Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
E-ISSN: 2720-9725 P-ISSN: 2987-8462 Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) is a journal of research and scientific works published by the Information Technology Education Study Program, managed by LPPM Muhammadiyah University Muara Bungo. This journal accepts scientific manuscripts of research results, reviews and reviews in the fields of education, educational technology and technical education to be published in this journal. Manuscripts received will be edited and evaluated, editing is done for format uniformity without changing the results of the research. Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) is published twice a year, namely every April and November in one volume. The fields of research articles include: Education Science; Engineering Education; Education Technology; Learning Media; Education Evaluation; Education Management; Classroom Action Research; Mobile Learning; Information Technology; Information Systems; Virtual and Augmented Reality Systems; Artificial Intelligence; ICT (Information and Communication Technology); TVET (Technology and Vocational Education). Journal Index: SINTA 3, ORCID ID, Garuda, Google Scholar, Dimensions, Moraref
Information Technology Education Department
STRATEGI DINAS PENDIDIKAN KABUPATEN BUNGO DALAM MENCEGAH DEKADENSI MORAL MELALUI PROGRAM PENGUATAN PENDIDIKAN KARAKTER DI SEKOLAH DASAR
This study aims to analyze the strategy of the Bungo Regency Education Office in preventing moral decadence through the implementation of the Character Education Strengthening Program (PPK) in elementary schools. The research method used is a qualitative approach with a descriptive design. Data collection techniques were carried out through interviews, observations, and documentation with informants from the Education Office, school principals, and teachers. Data analysis used an interactive model that includes data reduction, data presentation, and drawing conclusions. The results show that the strategies implemented include formulating character-based policies, strengthening teacher capacity through training, integrating character values ​​into learning, and strengthening school culture. However, program implementation still faces obstacles such as budget constraints, lack of ongoing training, and weak synergy with parents. Efforts made include improving cross-sector coordination, optimizing program evaluation, and strengthening collaboration with the community. This study implies that the success of character education requires a systemic and collaborative approach between local governments, schools, and families. Keywords: Character Education; Moral Decadence; Educational Strategy; Elementary School; Educational Policy.
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RANCANG BANGUN SISTEM INFORMASI PRESENSI MAHASISWA BERBASIS QR CODE DENGAN INTEGRASI NOTIFIKASI REAL-TIME BERBASIS WEB
The main problem in lecture management is the efficiency and accuracy of student attendance recording. Manual methods using paper-based signatures are still prone to fraud (attendance entrustment) and require a relatively long recapitulation process. This study aims to design a QR Code-based student attendance information system with real-time notifications to improve data integrity and administrative efficiency in academic processes. The system development method used is the Waterfall model, which consists of requirements analysis, design, implementation, testing, and maintenance stages. The study was conducted at the Information Technology Education Study Program, Universitas Muhammadiyah Muara Bungo, involving 20 students as research subjects. System testing was carried out through real classroom usage scenarios. The results show a QR Code scanning success rate of 90%, with 18 successful scans out of 20 trials. The average system response time is 1.1 seconds per transaction. The real-time notification feature achieved a 100% success rate without any failures in delivering notifications to both admin and lecturer dashboards. In addition, the system achieved 100% data accuracy with no duplication or missing records. The implementation of this system significantly improves attendance processing efficiency and reduces administrative time compared to manual methods. The analysis also indicates that lighting conditions and camera quality are key factors affecting QR Code scanning success. This system provides an effective solution for digitizing attendance management in higher education institutions. Keywords: Information Systems; Attendance; QR Code; Real-Time Notification; Waterfall.
PENGEMBANGAN MODEL PEMBELAJARAN BISA (BULDING INTEGRATED SAFETY ASSESMENT) DALAM MENINGKATKAN KETERAMPILAN RENANG
Basic swimming instruction at university level still faces various challenges, such as students’ poor mastery of basic swimming techniques, a lack of motor coordination, and low self-confidence in the water. Furthermore, the teaching models used tend to be conventional and lack systematic structure. These conditions highlight the need for an innovative teaching model capable of comprehensively integrating technical, safety and assessment aspects. Therefore, this study aims to analyse the effectiveness of the BISA (Building, Integrated, Safety, Assessment) learning model in improving students’ basic swimming skills. This study employs a Research and Development (R&D) approach using the ADDIE model, which comprises the stages of analysis, design, development, implementation, and evaluation. Once the model was developed, an effectiveness test was conducted using a pretest-posttest control group experimental design. The research subjects comprised 30 second-semester students from the Physical Education, Health, and Recreation programme, divided into an experimental group and a control group, each consisting of 15 students. The research instruments included an expert validation sheet, a student response questionnaire, an observation sheet, and a basic swimming skills test. Data analysis was performed using descriptive statistics, normality tests, homogeneity tests, the Independent Samples t-test, N-Gain, and effect size. The research results indicate that the BISA learning model achieved an expert validation score of 88.5%, classified as ‘highly suitable’. The average score of the experimental group increased from 65.20 in the pre-test to 82.40 in the post-test, whilst the control group’s score rose from 64.80 to 72.10. The t-test results showed a significance value of 0.000 (p<0.05), an N-Gain value of 0.62, and an effect size of 1.25. Thus, the BISA learning model has been proven effective in improving students’ basic swimming skills and can be used as an innovative alternative for swimming instruction in higher education. Keywords: Learning Model; BISA; Basic Swimming; Motor Skills; Physical Education.
