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 5, ORCID ID, Garuda, Google Scholar, Dimensions, Moraref
Information Technology Education Department
INTEGRATING ICT IN ISLAMIC RELIGIOUS EDUCATION: ENHANCING LEARNING OUTCOMES AND OVERCOMING CHALLENGES IN THE 21ST CENTURY
This study explores the integration of Information and Communication Technology (ICT) in Islamic Religious Education (PAI), aiming to enhance learning outcomes and address challenges in adapting to modern educational demands. Using a literature review methodology, this research synthesizes studies published between 2015 and 2023, focusing on the effectiveness of ICT tools, the types of digital resources used in PAI, and the barriers faced by educators in implementing these technologies. The findings indicate that ICT significantly improves student engagement, motivation, and comprehension in PAI subjects, particularly through multimedia tools, mobile applications, and e-learning platforms. However, challenges such as inadequate infrastructure, digital literacy among teachers, and the digital divide between urban and rural areas limit the widespread use of ICT in PAI classrooms. The study highlights the need for increased investments in infrastructure and continuous professional development for teachers to bridge these gaps. Additionally, it calls for policy support at both institutional and governmental levels to facilitate the integration of ICT in religious education. The novelty of this research lies in its focus on the specific application of ICT in PAI, offering insights into how digital tools can modernize Islamic education while preserving its core values. The findings provide valuable recommendations for educators and policymakers to enhance ICT integration in PAI and ensure its effective use in the 21st century.
Copyright (c) 2025 Muflikhatun, Agus Pahrudin, Agus Jatmiko, Koderi, Inamul Azad https://creativecommons.org/licenses/by/4.0
ANALISIS SENTIMEN RESPON PENGGUNA CHAT GPT MENGGUNAKAN ALGORITMA SUPPORT VECTOR MACHINE
This study aims to analyze user sentiment toward ChatGPT based on comments collected from the YouTube platform using the Support Vector Machine (SVM) algorithm. SVM belongs to the supervised learning algorithm group. The data were collected through web scraping using the YouTube Data API v3, resulting in 999 valid comments. The initial process included data cleaning using regular expressions to remove irrelevant characters, duplicates, and noise. Sentiment correction was then performed using a bilingual lexicon-based function (Indonesian and English) to improve classification accuracy based on language context. The initial sentiment distribution analysis showed 53.85% positive, 33.53% negative, and 12.61% neutral sentiments. To address class imbalance, a balancing process was conducted before model training. The preprocessing stage involved feature normalization and feature selection before splitting the dataset into 70% training and 30% testing data. The SVM model was trained and evaluated using performance metrics such as accuracy, precision, recall, F1-score, and AUC. The evaluation results showed an AUC of 0.90, accuracy of 81.6%, precision of 89.2%, recall of 51.6%, and F1-score of 65.4%. Based on these results, the SVM algorithm proved effective in classifying user sentiments toward ChatGPT with a high level of accuracy after the data balancing process.
Copyright (c) 2025 Angelina Safitri, Ilhan Firmansyah, Fitri Yani, Muhammad Arif Kurniawan, Yamin Nuryamin https://creativecommons.org/licenses/by/4.0
IMPLEMENTASI ASESMEN FORMATIF BERBASIS WEB PADA PEMBELAJARAN FIKIH DI MAN 1 BOYOLALI
This study aims to analyze the implementation and impact of web-based formative assessment in Fiqh learning at MAN 1 Boyolali. The research employs a qualitative approach using a case study design. Data were collected through observations, interviews, and documentation involving Fiqh teachers, the school principal, and nine students from grades X, XI, and XII. The findings indicate that teachers design web-based formative assessments by aligning them with learning outcomes, students’ characteristics, and the digital context of the school. The assessments are conducted continuously through a web system that facilitates evaluation, reflection, and real-time feedback. The implementation of web-based assessments has been shown to enhance students’ motivation, engagement, and conceptual understanding of Fiqh, while simultaneously fostering values of honesty and responsibility.
