA di sekolah dasar.
KEEFEKTIFAN PEMBELAJARAN MENULIS TEKS BERITA MENGGUNAKAN MODEL 5E LEARNING CYCLE DAN THINK TALK WRITE BERBANTUAN MEDIA AUDIOVISUAL
The learning of news writing has not yet been implemented optimally, resulting in low academic scores for seventh-grade students. This condition is evident from the students' difficulties in independently developing ideas and in the writing process that adheres to the rules of news writing. The application of innovative learning models can encourage the effectiveness of learning to achieve optimal results. This study aims to examine the effectiveness of news writing instruction using the 5E Learning Cycle and Think Talk Write models, supported by the use of video-based audiovisual media, among seventh-grade students at MTs Negeri 1 Pati. This research employs a quantitative approach with a quasi-experimental design in the form of a nonequivalent control group design. Quantitative data was collected from the pre-test and post-test scores of news writing skills. Data analysis used descriptive analysis and a T-test. The results of the paired sample t-test for the experimental class and the control class obtained a sig. (2-tailed) value of 0.000 < 0.05, meaning there is a difference in learning outcomes. The results of the independent sample t-test obtained a sig. (2-tailed) value of 0.780 > table sig. 0.05, so there is no difference in news writing skills between the two groups. These findings indicate that the 5E Learning Cycle and Think Talk Write models, aided by audiovisual media, are effective in optimizing news writing learning because they result in significant differences in learning outcomes. However, the comparison test results of the two learning models show that there is no difference. This confirms that both models are equally effective when applied to teaching news writing. ABSTRAK Pembelajaran menulis teks berita masih belum terlaksana secara optimal sehingga berdampak pada rendahnya nilai akademik peserta didik kelas VII. Kondisi tersebut terlihat dari kesulitan peserta didik dalam mengembangkan gagasan secara mandiri serta dalam proses penulisan yang sesuai dengan kaidah penulisan teks berita. Penerapan model pembelajaran yang inovatif mampu mendorong keefektifan pembelajaran agar dapat mencapai hasil yang optimal. Penelitian ini bertujuan mengkaji keefektifan pembelajaran menulis teks berita dengan penerapan model 5E Learning Cycle dan Think Talk Write yang didukung pemanfaatan media audiovisual berbasis video pada peserta didik kelas VII MTs Negeri 1 Pati. Penelitian ini menerapkan pendekatan kuantitatif dengan desain quasi eksperimental bentuk nonequivalent control group design. Data kuantitatif dikumpulkan dari nilai pretes dan postes keterampilan menulis teks berita. Analisis data menggunakan analisis deskriptif serta uji T. Hasil pengujian paired sample t-test kelas eksperimen dan kelas kontrol diperoleh nilai sig. (2-tailed) 0,000 < 0,05, artinya terdapat perbedaan terhadap hasil belajar. Hasil uji independent sample t-test diperoleh nilai sig. (2-tailed) 0,780 > sig. tabel 0,05, maka tidak terdapat perbedaan keterampilan menulis teks berita pada kedua kelompok. Temuan ini mengindikasikan bahwa model 5E Learning Cycle dan Think Talk Write berbantuan media audiovisual efektif dalam mengoptimalkan pembelajaran menulis teks berita karena memberikan perbedaan hasil belajar yang signifikan. Namun, hasil uji perbandingan kedua model pembelajaran menunjukkan bahwa tidak terdapat perbedaan. Hal ini menegaskan bahwa kedua model sama-sama efektif diterapkan dalam pembelajaran menulis teks berita.
PENGARUH MINAT BELAJAR DAN MEDIA POP UP BOOK TERHADAP HASIL BELAJAR
ABSTRACT This study is motivated by the low learning outcomes in Pancasila Education, which are not yet supported by optimal learning interest and the use of innovative and contextual learning media. This study aims to analyze the effect of learning interest and pop-up book media on students’ learning outcomes. The method used is quantitative with an associative approach through multiple linear regression analysis. The sample consisted of 26 students selected using total sampling technique. The research instruments included a Likert-scale questionnaire to measure learning interest and media usage, as well as multiple-choice tests to assess learning outcomes. Data analysis was conducted systematically to examine the relationships and the magnitude of influence among variables more efficiently. The results showed that learning interest and pop-up book media, both simultaneously and partially, have a significant effect on students’ learning outcomes. The contribution of these two variables to learning outcomes was 56.3%, while 43.7% was influenced by other factors outside the study. These findings indicate that optimizing learning interest supported by contextual learning media can significantly enhance learning effectiveness. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar Pendidikan Pancasila yang belum didukung oleh minat belajar optimal serta penggunaan media pembelajaran yang inovatif dan kontekstual. Penelitian ini bertujuan untuk menganalisis pengaruh minat belajar dan media pop up book terhadap hasil belajar siswa. Metode yang digunakan adalah kuantitatif dengan pendekatan asosiatif melalui analisis regresi linier berganda. Sampel penelitian berjumlah 26 siswa yang ditentukan dengan teknik total sampling. Instrumen penelitian berupa angket skala Likert untuk mengukur minat belajar dan penggunaan media, serta tes pilihan ganda untuk mengukur hasil belajar. Analisis data dilakukan secara terarah untuk menguji hubungan dan besaran pengaruh antar variabel secara lebih efisien. Hasil penelitian menunjukkan bahwa minat belajar dan media pop up book, baik secara simultan maupun parsial, berpengaruh signifikan terhadap hasil belajar siswa. Kontribusi kedua variabel terhadap hasil belajar sebesar 56,3%, sedangkan 43,7% dipengaruhi oleh faktor lain di luar penelitian. Temuan ini menegaskan bahwa optimalisasi minat belajar yang didukung media pembelajaran kontekstual mampu meningkatkan efektivitas pembelajaran secara signifikan.