DESIGNING FOR AUTONOMY IN EFL: IMPLEMENTING AN AI–VR VIRTUAL SPEAKING PARTNER TO ENHANCE INDEPENDENT LEARNING IN SUBURBAN AREAS
This study addresses a persistent gap in fostering autonomous speaking development among EFL learners in suburban, resource‑constrained environments, where access to high‑quality interactional practice and sustained self‑regulation supports is limited in digitally mediated settings. The research aims to design, implement, and evaluate an AI–VR‑enabled Virtual Speaking Partner (VSP) that scaffolds independent speaking practice and self‑regulated learning in junior high school EFL programs. Adopting a research‑and‑development design informed by constructivist and self‑regulated learning theories, the study carried out needs analysis, iterative prototyping, usability testing, and school‑based implementation. The intervention integrated the VSP into an extracurricular digital platform to deliver simulated, context‑rich dialogues with adaptive AI feedback and VR‑based situational immersion. Evaluation data consisted of speaking performance assessments, learner autonomy/self‑regulation scales, system logs, and qualitative learner feedback, analyzed through mixed‑methods approaches. Findings indicated notable gains in speaking fluency, interactional management, and confidence, alongside increased indicators of learner autonomy such as planning, monitoring, and strategic help‑seeking. Students and teachers further reported high levels of usability and feasibility. The study demonstrates that coupling AI‑driven feedback with VR‑mediated communicative scenarios can meaningfully enhance autonomous EFL speaking practice in suburban contexts. Implications include a practical development framework for school‑level implementation, guidance for integrating formative analytics into autonomy‑oriented pedagogy, and policy relevance for scaling immersive language technologies in under‑resourced educational ecosystems. Keywords: Learner Autonomy; EFL Speaking; Virtual Speaking Partner; Artificial Intelligence; Virtual Reality.
TRANSFORMASI DIGITAL DALAM PEMBELAJARAN MUSIK: STUDI BIBLIOMETRIK BERBASIS SCOPUS (2020–2025)
This study aims to map the development of research on digital transformation in music learning through a bibliometric approach based on Scopus data for the 2020–2025 period. The analysis was conducted to identify publication trends, thematic structure, and geographic distribution of research. The method used was bibliometrics with the help of VOSviewer to analyze keyword co-occurrence, thematic clusters, and the interrelationships between key concepts within the study area. The results show that publication trends fluctuated at the beginning of the period, then increased significantly in the later years, indicating a process of normalization and strengthening of the role of digital technology in music education. The thematic structure shows the dominance of pedagogical concepts such as music education and e-learning, but is beginning to evolve towards more complex technologies such as artificial intelligence and immersive systems. Meanwhile, the geographic distribution shows a dominance of developed countries with limited involvement from developing countries. The conclusion of this study confirms that digital transformation in music learning is an ongoing process of educational paradigm evolution, with a developmental direction toward more adaptive, inclusive, and multidisciplinary technology integration within the modern music learning ecosystem. Keywords: Digital Transformation; Music Learning; Bibliometrics; Digital Music Education.
Efektivitas Augmented Reality Dalam Meningkatkan Akurasi Gerak Pada Pembelajaran Tari Tradisional
This study aims to analyze the effectiveness of Augmented Reality (AR) in improving motion accuracy in dance movement learning compared to conventional methods. The study used a quasi-experimental design, with an experimental group using AR media and a control group using conventional learning. Data were collected through pretest and posttest motion accuracy measurements, then analyzed using descriptive statistics, paired sample t-tests, independent sample t-tests, and ANCOVA with the pretest as a covariate. Furthermore, instrument reliability was tested using the Intraclass Correlation Coefficient (ICC). The results showed that both groups experienced significant improvement, but the AR group showed a higher improvement than the control group. Further testing revealed significant differences between the two groups in both the posttest and gain scores, with large to very large effect sizes. The ANCOVA analysis also indicated that the effect of AR remained significant after controlling for students' initial abilities. The ICC value of 0.88 indicates that the measurement instrument has good reliability. These findings suggest that Augmented Reality has strong potential for improving motor skills through the presentation of interactive three-dimensional visualizations, which support the process of observing, understanding, and reproducing movement more effectively. However, these results need to be interpreted with caution considering the limitations of the non-randomized study design. Further research is recommended to examine the long-term effectiveness and moderating factors influencing the success of AR-based learning.
OPTIMALISASI TEKNOLOGI DALAM PEMBELAJARAN PENDIDIKAN JASMANI DI ERA DIGITAL
This study aims to analyze the optimization of technology in physical education learning in the digital era among students of the Physical Education Study Program at Muhammadiyah University of Muara Bungo. The urgency of this research is based on the need to adapt practical learning methods towards digital platforms to enhance effectiveness in higher education. This research employs a qualitative approach with a descriptive method. The research informants consisted of 57 students selected through purposive sampling. Data were collected through non-participant observation, semi-structured interviews, documentation, and literature review.The results show that the use of technology such as learning videos, online learning platforms, and fitness applications can increase learning motivation, facilitate understanding of practical materials, increase participation, and facilitate the learning evaluation process. However, the implementation of technology still faces obstac The results show that the use of instructional videos, Google Classroom, YouTube, and fitness applications can significantly increase students' motivation, participation, and understanding of motor skills. The study concludes that although technology greatly assists in evaluation and independent learning, its implementation is still hindered by limited network infrastructure and digital literacy. Keywords: Educational Technology; Digital Era; Physical Education; Learning Optimization.