Copyright (c) 2025 Dwi Sulistyowati, Purnomo https://creativecommons.org/licenses/by/4.0
Performance Analysis of Bubble Sort, Selection Sort, and Insertion Sort Algorithms Using Python on Student Data
This study aims to analyze the performance of three fundamental sorting algorithms—Bubble Sort, Selection Sort, and Insertion Sort—implemented using the Python 3.12.10 programming language. The experiment was conducted using five dataset sizes consisting of student data with 50, 100, 150, 200, and 250 records. Each algorithm was tested under three data order conditions: random, nearly sorted, and reversed. The experimental results indicate that Insertion Sort achieved the most efficient execution time for nearly sorted data, averaging below one millisecond, while Bubble Sort exhibited the slowest performance, particularly on reversed data, with execution times exceeding 30 milliseconds. Selection Sort maintained consistent performance across conditions but remained slower than Insertion Sort in most cases. Overall, the empirical findings support the theoretical O(n²) time complexity and reinforce the learning of algorithm efficiency concepts in the Algorithm and Data Structure course of the Information Technology Study Program.
Copyright (c) 2025 Gustina, Ahmad Husna Ahadi, Fattachul Huda Aminuddin, Muhammad Farhan Syawal https://creativecommons.org/licenses/by/4.0
PENGARUH MEDIA 3D BERBANTUAN WEB ASSEMBLR TERHADAP HASIL BELAJAR MATERI PENGENALAN KOMPONEN KOMPUTER PADA SISWA SMP
Digital technology requires the world of education to utilize interactive and innovative learning media. Web-based three-dimensional (3D) visualization media can help students understand abstract concepts more concretely. In computer science education, particularly in the introduction to computer components, students still find it difficult to recognize the actual form and function of components. This study aims to determine the effect of web-based 3D media using Assemblr on the learning outcomes of seventh-grade students at SMP Negeri 36 Bandar Lampung. The research method used was an experimental method using a quasi-experimental model with a pretest-posttest equivalent control group research design involving two classes, each with 34 students. The instrument used was 20 multiple-choice questions that had been tested for validity and reliability (α = 0.801). The results showed a significant increase in the learning outcomes of students in the experimental class. The average pretest score for the experimental class was 46.32, which increased to 81.91 on the posttest. This comparison resulted in an average N-Gain score of 0.6428, which is categorized as moderate. The results of the independent sample t-test also showed a Sig. value of 0.000, proving that there was a significant difference between the learning outcomes of the two groups. Thus, it can be concluded that the use of web-based 3D media assemblr has a significant effect on student learning outcomes in computer component introduction material.
Copyright (c) 2025 Frisca Monica, Pramudiyanti, Daniel Rinaldi, Radinal Fadli https://creativecommons.org/licenses/by/4.0
IMPLEMENTASI SPK UNTUK MENENTUKAN PENERIMAAN KARYAWANBARU DI PT. WIRYAMANTA SADINA MENGGUNAKAN METODE SAW BERBASIS WEBSITE
The recruitment and selection process is a strategic stage in human resource management, especially for PT. Wiryamanta Sadina, a company engaged in the Food and Beverage industry. The company’s manual selection process often faces challenges such as subjectivity, inconsistent evaluations, and suboptimal data management. This study aims to develop a web-based Decision Support System (DSS) using the Simple Additive Weighting (SAW) method to assist in conducting employee selection more objectively and systematically. The SAW method is applied to evaluate candidates based on criteria such as education, work experience, location range, employment status, and age, with weight values assigned according to their level of importance. The system is designed as a web application to facilitate applicant data management, initial screening, and automatic ranking presentation. The results show that the system can reduce subjectivity in assessment, improve selection efficiency, and produce candidate rankings aligned with the company’s needs. Thus, the implementation of a web-based DSS using the SAW method can serve as an effective solution to support the recruitment process at PT. Wiryamanta Sadina.