PENGEMBANGAN VIDEO PEMBELAJARAN EDPUZZLE MATERI DASAR LOGO KELAS XI SMK
ABSTRACT This study was motivated by the low level of student engagement and understanding in learning Basic Logo Design in the Visual Communication Design (DKV) program, where teaching is still largely dominated by lecture-based methods that are less able to accommodate students’ visual learning characteristics. Therefore, this research aims to develop and evaluate the effectiveness of an Edpuzzle-based interactive learning video as a more innovative instructional medium. The method employed in this study is Research and Development (R&D) based on the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were students of class XI DKV 2 at SMK Krian 2 Sidoarjo, while the data were collected through observations, interviews, questionnaires, as well as pretest and posttest assessments. The findings indicate that the developed learning media was rated as highly feasible by experts and received positive responses from students. Furthermore, the implementation of this media significantly improved students’ learning outcomes, as indicated by a significance value of 0.000 (<0.05) and an N-Gain score of 0.75, which falls into the high category. These results demonstrate that the use of Edpuzzle-based interactive learning videos is effective in improving students’ understanding of Basic Logo Design material. Therefore, the developed learning media can serve as an alternative digital technology–based instructional strategy to enhance the quality of the learning process in the field of Visual Communication Design. ABSTRAK Penelitian ini dilatarbelakangi oleh rendahnya keterlibatan dan pemahaman siswa dalam pembelajaran Dasar-Dasar Logo pada program keahlian Desain Komunikasi Visual (DKV), yang selama ini masih banyak menggunakan metode ceramah sehingga kurang mampu memfasilitasi karakteristik belajar visual siswa. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan serta menguji efektivitas media pembelajaran video interaktif berbasis Edpuzzle sebagai alternatif media pembelajaran yang lebih inovatif. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan mengacu pada model ADDIE, yang mencakup tahapan analisis, desain, pengembangan, pelaksanaan, serta evaluasi. Subjek penelitian adalah siswa kelas XI DKV 2 SMK Krian 2 Sidoarjo, sedangkan data dikumpulkan melalui observasi, wawancara, angket, serta tes pretest dan posttest. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan memperoleh penilaian sangat layak dari ahli serta mendapatkan respons positif dari siswa. Selain itu, penerapan media tersebut terbukti mampu meningkatkan hasil belajar siswa secara signifikan, yang ditunjukkan oleh nilai signifikansi 0,000 (<0,05) dan nilai N-Gain sebesar 0,75 yang berada pada kategori tinggi. Temuan ini menunjukkan bahwa penggunaan video pembelajaran interaktif berbasis Edpuzzle efektif dalam meningkatkan pemahaman siswa pada materi Dasar-Dasar Logo. Dengan demikian, media pembelajaran yang dikembangkan dapat digunakan sebagai alternatif strategi pembelajaran berbasis teknologi digital yang mampu meningkatkan kualitas proses pembelajaran pada bidang Desain Komunikasi Visual.
NAVIGASI PRINSIP DASAR TEKNOLOGI PEMBELAJARAN: REKONSTRUKSI MULTIDIMENSIONAL MENUJU ERA KECERDASAN ARTIFISIAL YANG HUMAN-CENTRIC
Learning technology has transformed from merely a supporting instrument into a foundational architecture of modern education that reshapes learning processes and experiences. This article aims to analyze the fundamental principles of learning technology through four main dimensions, namely philosophical, sociological, juridical, and pedagogical, with a focus on the dynamics of education in Indonesia following the enactment of Permendikdasmen No. 13 of 2025. This study employs a qualitative method with a library research approach, utilizing various scientific sources, regulations, and relevant reports as the basis of analysis. The findings indicate a paradigm shift from instructional control toward learner facilitation, which requires the integration of technology in a human-centric manner. The results also reveal a paradox in the implementation of technology, where the acceleration of digitalization is not always accompanied by ethical readiness and equitable access. The Deep Learning approach, characterized by mindful, meaningful, and joyful learning, emerges as a potential solution to address these challenges, particularly in 3T (underdeveloped, frontier, and outermost) regions and in responding to the crisis of academic integrity caused by the misuse of artificial intelligence. This article recommends strengthening ethical digital literacy, developing locally adaptive technologies, and ensuring infrastructure equity as key prerequisites for the successful implementation of learning technology in Indonesia. ABSTRAK Teknologi pembelajaran telah bertransformasi dari sekadar instrumen pendukung menjadi fondasi arsitektur pendidikan modern yang membentuk ulang proses dan pengalaman belajar. Artikel ini bertujuan untuk menganalisis prinsip dasar teknologi pembelajaran melalui empat dimensi utama, yaitu filosofis, sosiologis, yuridis, dan pedagogis, dengan fokus pada dinamika pendidikan di Indonesia pasca pemberlakuan Permendikdasmen No. 13 Tahun 2025. Penelitian ini menggunakan metode kualitatif dengan pendekatan studi pustaka yang memanfaatkan berbagai sumber ilmiah, regulasi, dan laporan relevan sebagai dasar analisis. Hasil penelitian menunjukkan adanya pergeseran paradigma dari kendali instruksional menuju fasilitasi pembelajar yang menuntut integrasi teknologi secara human-centric. Temuan juga mengungkap adanya paradoks dalam implementasi teknologi, yaitu percepatan digitalisasi yang tidak selalu diimbangi dengan kesiapan etika dan pemerataan akses. Pendekatan Deep Learning sebagai model pembelajaran yang mindful, meaningful, dan joyful menjadi salah satu solusi dalam menjawab tantangan tersebut, khususnya di wilayah 3T dan dalam menghadapi krisis integritas akademik akibat penyalahgunaan kecerdasan artifisial. Artikel ini merekomendasikan penguatan literasi digital berbasis etika, pengembangan teknologi adaptif lokal, serta pemerataan infrastruktur sebagai prasyarat utama keberhasilan implementasi teknologi pembelajaran di Indonesia.