MODELING THE IMPACT OF MOBILE AND E-LEARNING ON COMPUTATIONAL THINKING SKILLS AMONG ENGINEERING STUDENTS USING SEM-PLS
The rapid advancement of digital learning technologies has transformed higher education, emphasizing the need to develop higher-order cognitive skills such as computational thinking. This study investigates the impact of e-learning and mobile learning on computational thinking skills among engineering students in Indonesia using the Structural Equation Modeling–Partial Least Squares (SEM-PLS) approach. A total of 216 undergraduate students participated in this study. The measurement model demonstrates satisfactory reliability and validity, with indicator loadings exceeding 0.70. Cronbach’s alpha values range from 0.798 to 0.896, and composite reliability values range from 0.869 to 0.928, indicating strong internal consistency. Convergent validity is confirmed by Average Variance Extracted (AVE) values between 0.625 and 0.763, while discriminant validity meets the Fornell–Larcker criterion. The structural model results reveal that e-learning has a significant positive effect on computational thinking (β = 0.509, p < 0.001), followed by mobile learning (β = 0.421, p < 0.001). The model exhibits substantial explanatory power (R² = 0.888), indicating that both constructs jointly explain a large proportion of variance in computational thinking skills. This study contributes to the literature by providing empirical evidence on the effectiveness of integrating e-learning and mobile learning in enhancing computational thinking. The findings highlight the importance of combining structured and flexible digital learning environments to support the development of essential 21st-century skills in engineering education.
PERANCANGAN DAN EVALUASI SISTEM PEMBELAJARAN INTERAKTIF MENGGUNAKAN METODE SYSTEM USABILITY SCALE (SUS) DAN USER EXPERIENCE QUESTIONNAIRE (UEQ)
Advances in digital technology call for learning systems that not only deliver content but also enhance student engagement and self-directed learning. However, most existing digital learning systems do not fully support the process of Self-Regulated Learning (SRL). This study aims to design and evaluate a prototype of an SRL-based interactive learning system using a User-Centered Design (UCD) approach. The prototype was developed using Figma and tested on 100 vocational high school students aged 16–18 via the Maze platform. The evaluation was conducted using the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). The results showed a 100% task success rate, with an SUS score of 75 falling into the “acceptable” category and UEQ results indicating a positive user experience across all dimensions. These findings indicate that the designed system has good usability and is capable of providing a learning experience that supports student engagement and independence in technology-based learning. Keywords: Interactive Learning System; Self-Regulated Learning; System Usability Scale; User Experience Questionnaire; User Centered Design.
STUDENT ENGAGEMENT AND LEARNING OUTCOMES IN AI-BASED FLIPPED LEGAL ENGLISH CLASSROOMS: MIXED METHODS INVESTIGATION
This study examined the effectiveness of an AI-based flipped classroom in improving Legal English learning outcomes and student engagement among undergraduate law students in an English for Specific Purposes (ESP) context. Using an explanatory sequential mixed methods design, the study involved 34 undergraduate law students enrolled in a Legal English course at a private university in Jambi City, Indonesia. Quantitative data were collected through a pretest-posttest Legal English achievement test and a student engagement questionnaire, while qualitative data were obtained from classroom observations, reflective responses, and semi-structured interviews. The intervention was implemented over 10 instructional weeks through three stages: AI-supported pre-class preparation, active in-class learning, and post-class reflection. Quantitative findings indicated a statistically significant improvement in Legal English performance, with mean scores increasing on the posttest. Student engagement also increased significantly. Qualitative findings revealed that students gradually shifted from literal translation to contextual interpretation of legal terminology, became better prepared before class, participated more actively in classroom discussion, and viewed AI as a useful scaffold for initial understanding, although lecturer guidance remained essential for disciplinary accuracy. These findings suggest that an AI-based flipped classroom is a pedagogically promising approach for Legal English instruction in non-English-major ESP settings. Keywords: Artificial Intelligence; Flipped Classroom; Legal English; English for Specific Purposes; Student Engagement.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATERI ALGORITMA UNTUK KELAS X SMK MMENGGUNAKAN METODE ADDIE
This study was motivated by the low level of student interest in learning algorithms at vocational high schools due to the lack of interactivity in the presentation of the material and the suboptimal integration of digital technology. Students tend to be more interested in digital-based learning with visualizations for abstract material; however, due to limitations in facilities, internet connectivity, and the availability of media, learning is still dominated by lectures and the use of PowerPoint. The study aims to develop interactive learning media for algorithm material for 10th-grade students at vocational high schools and to test the practicality and usability of the developed media. The Research & Development (R&D) method was used, employing the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The research subjects were 102 10th-grade students majoring in Software and Game Development (PPLG) and Automotive Engineering (TO) at SMKN 1 Sukatani. Data collection was conducted through interviews, a practicality questionnaire, and the System Usability Scale (SUS) questionnaire. The results of this study indicate that the developed media was rated as highly valid, with a 93.3% validity score by subject matter experts and an 86.6% score by media experts. The media’s practicality level averaged 85.2%, indicating it is highly practical, while the SUS score averaged 77.5, falling into the “good” category, meaning the media is easy to use and well-received by students. Based on the findings, the interactive learning materials developed are suitable for use and can help increase students' interest in learning. Keywords: Interactive Learning Media; Algorithms; ADDIE model; Practicality; System Usability Scale.
PENGARUH PENGGUNAAN E-MODUL BERBASIS COMPUTATIONAL THINKING TERHADAP PEMAHAMAN KONSEPTUAL SISWA SMK
The~ low le~ve~l of conce~ptual unde~rstandi~ng among vocati~onal hi~gh school stude~nts i~n le~arni~ng i~s ofte~n cause~d by a le~arni~ng proce~ss that te~nds to focus on me~mori~zi~ng formulas rathe~r than logi~cal re~asoni~ng. The~ purpose~ of thi~s study i~s to analyze~ the~ e~ffe~ct of usi~ng Computati~onal Thi~nki~ng (CT)-base~d e~-modul on the~ conce~ptual unde~rstandi~ng of vocati~onal hi~gh school stude~nts. Thi~s study i~s a quanti~tati~ve~ study usi~ng a quasi~-e~xpe~ri~me~ntal me~thod. The~ de~si~gn e~mploye~d i~s a non-e~qui~vale~nt control group de~si~gn. The~ sample~ consi~ste~d of 80 te~nth-grade~ stude~nts at SMK Sukatani~ Purwakarta, di~vi~de~d i~nto an e~xpe~ri~me~ntal class and a control class. The~ re~sults of the~ study show a si~gni~fi~cant e~ffe~ct on stude~nts' conce~ptual unde~rstandi~ng, as e~vi~de~nce~d by the~ si~gni~fi~cance~ value~ of the~ I~nde~pe~nde~nt Sample~ T-Te~st of 0.001 (p < 0.05). The~ ave~rage~ N-Gai~n score~ i~n the~ e~xpe~ri~me~ntal class re~ache~d 0.72 (hi~gh cate~gory), whi~le~ the~ control class only score~d 0.28 (low cate~gory). The~ e~ffe~ct si~ze~ te~st usi~ng Cohe~n's d produce~d a value~ of 0.812, whi~ch falls i~nto the~ strong e~ffe~ct cate~gory. The~ re~sults i~ndi~cate~ that CT-base~d e~-module~s are~ e~ffe~cti~ve~ i~n e~nhanci~ng vocati~onal hi~gh school stude~nts’ abi~li~ty to gai~n a de~e~p unde~rstandi~ng of conce~pts through syste~mati~c thi~nki~ng. Keywords: Computati~onal Thi~nki~ng; Conce~ptual Unde~rstandi~ng; E~-moduls; Vocati~on Hi~gh School Stude~nt.
INTEGRASI TEKNOLOGI DIGITAL DALAM TRANSFORMASI SUPERVISI AKADEMIK: SYSTEMATIC LITERATURE REVIEW
The development of digital technology has driven transformation in academic supervision practices; however, its implementation in schools remains largely conventional, administrative, and not yet optimal in supporting teachers’ professional development. This study aims to analyze the transformation of academic supervision through the integration of digital technology based on empirical research findings over the past ten years. This study employs a Systematic Literature Review (SLR) approach, consisting of identification, screening, eligibility, and inclusion stages based on PRISMA guidelines. The findings indicate that the integration of digital technology in academic supervision contributes to four main aspects: improving the efficiency of supervision implementation, strengthening documentation and learning monitoring, enhancing teachers’ professional competence and digital literacy, and transforming supervision models into more flexible, collaborative, and adaptive approaches. Therefore, the integration of digital technology in academic supervision not only functions as a technical support tool but also serves as a strategic approach to improving the quality of learning and teachers’ professionalism in the digital era.
CLOUD NATIVE ZERO TRUST API GATEWAY ARCHITECTURE FOR DIGITAL BANKING SYSTEMS
Abstract The increasing reliance on Application Programming Interfaces (APIs) in digital banking has expanded the attack surface of distributed systems, exposing limitations in traditional perimeter-based security models within cloud-native environments. This study aims to develop a Cloud-native Zero Trust API Gateway architecture that enables secure, scalable, and compliant API communication in digital banking ecosystems. A qualitative research approach was employed using a systematic literature review combined with architectural synthesis and expert validation to identify key security requirements and design principles. The findings demonstrate that integrating Zero Trust principles such as continuous authentication, identity-centric access control, least-privilege enforcement, and micro-segmentation into cloud-native components, including API Gateways, service meshes, and identity management systems, enables consistent, multi-layered security enforcement across distributed services. The proposed model further aligns security controls with international standards, including OWASP API Security Top 10, PCI DSS, and ISO/IEC 27001, reducing fragmentation between regulatory compliance and architectural implementation. This study concludes that embedding Zero Trust Architecture (ZTA) principles within a cloud-native API Gateway provides a unified and adaptive security framework capable of addressing the dynamic and complex security challenges of modern digital banking systems. Keywords: API; API Gateway; Cloud-native; Digital Banking; Zero Trust Architecture (ZTA).
PENGEMBANGAN ANTARMUKA WEBSITE LAYANAN DATA KESEHATAN MENGGUNAKAN METODE RAD DAN EVALUASI USABILITY SUS
Digital transformation encourages government institutions to provide public services through websites, including in the health sector. A health data service website should not only provide information but also be easy to use. The VERRARI website managed by the Semarang City Health Office still has limitations in navigation, responsiveness, and usability. This study aims to develop and evaluate the VERRARI user interface to improve usability. The website was developed using the Rapid Application Development (RAD) method, allowing rapid iterations and involving users from the early phase. Usability was evaluated using the System Usability Scale (SUS) on 46 active users selected through purposive sampling. The results show that the VERRARI website achieved a SUS score of 75,97 (good), indicating that interface improvements enhanced usability and user experience. This study can serve as a reference for government institutions in developing more responsive and user-friendly public service websites. Keywords: Interface; Website; Healthcare; Rapid Application Development; Evaluation; Usability; User Experience.