ANALISIS IMPLEMENTASI ARTIFICIAL INTELLIGENCE SEBAGAI ALAT BANTU PEMBELAJARAN MATEMATIKA
The integration of digital technology, particularly artificial intelligence, is crucial in addressing the challenges of mathematics learning in higher education, which often triggers cognitive anxiety and low student interest due to overly theoretical conceptualization. This study aims to analyze the implementation of intelligent systems as a tool to bridge psychological barriers and increase learning motivation through a personalized approach. The research method employed a descriptive literature review of sixteen reputable scientific articles from 2020 to 2025. The systematic steps included data identification, raw information reduction, narrative presentation, and drawing conclusions through continuous verification. The research findings indicate that instant feedback features and algorithm-based dynamic visualizations can strengthen the depth of understanding of mathematical concepts independently. The adaptive learning system successfully creates a flexible learning experience that accommodates individual pace, thus further enhancing the transformation of students into active subjects. However, structural barriers such as limited technological infrastructure and low digital literacy among educators remain major obstacles to the distribution of quality intelligent education. The main conclusion confirms that although artificial intelligence has transformative potential in boosting academic achievement and critical thinking skills, its success is highly dependent on the readiness of human resources and the support of adequate institutional facilities to create an inclusive, modern, and progressive mathematics learning ecosystem in the future for the advancement of a more effective global educational civilization.
BEYOND TECHNICAL SKILLS: POSITIVE BEHAVIOR SUPPORT AS A FOUNDATION FOR AI-ERA COMPETENCIES IN ELEMENTARY TEACHER EDUCATION
AI integration demands ethical competence and emotional regulation in students, yet the preparation of PGSD teachers within the Positive Behavior Support (PBS) framework remains very limited. This study aims to analyze PBS as a supportive learning environment framework aligned with the Merdeka Curriculum and the Pancasila Student Profile. Using a mixed-methods design with 182 elementary school teachers and PGSD students, the research phase included a quantitative survey and in-depth semi-structured interviews. Statistical findings indicate that respondents' PBS knowledge level had a high average score of 4.08. Through structural model analysis, it was demonstrated that PBS knowledge significantly predicted classroom management practices (β = 0.58), which in turn influenced character alignment (β = 0.54) and teaching competency in the AI ​​era (β = 0.49). There was an indirect effect through the curriculum alignment variable of 0.22. Qualitative findings confirmed that PBS strengthens human-centered pedagogy, encourages responsible use of technology, and optimizes the formation of religious and independent character. The main conclusion of the study establishes PBS as the foundation for future teacher professionalism for the sustainability of inclusive national education reform. The integration of PBS into the PGSD curriculum is urgently needed to produce professional educators who are responsive to students' social-emotional needs while simultaneously guiding technological transformation throughout Indonesia in a sustainable, humanistic manner.
PENGEMBANGAN MEDIA SCAFFOLDING STORY DICE (DADU CERITA BERPEMANDU) UNTUK MENINGKATKAN KETERAMPILAN BERBICARA SISWA KELAS II SD
This research is motivated by the speech block phenomenon observed among second-grade students at SDN Sadeng 03, where students experience cognitive barriers in producing oral language during storytelling. The primary issue focuses on the students' low speaking skills due to the dominance of conventional lecture methods and the lack of interactive media that implement scaffolding strategies. This study aims to develop, test the feasibility of, and prove the effectiveness of Scaffolding Story Dice media in improving speaking skills. The research method employed is Research and Development (R&D) using the ADDIE development model (Analyze, Design, Development, Implementation, Evaluation). The research subjects consisted of 28 second-grade students at SDN Sadeng 03 for the 2025/2026 academic year. The results showed that the Scaffolding Story Dice media obtained an average feasibility percentage of 94% from media and material experts, categorizing it as "Highly Feasible." Based on field testing, there was a significant difference in speaking ability (p < 0.05), with an increase in the mean score from 54.64 in the pre-test to 82.85 in the post-test. The effectiveness analysis showed an average N-Gain Score of 0.63, which falls into the "Moderate" category. This study concludes that Scaffolding Story Dice media is proven effective in overcoming students communication deadlocks through the integration of visual stimuli and linguistic scaffolding, making it a practical and innovative solution for literacy learning in elementary schools.