PENERAPAN PENDEKATAN DEEP LEARNING MELALUI MODEL THINK PAIR SHARE UNTUK MENINGKATKAN KERJASAMA DAN HASIL BELAJAR DALAM IPAS KELAS V SDN 84/II EMPELU
Penelitian ini bertujuan untuk meningkatkan kemampuan kerjasama dan hasil belajar peserta didik pada mata pelajaran Ilmu Pengetahuan Alam dan Sosial (IPAS) melalui penerapan model pembelajaran Think Pair Share pada siswa kelas V SDN 84/II Empelu. Penelitian ini menggunakan metode penelitian tindakan kelas yang dilaksanakan dalam dua siklus. Setiap siklus terdiri dari tahap perencanaan, pelaksanaan tindakan, observasi, dan refleksi. Subjek penelitian berjumlah sembilan siswa. Teknik pengumpulan data dilakukan melalui observasi, tes hasil belajar, serta dokumentasi. Hasil penelitian menunjukkan bahwa penerapan model Think Pair Share mampu meningkatkan kemampuan kerjasama siswa dari rata-rata 65,81 pada siklus I menjadi 81,27 pada siklus II. Selain itu, hasil belajar siswa juga mengalami peningkatan dari persentase ketuntasan 66,67% pada siklus I menjadi 88,89% pada siklus II. Peningkatan ini menunjukkan bahwa penggunaan model pembelajaran kooperatif dapat mendorong keterlibatan aktif siswa dalam proses pembelajaran serta meningkatkan pemahaman konsep yang dipelajari. Dengan demikian, model Think Pair Share dapat dijadikan sebagai alternatif strategi pembelajaran untuk meningkatkan kualitas pembelajaran IPAS di sekolah dasar.
Think Pair Share, hasil belajar, kerjasama siswa, pembelajaran kooperatif, sekolah dasar
EVALUASI USABILITY SISTEM INFORMASI MANAJEMEN APOTEK BERBASIS PROGRESSIVE WEB APPLICATION MENGGUNAKAN METODE SYSTEM USABILITY SCALE
This study aims to evaluate the usability level of a Progressive Web App (PWA)-based pharmacy management information system called Siapotek, implemented at Apotek Madani. The system encompasses modules for sales, purchasing, stock management, BPOM reporting, room temperature monitoring, cash management, and drug demand forecasting using the Moving Average method. Evaluation was conducted using the System Usability Scale (SUS) method, consisting of 10 statements on a Likert scale of 1–5. Respondents comprised three individuals representing all active system users: a pharmacist, a pharmaceutical technician who also serves as cashier, and the pharmacy owner. The calculation results showed an average SUS score of 79.17, categorized as Good with an Acceptable status based on the adjective rating and acceptability scale. This study is limited to evaluating usability from the end-user perspective and does not cover technical system performance evaluation. Practically, the findings provide a reference for developers to improve the interface and enhance user experience. Socially, a system with good usability contributes to improving the efficiency of pharmaceutical services for the community. The originality of this research lies in the evaluation of a PWA-based pharmacy information system using SUS in the context of a small-scale pharmacy in Indonesia, which remains underexplored in existing literature.
STATE OF THE ART REVIEW: THE EFFECTIVENESS OF IMPLEMENTING PROBLEM BASED LEARNING (PBL) MODELS IN IMPROVING SCIENCE LEARNING
The problem based learning model is a student centered learning strategy, which is an innovative that learning model provides active learning conditions . this study aims to measures the effectiveness of research articles on the application of the PBL model to improving science learning. this type of research is a meta- analysis using secondary and quantitative data to draw accurate conclusion in the form of effectiveness by searching the literature from the EBSCO database, Google Scolar and Taylor & Francis. Articles that have been published from 2019-2023. The keywords for cross - sectional studies are as follows: "Problem based learning " and " education " and " science learning outcomes ". The articles studied were full text articles with an observational research design. The articles were collected using the PRISMA diagram, and analyzed using the Reviews Manager 5.3 applications. Based on the results of the Forest Plot of 4 articles on learning with the application of the PBL Model, it has 1.09 units higher to get good learning outcomes compared to students who are given the application of the non PBL model (P<0.001; 95% Ci: 0.29 – 1.89; I2 = 94%).