IDENTIFIKASI KEBUTUHAN KARTU PINTAR BERBASIS AUGMENTED REALILY (AR) UNTUK ANAK BERKEBUTUHAN KHUSUS
When it comes to learning, people with intellectual impairments typically need new ways of doing things and new kinds of media to help them understand the material. The goals of this research project are: (1) to identify the real conditions of mathematics learning for children with special needs; (2) to analyze the obstacles that arise in the use of traditional learning media; (3) to explore the needs of teachers, students, and the learning environment for innovative AR-based media; (4) to formulate an initial design for the development of AR-based smart cards as adaptive and inclusive mathematics learning media. With the use of Augmented Reality technology, digital elements may be superimposed over physical ones in real time. The research design used in this study is descriptive. In order to gather information for this study, interviews and observations were utilized. People with intellectual limitations benefit from augmented reality smart cards, according to this research. The use of AR-based smart cards allows students with intellectual disabilities to visualize mathematical objects more concretely, learn independently, and increase their learning motivation. ABSTRAK Dalam hal pembelajaran, orang dengan gangguan intelektual biasanya membutuhkan cara-cara baru dalam melakukan sesuatu dan jenis media baru untuk membantu mereka memahami materi. Tujuan dari proyek penelitian ini adalah: (1) Mengidentifikasi kondisi nyata pembelajaran matematika bagi anak berkebutuhan khusus. (2) Menganalisis hambatan yang muncul dalam penggunaan media pembelajaran tradisional. (3) Menggali kebutuhan guru, siswa, dan lingkungan belajar terhadap media inovatif berbasis AR. (4) Merumuskan rancangan awal pengembangan kartu pintar berbasis AR sebagai media pembelajaran matematika yang adaptif dan inklusif. Dengan menggunakan teknologi AR, elemen digital dapat ditumpangkan di atas elemen fisik secara real-time. Desain penelitian yang digunakan dalam studi ini adalah deskriptif. Untuk mengumpulkan informasi untuk studi ini, digunakan wawancara dan observasi. Menurut penelitian ini, orang dengan keterbatasan intelektual mendapat manfaat dari kartu pintar AR. Pengunaan kartu pintar berbaasis AR memungkinkan siswa tuna grahitaa untuk dapat menvisualisasikan objek matemaatika secaara lebih kongkret, belaajaar secara mandiri daan dapat meningkatkan motivaasi belajar siswa tuna agrahita.
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TGT BERBANTUAN KUIS FAMILY 100 UNTUK MENINGKATKAN HASIL BELAJAR SISWA KELAS VII PADA MATERI EKOLOGI
The low level of students’ learning outcomes in ecology indicates the need for innovative instructional strategies that can enhance student engagement and conceptual understanding. This study aims to describe the improvement of students’ knowledge learning outcomes, the implementation of the learning process, and students’ responses after the application of the Teams Games Tournament (TGT) cooperative learning model assisted by the Family 100 quiz in ecology learning. This research employed a quantitative approach using a pre-experimental method with a one-group pretest–posttest design. The research subjects consisted of 34 seventh-grade students of class VII-K at SMP Negeri 2 Krian in the 2025/2026 academic year. Data were collected through learning outcome tests, observation sheets of learning implementation, and student response questionnaires. The data were analyzed using the N-Gain calculation, the Shapiro–Wilk normality test, the paired sample t-test, and quantitative descriptive analysis. The results showed that the average pretest score of 49.00 increased to 68.65 in the posttest, with an average N-Gain score of 0.376 categorized as moderate. The hypothesis testing results indicated a significant difference between the scores before and after the treatment. The implementation of learning was categorized as very good, and students’ responses were highly positive. Therefore, the application of the TGT cooperative learning model assisted by the Family 100 quiz is effective in improving students’ knowledge learning outcomes in ecology.
PENERAPAN TGT BERBANTUAN BAMBOOZLE UNTUK MENINGKATAN HASIL BELAJAR PADA PEMBELAJARAN IPA
The learning outcomes of students at SMP 17 Surabaya show that most of them have not achieved the minimum competency standard based on observation results. Therefore, this study aims to improve student learning outcomes using TGT cooperative learning assisted by digital media. This study describes the implementation of learning, the improvement of cognitive learning outcomes, and student responses to the application of the Teams Games Tournament (TGT) cooperative learning model assisted by Bamboozle digital media on the subject of heat transfer. The type of research used is a pre-experimental design with a One Group Pretest-Posttest Design involving 30 students in class VII-E of SMP Negeri 17 Surabaya. The research instruments included observation sheets on learning implementation, tests, and response questionnaires. The learning outcome data were analyzed descriptively. The results showed that: (1) learning implementation was carried out very well, with a percentage of 95.55% in the first meeting and increased to 96.2% in the second meeting; (2) there was a significant difference in student learning outcomes, as indicated by a Wilcoxon test significance value of <0.001, and (3) student responses were classified as positive in the very high category, as indicated by an average questionnaire percentage of 92%. The conclusion of this study indicates that the Bamboozle-assisted TGT cooperative learning model can improve the learning outcomes of junior high school students.
IMPLEMENTASI MEDIA KARTU KUARTET UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA PADA MATERI SISTEM EKSKRESI MENGGUNAKAN MODEL PEMBELAJARAN KOOPERATIF TIPE STAD
The world of education today demands innovation in the use of learning media to create a more interactive and meaningful classroom atmosphere. In line with these efforts, this study aims to determine the increase in student learning motivation and learning outcomes through the implementation of quartet cards using the STAD cooperative learning model in the excretory system material. This study used a pre-experimental design with a one group pretest-posttest design. The research subjects were 31 students in class VIII A at a junior high school. Data collection techniques used learning motivation questionnaires and learning outcome tests. Learning motivation data analysis was conducted descriptively, while learning outcomes were analyzed using normality tests to determine data distribution. Furthermore, N-Gain calculations and paired sample t-tests were conducted to determine the increase and significance of student learning outcomes. The results showed an increase in student learning motivation, as indicated by an average motivation questionnaire score of 47.72 to 82.53. Student learning outcomes also improved, with an average N-Gain value of 0.51, which is classified as moderate. The results of the paired sample t-test on learning outcomes showed a significance value of < 0.05, so it can be concluded that the implementation of quartet cards using the STAD cooperative learning model can increase student motivation and learning outcomes in the subject of the excretory system.
PENERAPAN MODEL KOOPERATIF TIPE STAD BERBANTUAN WORDWALL UNTUK MENINGKATKAN MOTIVASI BELAJAR IPA
This study aims to describe the increase in student learning motivation after the implementation of the STAD type cooperative model assisted by interactive media (Wordwall). This type of research is a quantitative study with a One Group Pretest-Posttest design involving 29 students of class VII-C at SMP at Sidoarjo as research subjects. The learning motivation instrument is a learning motivation questionnaire containing 25 statements based on indicators developed by Sudibyo: choice of tasks, effort, persistence, and self-confidence. The instruments used include learning motivation questionnaire sheets (pretest and posttest). Data analysis techniques used paired t-test and N-Gain calculation. The results of the study showed that there was an increase in student learning motivation in the high category. All aspects of learning motivation experienced an increase, with the effort aspect showing the most significant increase with an N-gain score of 0.73. It can be concluded that the implementation of the STAD cooperative learning model assisted by Wordwall is effective in increasing student learning motivation in science learning.
PENGEMBANGAN MEDIA INTERAKTIF NORMAPEDIA BERBASIS PROGRAM SATRIA BAIK (SATU HARI TIGA KEBAIKAN) UNTUK MENINGKATKAN TINDAKAN MORAL PESERTA DIDIK DI SMP NEGERI 1 LOCERET
This research is motivated by obstacles in the implementation of character education at SMP Negeri 1 Loceret, particularly in the aspect of learning media that is less innovative in the era of digital transformation. The focus of this research is to develop Normapedia interactive media integrated with the SATRIA BAIK (One Day Three Goodness) program to strengthen students' moral actions in a real way. Using the Research and Development method with the ADDIE development model, this research goes through the stages of analysis, design, development, implementation, and comprehensive evaluation. The results of the validity test show a very high level of product feasibility reaching 91.87%, covering aspects of material, character, and media design. In the effectiveness test stage on 32 students, a significant increase in moral actions was found with an average score that jumped from 65.12 in the pretest to 84.56 in the posttest. This increase of 19.44 points is supported by an N-gain value of 0.71 which is in the high category and a significance of 0.000. Qualitatively, this program succeeded in increasing discipline consistency by 87% and social empathy by 81%. The main conclusion confirms that the synergy between interactive normative content and digital daily reflection features effectively builds a measurable and sustainable moral habitus. This innovation bridges the gap between students' understanding of ethical theory and their daily behavioral practices in a junior high school environment through the systematic use of technology. This medium supports the creation of a generation of intelligent and high-integrity learners.
MODEL INKUIRI TERBIMBING DENGAN DUKUNGAN ANIMASI 3D SEBAGAI UPAYA UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA
This study was motivated by the low level of students' critical thinking skills in science learning, particularly on the topic of the human respiratory system, which is abstract in nature, as well as the lack of active student engagement in the learning process. This study aims to determine the improvement of students' critical thinking skills, the implementation of learning, and students’ responses to the implementation of a guided inquiry learning model assisted by 3D animation. This research employed a quantitative approach with a pre-experimental design in the form of a one-group pre-test post-test. The subjects of this study were 27 students of class VIII D at MTs Negeri 4 Surabaya. Data were collected through tests (pre-test and post-test), observation sheets of learning implementation, and student response questionnaires. Data analysis was conducted using normality tests, paired sample t-tests, and N-Gain analysis. The results showed that there was an improvement in students' critical thinking skills, indicated by an increase in the average score from 46.67 to 67.04. The t-test results revealed a significant difference between pre-test and post-test scores (p < 0.05). The average N-Gain score was 0.37, categorized as moderate. In addition, the implementation of learning was categorized as very good, and students’ responses were also in the very good category. Therefore, it can be concluded that the implementation of the guided inquiry learning model assisted by 3D animation is effective in improving students' critical thinking skills.