PERBANDINGAN ALGORITMA SUPPORT VECTOR MACHINE DAN LONG SHORT-TERM MEMORY UNTUK KLASIFIKASI EMOSI MAHASISWA PADA PLATFORM X
Platform X is widely used by students to express emotions related to academic activities, yet it has not been optimally analyzed. This study aims to classify student emotions and compare the performance of Support Vector Machine (SVM) and Long Short-Term Memory (LSTM). The method used is a computational experiment involving data crawling, preprocessing, lexicon-based labeling, and modeling using TF-IDF for SVM and word embedding for LSTM. The dataset consists of 2,914 data points. The results show that SVM achieved an accuracy of 71.18%, outperforming LSTM at 68.95%. This indicates that SVM is more stable on limited datasets, while LSTM tends to overfit. The study concludes that algorithm selection should consider data characteristics and contributes to the comparison of machine learning and deep learning methods. Keywords: LSTM, Sentiment Analysis, Social Media X, Student Emotion, SVM, TF-IDF
PERENCANAAN BERBASIS KINERJA DI UPTD SD NEGERI 2 BUMI ASIH KECAMATAN PANYIPATAN
Penelitian ini bertujuan untuk menganalisis implementasi perencanaan berbasis kinerja di UPTD SDN 2 Bumi Asih yang belum sepenuhnya memanfaatkan data Rapor Pendidikan dalam menentukan prioritas kebutuhan sekolah. Permasalahan utama dalam penelitian ini adalah penggunaan data tahun sebelumnya tanpa analisis kebutuhan aktual serta belum dilakukannya identifikasi dan penentuan skala prioritas berdasarkan indikator mutu pendidikan. Penelitian ini menggunakan pendekatan kualitatif dengan metode deskriptif untuk menggambarkan kondisi nyata perencanaan sekolah. Teknik pengumpulan data dilakukan melalui observasi, wawancara, dan studi dokumentasi. Hasil penelitian menunjukkan bahwa proses perencanaan di sekolah belum berbasis pada analisis data yang komprehensif, sehingga program yang disusun belum sepenuhnya sesuai dengan kebutuhan prioritas. Selain itu, terdapat kendala dalam pemahaman dan pemanfaatan data Rapor Pendidikan sebagai dasar pengambilan keputusan. Dampaknya, perencanaan yang dilakukan kurang efektif dalam meningkatkan mutu pendidikan. Oleh karena itu, diperlukan penerapan perencanaan berbasis kinerja yang sistematis melalui tahapan analisis data, identifikasi masalah, penentuan prioritas, dan penyusunan program yang tepat sasaran. Penelitian ini menegaskan bahwa optimalisasi penggunaan data Rapor Pendidikan dalam perencanaan berbasis kinerja sangat penting untuk meningkatkan kualitas pendidikan di sekolah. Penelitian ini merekomendasikan peningkatan kapasitas sumber daya manusia serta penguatan budaya penggunaan data dalam perencanaan sekolah. Kata Kunci: Perencanaan Kinerja; Rapor Pendidikan; Prioritas Kebutuhan; Mutu Pendidikan.
EVALUASI SUMATIF PROGRAM PENDIDIKAN DALAM PERSPEKTIF MODEL CIPP (Context, Input, Process, Product) DI UPTD SD NEGERI 2 PANDAN SARI
Summative evaluation of educational programs is an essential instrument to ensure school quality and accountability. This study was conducted at UPTD SD Negeri 2 Pandan Sari with the aim of analyzing the effectiveness of its educational program through the lens of the CIPP model (Context, Input, Process, Product). The research employed a qualitative approach, utilizing interviews, observations, and documentation as data collection techniques. The participants included the principal, teachers, and educational staff. The findings indicate that: (1) in terms of context, the program was designed in alignment with the school’s vision and mission; (2) in terms of input, human resources, facilities, and infrastructure adequately supported program implementation; (3) in terms of process, activities were carried out consistently, although documentation practices require improvement; and (4) in terms of product, the program had a positive impact on students’ literacy development, character formation, social skills, and academic achievement. The study concludes that the CIPP model provides a comprehensive evaluation framework and offers a holistic overview of program effectiveness. These findings serve as a foundation for schools to formulate continuous improvement strategies aimed at enhancing educational quality. Keywords: Summative Evaluation; CIPP Model; Educational Program; Elementary School.
PENGUATAN CIVIC LITERACY MAHASISWA MELALUI LITERASI DIGITAL DENGAN PENDEKATAN DESIGN-BASED RESEARCH
This study aims to analyze the strengthening of students’ civic literacy through the integration of digital literacy in learning using a Design-Based Research approach. Strengthening civic competence has become increasingly important in the digital era as students are exposed to a vast flow of information that requires critical, analytical, and responsible thinking in understanding public issues. This research employed a qualitative approach with a Design-Based Research design implemented through several stages, including needs analysis, development of a digital literacy-based learning design, implementation of the learning process, and reflection on the learning outcomes. The research subjects were students of Universitas Wisnuwardhana selected purposively based on their participation in learning activities integrating digital literacy. Data were collected through observation, interviews, and documentation, and analyzed using qualitative data analysis techniques consisting of data reduction, data display, and conclusion drawing. The findings indicate that the integration of digital literacy in learning encourages students’ active engagement in analyzing public information, developing critical thinking skills, and constructing rational arguments in civic discussions. The Design-Based Research approach enables the development of adaptive and contextual learning designs that support the strengthening of students’ civic literacy in higher education settings. The results of this study provide practical implications for the development of innovative civic education learning that is relevant to the digital era and contributes to improving the quality of higher education oriented toward twenty-first century competencies.
INOVASI PEMBELAJARAN MENULIS PUISI: PENERAPAN METODE INKUIRI BERBANTUAN MEDIA GAMBAR BERSERI DI SEKOLAH DASAR
Penelitian ini bertujuan untuk menguji dampak metode inkuiri yang didukung media gambar berseri terhadap kemampuan menulis puisi siswa kelas IV SD Wonosari 03 dengan menggunakan pendekatan kuantitatif dan desain kuasi-eksperimental kelompok kontrol non-ekuivalen. Data diperoleh melalui pretest dan posttest. Hasil penelitian menunjukkan peningkatan signifikan pada kelompok eksperimen (Sig. 0,000 < 0,05) serta perbedaan signifikan dibandingkan kelompok kontrol, dengan rata-rata N-Gain kelompok eksperimen (0,6148) lebih tinggi daripada kontrol (0,3184).. Secara sosial, metode ini mendorong kreativitas, keaktifan, serta kemampuan ekspresi siswa di sekolah. Secara praktis, metode inkuiri berbantuan gambar berseri dapat menjadi alternatif strategi pembelajaran yang inovatif bagi guru dalam meningkatkan keterampilan menulis puisi. Oleh karena itu, metode inkuiri yang dibantu media gambar berseri terbukti efektif dalam meningkatkan kemampuan menulis puisi siswa SD. Kata Kunci: Metode Inkuiri; Gambar Berseri; Keterampilan Menulis Puisi; Sekolah Dasar.