PENGEMBANGAN LKPD IPA INTERAKTIF BERBASIS MODEL FERA DALAM PEMBELAJARAN SUHU, KALOR, DAN PEMUAIAN
The Independent Curriculum demands mastery of Science Process Skills, but the reality of classroom learning is still dominated by conventional methods due to time constraints and the lack of physical laboratory facilities in schools. The focus of this research is the high level of misconceptions among seventh-grade students regarding the abstract nature of temperature, heat, and expansion, necessitating media that can facilitate the needs of kinesthetic learning styles. This research aims to develop an Interactive Science Student Worksheet (LKPD) based on the FERA (Focus, Explore, Reflect, Apply) inquiry model in a hybrid format. The important stages of the research apply the Research and Development method through the ADDIE framework, which is limited to the analysis, design, and product development phases. Data were analyzed quantitatively using the Gregory Validity Coefficient formula and the calculation of the average score of the instrument. The research findings show that content validity achieved an absolute score of 1.00 from experts, meaning it is very feasible to use theoretically. Furthermore, a practicality test involving teachers and students obtained an average score of 4.80, with a predicate of very practical. The use of PhET virtual laboratory simulation technology in student worksheets (LKPD) has proven effective in reducing preparation time and significantly increasing student learning independence. The main conclusion confirms that this interactive LKPD based on the FERA model is highly adaptive and effective in correcting misconceptions and training students' scientific reasoning in a sustainable, systematic, and independent manner.
PENGARUH MANAJEMEN GERAKAN TEKNOLOGI PENDIDIKAN TERHADAP EFEKTIVITAS PELAPORAN KINERJA GURU PADA ERA DIGITAL
ABSTACK The rapid development of digital technology in the era of the Industrial Revolution 4.0 to Society 5.0 demands educational transformation, yet its implementation still faces a gap between policy and practice, particularly in the effectiveness of teachers’ performance reporting in schools. This study aims to analyze the influence of Educational Technology Movement Management (GTK) on the effectiveness of teacher performance reporting in the digital era at SMK Negeri 4 Mataram. This research employed a quantitative approach with a correlational design. The population as well as the sample consisted of 89 teachers, including civil servant, contract, and non-civil servant teachers, using a total sampling technique. Data were collected through questionnaires, observation, and documentation, and analyzed using product moment correlation. The results indicate a very strong positive relationship between GTK management and the effectiveness of teacher performance reporting, with a correlation coefficient of 1.000 and a significance value of 0.000. These findings suggest that effective technology management significantly enhances accountability, efficiency, reporting quality, and supports accurate, systematic, transparent, and sustainable data-driven decision making in schools. ABSTRAK Perkembangan teknologi digital pada era Revolusi Industri 4.0 hingga Society 5.0 menuntut transformasi pendidikan berbasis teknologi, namun implementasinya masih menghadapi kesenjangan antara kebijakan dan praktik, khususnya dalam efektivitas pelaporan kinerja guru di sekolah. Penelitian ini bertujuan menganalisis pengaruh Manajemen Gerakan Teknologi Pendidikan (GTK) terhadap Efektivitas Pelaporan Kinerja Guru pada era digital di SMK Negeri 4 Mataram. Penelitian menggunakan pendekatan kuantitatif dengan rancangan korelasional. Populasi sekaligus sampel penelitian berjumlah 89 guru yang terdiri dari PNS, PPPK, dan non-PNS dengan teknik total sampling. Data dikumpulkan melalui angket, observasi, dan dokumentasi, serta dianalisis menggunakan korelasi product moment. Hasil penelitian menunjukkan adanya hubungan positif sangat kuat antara manajemen GTK dan efektivitas pelaporan kinerja guru dengan koefisien korelasi sebesar 1,000 dan signifikansi 0,000. Temuan ini mengindikasikan bahwa pengelolaan teknologi pendidikan yang optimal berkontribusi signifikan terhadap peningkatan akuntabilitas, efisiensi, kualitas pelaporan, serta mendukung pengambilan keputusan berbasis data secara lebih akurat, sistematis, transparan, dan berkelanjutan di lingkungan sekolah.