PENERAPAN MEDIA CANVA UNTUK MENINGKATKAN KEMAMPUAN MENULIS TEKS IKLAN MELALUI MODEL PEMBELAJARAN BERBASIS PROYEK PADA SISWA KELAS VIII SMP NEGERI 3 MESUJI
This study aims to improve the writing skills of advertising texts of eighth-grade students of SMP Negeri 3 Mesuji through the application of Canva media in a project-based learning model. The study used a Classroom Action Research (CAR) design implemented in two cycles, with 30 eighth-grade students as subjects, and each cycle included four stages: planning, implementation, observation, and reflection. The results showed a significant increase in all measured aspects: teacher activity increased from 73.33% in cycle I to 93.33% in cycle II, student activity increased from 71.67% to 90%, and the average value of advertising text writing skills increased from 61.67 in the pre-cycle to 70.00 in cycle I and 85.83 in cycle II, with the percentage of classical completeness increasing from 33.33% to 50% and finally reaching 83.33%. This study was limited to one class in one junior high school so that generalization of the findings needs to be done carefully. Practically, the research results recommend the integration of Canva media as an alternative creative writing learning medium that is contextual, engaging, and easy to implement in the classroom. Socially, this approach has the potential to foster digital literacy and persuasive communication skills in students starting from secondary education. The original value of this research lies in the combination of Canva media with a project-based learning model in the context of learning to write advertising texts in junior high schools, which has not been widely studied before.Keywords: Canva; writing; advertising; project-based learning. Keywords: Canva; Writing; Advertising Text; Project-Based Learning
MENGGALI KREATIVITAS GURU SMP DENGAN PEMANFAATAN TEKNOLOGI GAMIFIKASI: SEBUAH PENDEKATAN PEMBELAJARAN YANG INOVATIF
Penelitian ini bertujuan untuk menganalisis pemanfaatan teknologi gamifikasi dalam meningkatkan kreativitas guru SMP serta kualitas pembelajaran sebagai pendekatan pembelajaran inovatif. Metode penelitian yang digunakan adalah studi literatur dengan menganalisis 16 artikel ilmiah yang dipublikasikan pada rentang tahun 2023–2026. Artikel diperoleh melalui penelusuran database jurnal nasional dan internasional dengan kriteria relevansi terhadap topik gamifikasi dalam pembelajaran pada jenjang pendidikan menengah pertama. Analisis dilakukan secara deskriptif kualitatif dengan mengidentifikasi tujuan penelitian, metode, serta temuan utama dari setiap artikel. Hasil kajian menunjukkan bahwa pemanfaatan gamifikasi mampu meningkatkan hasil belajar, motivasi, minat, keterlibatan, serta partisipasi aktif siswa dalam pembelajaran. Selain itu, gamifikasi juga berkontribusi terhadap peningkatan kompetensi dan kreativitas guru dalam merancang pembelajaran inovatif berbasis teknologi. Meskipun demikian, implementasi gamifikasi masih menghadapi beberapa kendala seperti keterbatasan fasilitas teknologi dan kesiapan guru. Oleh karena itu, diperlukan dukungan pelatihan, penyediaan sarana prasarana, serta penelitian lanjutan agar pemanfaatan gamifikasi dapat diimplementasikan secara optimal dalam meningkatkan kualitas pendidikan di SMP.
PENGEMBANGAN MODUL PEMBELAJARAN DIGITAL UNTUK MENINGKATKAN KEAKTIFAN BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PENDIDIKAN PANCASILA
Penelitian ini bertujuan untuk mengembangkan modul pembelajaran digital berbasis Pendidikan Pancasila dengan tema "Mematuhi Norma" serta menguji kelayakan dan efektivitasnya dalam meningkatkan keaktifan belajar siswa kelas VII di MTs Alkhairat Lobu Gio. Menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, and Evaluation), data dikumpulkan melalui kuesioner validasi ahli, observasi, dan tes hasil belajar. Temuan menunjukkan bahwa modul digital ini dikategorikan "Sangat Layak" berdasarkan validasi ahli materi dan media. Hasil uji coba lapangan menunjukkan peningkatan signifikan pada keaktifan belajar siswa, yang dibuktikan dengan kenaikan rerata skor partisipasi kelas dari sebelum dan sesudah penggunaan media. Implikasi praktis dari penelitian ini adalah tersedianya sumber belajar mandiri yang adaptif terhadap karakteristik siswa generasi Z. Nilai orisinalitas penelitian ini terletak pada integrasi nilai-nilai norma lokal ke dalam struktur modul digital yang interaktif untuk mata pelajaran Pendidikan Pancasila di tingkat madrasah. Kata Kunci: Keaktifan Belajar; Modul Pembelajaran Digital; Pendidikan Pancasila.