PENERAPAN MEDIA GAME EDUCAPLAY UNTUK MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN FIQH DI MADRASAH ALIYAH
ABSTRACT Low student interest in learning Fiqh, which is often perceived as monotonous, indicates the need for technology-based instructional innovation because no study has specifically examined the use of Educaplay to increase interest in learning Fiqh at the Madrasah Aliyah level. This study aims to analyze the effect of using the game-based learning media Educaplay on increasing students’ interest in learning Fiqh at Madrasah Aliyah Darul Fikri. The research employed a quantitative approach with a quasi-experimental design, specifically the pretest–posttest nonequivalent control group design. The sample consisted of 40 students who were divided into two groups, namely the experimental group and the control group. The research instrument used was a learning interest questionnaire based on a Likert scale that had been tested for validity and reliability. Data were analyzed using descriptive statistics as well as inferential tests, including the Independent Sample T-Test and the nonparametric Mann–Whitney U test. The findings revealed a significant difference between the experimental and control groups, as indicated by a significance value of 0.000 (<0.05). Furthermore, the average increase in learning interest in the experimental group was 18.83, which was higher than that of the control group at 4.10. These results were further supported by the Mann–Whitney test, which also showed a significant difference between the two groups. Therefore, the implementation of game-based learning media Educaplay is proven to be effective in enhancing students’ interest in learning Fiqh through a more interactive, engaging, and enjoyable learning process. ABSTRAK Rendahnya ketertarikan siswa dalam mempelajari Fiqh yang sering dipersepsikan monoton menunjukkan perlunya inovasi media pembelajaran berbasis teknologi karena belum ada penelitian yang secara spesifik menguji penggunaan Educaplay untuk meningkatkan minat belajar Fiqh di Madrasah Aliyah. Penelitian ini bertujuan untuk menganalisis pengaruh penggunaan media pembelajaran berbasis permainan Educaplay terhadap peningkatan minat belajar siswa pada mata pelajaran Fiqh di Madrasah Aliyah Darul Fikri. Metode penelitian yang diterapkan menggunakan pendekatan kuantitatif dengan rancangan quasi-eksperimen, yakni model pretest–posttest nonequivalent control group design. Sampel dalam penelitian ini berjumlah 40 siswa yang selanjutnya dikelompokkan ke dalam dua bagian, yaitu kelompok eksperimen dan kelompok kontrol. Instrumen penelitian yang digunakan berupa angket minat belajar dengan skala Likert yang telah melalui pengujian validitas dan reliabilitas. Analisis data dilakukan menggunakan statistik deskriptif serta uji inferensial, yaitu Independent Sample T-Test dan uji nonparametrik Mann–Whitney U. Temuan penelitian menunjukkan adanya perbedaan yang signifikan antara kelompok eksperimen dan kelompok kontrol, yang ditunjukkan oleh nilai signifikansi sebesar 0,000 (<0,05). Selain itu, rata-rata peningkatan minat belajar pada kelompok eksperimen mencapai 18,83, yang lebih tinggi dibandingkan dengan kelompok kontrol sebesar 4,10. Hasil tersebut diperkuat oleh uji Mann–Whitney yang turut menunjukkan adanya perbedaan yang signifikan antara kedua kelompok. Dengan demikian, penerapan media pembelajaran berbasis permainan Educaplay terbukti efektif dalam meningkatkan minat belajar siswa pada mata pelajaran Fiqh melalui proses pembelajaran yang lebih interaktif, menarik, dan menyenangkan.
IMPLEMENTASI TEKNIK PRE-RENDER UNTUK OPTIMASI ASET LINGKUNGAN 3D DALAM GAME EDUKASI "GURU SIMULATOR”
The development of 3D educational games often faces performance constraints on low-specification devices due to the high computational demands of real-time rendering. This study aims to analyze the implementation of the pre-render technique to optimize 3D environmental assets in the educational game “Guru Simulator” in order to improve performance efficiency without compromising visual quality. An experimental method was employed using a pre-render approach with Blender for modeling, texturing, and rendering 3D objects into high-quality 2D images. Performance evaluation was conducted using the Unity Profiler and frame rate testing on Android devices, while user validation involved a survey of 28 elementary school students. The results show a significant improvement in frame rate from 33 FPS to 59 FPS (78.8%), a reduction in frame time from 29.88 ms to 12 ms, and substantial decreases in vertices count and texture memory usage. Furthermore, 93% of respondents preferred the pre-rendered visuals, and 89% reported improved gameplay performance. These findings indicate that the pre-render technique is effective in enhancing performance efficiency while maintaining visual quality, making it a viable solution for developing educational games on limited hardware devices. ABSTRAK Pengembangan game edukasi berbasis 3D sering menghadapi kendala performa pada perangkat berspesifikasi rendah akibat tingginya kebutuhan komputasi grafis berbasis real-time rendering. Penelitian ini bertujuan menganalisis implementasi teknik pre-render untuk mengoptimalkan aset lingkungan 3D dalam game edukasi “Guru Simulator” guna meningkatkan efisiensi performa tanpa menurunkan kualitas visual. Metode yang digunakan adalah eksperimen dengan pendekatan pre-render melalui perangkat lunak Blender untuk proses modeling, texturing, dan rendering objek 3D menjadi gambar 2D. Evaluasi performa dilakukan menggunakan Unity Profiler dan pengujian frame rate pada perangkat Android, serta validasi pengguna melalui survei terhadap 28 siswa sekolah dasar. Hasil penelitian menunjukkan peningkatan frame rate dari 33 FPS menjadi 59 FPS (78,8%), penurunan frame time dari 29,88 ms menjadi 12 ms, serta pengurangan signifikan pada jumlah vertices dan penggunaan memori tekstur. Selain itu, 93% responden menyatakan preferensi terhadap visual pre-render dan 89% merasakan peningkatan performa. Dengan demikian, teknik pre-render terbukti efektif dalam meningkatkan efisiensi performa sekaligus mempertahankan kualitas visual, sehingga layak diterapkan dalam pengembangan game edukasi pada perangkat terbatas.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY DAN VIRTUAL REALITY PADA METODE GEOLISTRIK