Keaktifan Belajar; Modul Pembelajaran Digital; Pendidikan Pancasila; Pengembangan
ANALISIS KUALITAS WEBSITE SISTEM INFORMASI KINERJA PEGAWAI TERINTEGRASI (SIJAPATI) KUNINGAN MENGGUNAKAN METODE WebQual 4.0 DAN IMPORTANCE PERFORMANCE ANALYSIS (IPA)
The development of digital transformation in government encourages the use of information systems to improve the effectiveness of civil servant performance management. The Government of Kuningan Regency developed the Integrated Employee Performance Information System (SIJAPATI) as a digital platform to support the management of Employee Performance Targets (SKP). However, the quality of the website and user satisfaction levels need to be evaluated to ensure the effectiveness of the system implementation. This study aims to analyze the quality of the SIJAPATI website and the level of user satisfaction based on the perceptions of civil servants (ASN). This research uses a quantitative approach by applying the WebQual 4.0 method, which consists of three main dimensions: usability, information quality, and service interaction quality, combined with Importance Performance Analysis (IPA) to determine system improvement priorities. Data were collected through questionnaires from 100 ASN respondents who use the SIJAPATI system. The data were analyzed using the WebQual Index (WQI), Customer Satisfaction Index (CSI), gap analysis, and IPA mapping. The results show that the quality of the SIJAPATI website is categorized as good to very good with a WQI value of 0.85, while the user satisfaction level is very high with a CSI value of 84.50%. However, the IPA analysis indicates that several attributes still require improvement priorities, particularly in system navigation, system professionalism, and transparency in performance evaluation mechanisms. These findings imply that improvements in navigation quality, system stability, and transparency of evaluation processes are necessary to enhance the SIJAPATI website service quality sustainably. Keywords: WebQual 4.0; Importance–Performance Analysis; Customer Satisfaction Index; Website Quality; SIJAPATI.
SMART NETWORK REFERENCE DICTIONARY DEVELOPMENT USING WATERFALL FRAMEWORK MODEL TO IMPROVE LEARNING OUTCOMES
The purpose of this study is to develop a Smart Network Reference Dictionary using the Waterfall Framework Model to improve student learning outcomes. Information technology plays an essential role in enhancing student competence and expertise, especially in the Industrial Era 4.0, which demands skills aligned with the needs of industry and the business sector. Computer Networking is one of the subjects that requires strong mastery. Based on observations and interviews with lecturers at STMIK Methodist, out of 28 students, only seven passed with excellent categories, 11 with good categories, and ten did not pass, indicating the need for more effective learning support tools. This study developed the Smart Network Reference Dictionary using the SDLC approach with the Waterfall model and conducted validation through Black Box Testing and Alpha Testing, with Likert-scale analysis used to classify the results. The developed application achieved the Very Appropriate category, with assessment scores of 85.3%, 82.8%, and 86.0%, all of which fall under the Very Eligible classification. Furthermore, the learning outcomes of the experimental class improved significantly, as shown by the higher average pretest–posttest score range compared with the control class. Thus, the development of the Smart Network Reference Dictionary using the Waterfall Framework Model not only produces a high-quality application but also effectively enhances student learning outcomes in the Computer Networking course at STMIK Methodist.
PENERAPAN METODE PEMBELAJARAN PBL UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS DAN KARAKTER DEMOKRASI DALAM PEMBELAJARAN PENDIDIKAN PANCASILA PADA SISWA KELAS XI DI SMA NEGERI 3 SALATIGA
This study aims to describe the application of the Problem-Based Learning (PBL) method in improving students' critical thinking skills and democratic character in Pancasila Education. The research used the Classroom Action Research (CAR) method, which was carried out in two cycles, each consisting of two meetings. The research subjects were 35 students of class XI.2 at State Senior High School 3 Salatiga in the 2025/2026 academic year. Data collection techniques used observation and tests. The results showed that the application of the PBL method could improve students' critical thinking skills, as indicated by an increase in the average score from 57.3 (low category) in the pre-cycle to 70.1 (medium category) in cycle I, and further increased to 80.3 (high category) in cycle II. Students' democratic character also improved from an average of 55.71% (low category) in the pre-cycle to 74.75% (medium category) in cycle I, and increased to 87.61% (high category) in cycle II. The PBL method can be used as an alternative learning strategy to develop 21st-century skills and democratic values in students. Simultaneous measurement of two variables in the context of Pancasila Education at the senior high school level. Keywords: Problem-Based Learning; Critical Thinking; Democratic Character, Pancasila Education.
ANALISIS SENTIMEN TERHADAP INFLUENCER MENGGUNAKAN LSTM DAN SVM (LINIER SVC) PADA KOMENTAR PLATFORM X
Social media platform X has become an important platform for influencers in shaping public opinion, but user comments are generally unstructured and use informal language, and have diverse sentiments that are difficult to analyze. This study aims to classify sentiment towards influencers on the X platform and compare the performance of the Deep Learning LSTM model and the Classic Machine Learning SVM model. Using 8,252 comments that have undergone text pre-processing. To overcome class imbalance, the BiLSTM model uses FastText embedding and Focal Loss, while the SVM model applies SMOTE oversampling. Performance is evaluated using accuracy and F1-macro, and the differences are tested using the McNemar test. The results show that BiLSTM achieves an accuracy of 0.68 and an F1-macro of 0.66, slightly higher than SVM (accuracy 0.67; F1-macro 0.65). However, the McNemar test indicated that the difference was not significant (p > 0.05). These findings imply that SVM remains a viable alternative for efficient short text classification on limited computational resources, while BiLSTM provides a slight improvement. The limitations of this study lie in the scope of data, which is restricted by keywords and the time range of collection, so generalization to other domains requires further study. The novelty of this study lies in the comprehensive comparison of the two approaches to informal influencer comments with different imbalance handling strategies. Keywords: FastText; Focal Loss; Influencer; LSTM; SVM.