Students’ understanding of geoelectrical concepts remains limited, particularly in terms of fundamental principles and practical skills in operating field equipment. Limited field practice opportunities and the lack of interactive learning media further constrain the learning process. This study aims to develop a learning media based on Augmented Reality (AR) and Virtual Reality (VR) to enhance the visualization and simulation of geoelectrical concepts. The research employed a Research and Development (R&D) approach using the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). The resulting product is an interactive application integrating AR and VR technologies. Feasibility was evaluated by media experts, material experts, and field experts, while practicality was assessed through user response questionnaires. The validation results indicate average scores of 4.76 (media experts), 4.71 (material experts), and 4.86 (field experts), all categorized as very feasible. The practicality test yielded an average score of 4.23, categorized as very practical. These findings suggest that the developed media is effective as an alternative learning tool that is interactive, contextual, and capable of improving students’ understanding of geoelectrical concepts. ABSTRAK Pemahaman mahasiswa terhadap materi geolistrik masih menghadapi berbagai kendala, terutama pada aspek konsep dasar dan keterampilan penggunaan alat di lapangan. Keterbatasan praktik serta minimnya media pembelajaran yang interaktif menjadi faktor utama yang menghambat proses pembelajaran. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Augmented Reality (AR) dan Virtual Reality (VR) untuk mendukung visualisasi dan simulasi konsep geolistrik secara lebih konkret. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Produk yang dihasilkan berupa aplikasi pembelajaran interaktif berbasis AR dan VR. Uji kelayakan dilakukan oleh ahli media, ahli materi, dan ahli lapangan, sedangkan kepraktisan diukur melalui angket respon pengguna. Hasil validasi menunjukkan bahwa media memperoleh nilai rata-rata 4,76 dari ahli media, 4,71 dari ahli materi, dan 4,86 dari ahli lapangan, yang seluruhnya termasuk kategori sangat layak. Sementara itu, hasil uji kepraktisan menunjukkan nilai rata-rata sebesar 4,23 dengan kategori sangat praktis. Temuan ini menunjukkan bahwa media yang dikembangkan efektif digunakan sebagai alternatif pembelajaran yang interaktif, kontekstual, dan mampu membantu mahasiswa dalam memahami konsep geolistrik.
ANALISIS PENGGUNAAN MEDIA AJAR GENIALLY TERHADAP HASIL BELAJAR MAHASISWA PENDIDIKAN EKONOMI STAMBUK 2024
Higher education learning still faces challenges in optimizing the use of digital media that can enhance student engagement and develop higher-order thinking skills. Although various learning platforms have been implemented, the use of interactive media based on gamification, such as Genially, remains limited, particularly in Economics Education. Therefore, this study aims to analyze the effect of using Genially on the learning outcomes of Economics Education students, class of 2024. This study employed a descriptive quantitative approach involving 47 students. Data were collected through objective tests based on Higher Order Thinking Skills (HOTS) and analyzed using descriptive statistics along with validity and reliability testing. The results showed that the average learning outcome score was 88.56, with a minimum score of 25 and a maximum score of 100. The instrument was found to be reliable, with a Cronbach’s Alpha value of 0.710, and met the validity criteria. These findings indicate that the use of Genially contributes positively to improving students’ conceptual understanding and higher-order thinking skills. The implications of this study suggest that Genially can serve as an effective digital learning medium to support interactive, innovative, and meaningful learning in higher education. ABSTRAK Pembelajaran di perguruan tinggi masih menghadapi tantangan dalam mengoptimalkan pemanfaatan media digital yang mampu meningkatkan keterlibatan mahasiswa serta mengembangkan kemampuan berpikir tingkat tinggi. Meskipun berbagai platform pembelajaran telah digunakan, implementasi media interaktif berbasis gamification seperti Genially masih belum dimanfaatkan secara optimal dalam pembelajaran, khususnya pada bidang Pendidikan Ekonomi. Oleh karena itu, penelitian ini bertujuan untuk menganalisis pengaruh penggunaan Genially terhadap hasil belajar mahasiswa Pendidikan Ekonomi angkatan 2024. Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan subjek sebanyak 47 mahasiswa. Pengumpulan data dilakukan melalui tes objektif berbasis Higher Order Thinking Skills (HOTS). Data dianalisis menggunakan statistik deskriptif serta uji validitas dan reliabilitas instrumen. Hasil penelitian menunjukkan bahwa rata-rata hasil belajar mahasiswa mencapai 88,56 dengan nilai minimum 25 dan maksimum 100. Instrumen penelitian dinyatakan reliabel dengan nilai Cronbach’s Alpha sebesar 0,710 serta memenuhi kriteria validitas. Temuan ini menunjukkan bahwa penggunaan Genially memberikan kontribusi positif terhadap peningkatan pemahaman konsep dan kemampuan berpikir tingkat tinggi mahasiswa. Implikasi penelitian ini menunjukkan bahwa Genially dapat dijadikan sebagai alternatif media pembelajaran digital yang efektif dalam mendukung pembelajaran interaktif, inovatif, dan bermakna di perguruan tinggi.