Copyright (c) 2025 Jovan Cahya Radita, Joko Suwarno https://creativecommons.org/licenses/by/4.0
PENERAPAN ISO 29119 SEBAGAI UPAYA PENINGKATAN KUALITAS LAYANAN WEBSITE E-PROCUREMENT
Advances in information technology have encouraged companies to use digital platforms such as e-procurement, which can improve efficiency, transparency, and accountability in the procurement process. However, without thorough testing, these systems are at risk of functional errors and a decline in user trust. Previous research using black box testing methods and automation tools such as Katalon Studio can improve error detection, but there are still weaknesses in terms of validation and documentation consistency, meaning that the reliability of the system is not yet fully guaranteed. This study applies the ISO 29119 international standard as a structured framework, combined with black box testing methods and the Katalon Studio automated testing tool in testing the e-procurement website of PT. XYZ. Testing focused on four main features including registration, login, profile editing, and password change, with a total of 44 test cases. The evaluation results showed that 41 test cases were successful and 3 failed, mainly in the aspects of input validation and mandatory field labeling. The recommendations proposed include strengthening input validation, providing mandatory labels, and more informative error messages. This study shows that the implementation of ISO 29119 improves transparency, professionalism, and system reliability, making e-procurement services more secure and user-friendly.
Copyright (c) 2025 Diana Sava Salsabila, Yunita Ardilla, Noor Wahyudi https://creativecommons.org/licenses/by/4.0
Pengembangan Sistem Monitoring Pengelolaan Sampah Ruang Kelas Otomatis (Studi Kasus: SMK Bina Putra Mandiri)
Waste is a common problem frequently encountered in school environments, including at SMK Bina Putra Mandiri. The manual waste management process often causes several issues such as delayed collection, waste accumulation, and inefficiency in utilizing sanitation resources. To address these problems, this research aims to develop an automatic classroom waste management monitoring system based on the Internet of Things (IoT). The system is built using an ESP32 microcontroller, ultrasonic sensors, and a servo motor to detect waste volume in real-time and automatically control the trash bin lid mechanism. Sensor data are transmitted to a web-based dashboard built with Bootstrap SB Admin 2 via the MQTT protocol, allowing school administrators to monitor the condition of all trash bins centrally and efficiently. The development process applies the Rapid Application Development (RAD) method, which emphasizes fast and gradual design and testing based on user feedback. The implementation results show that the system can display the waste bin’s capacity level with high accuracy and automatically send notifications when the bin is full. Additionally, the system can record historical data to support the school’s cleanliness evaluation process. The implementation of this system makes waste management more efficient, organized, and supports the application of IoT technology in creating a cleaner and more sustainable school environment. Keywords: Monitoring System, IoT, ESP32, Ultrasonic Sensor, Rapid Application Development (RAD), Waste Management.
Copyright (c) 2025 Soma, Khanif Faozi https://creativecommons.org/licenses/by/4.0
Strategi Pembelajaran Full Day School Dalam Penguatan Penerapan Nilai Keislaman Peserta Didik di SD Muhammadiyah Muara Bungo
This study examines the learning strategies of full day school in strengthening the implementation of Islamic values among students at SD Muhammadiyah Muara Bungo. Using a qualitative method, data were collected through interviews, observations, and documentation studies involving the principal, teachers, and students of SD Muhammadiyah Muara Bungo. The results show that the implementation of the full day school learning system at SD Muhammadiyah Muara Bungo runs effectively and consistently, employing an integrated system strategy within the curriculum, school management, classroom learning, extracurricular activities, and life skills programs. The Islamic values emphasized include obedience to Allah SWT and His Messenger, love for the Qur’an, good manners, sincerity, love of knowledge, honesty, discipline, and responsibility, which are strengthened through agreement, exemplary behavior, and habituation methods. Reinforcement is further achieved by assigning independent tasks at home.
Copyright (c) 2025 Muhammad Amin, Widia Winata https://creativecommons.org/licenses/by/4.0
PENERAPAN SISTEM PENDUKUNG KEPUTUSAN BERBASIS WEB UNTUK MENENTUKAN PRIORITAS LAYANAN KESEHATAN HOME VISIT LANSIA DI PUSKESMAS BALARAJA
Home visit services at Puskesmas Balaraja often face challenges in determining the priority of visits, as the number of elderly patients requiring services exceeds the available medical staff capacity. To address this issue, this study designs a web-based decision support system using the Multi-Objective Optimization on the Basis of Rational Analysis (MOORA) method. The MOORA method is applied to evaluate alternatives based on several criteria, namely age, medical history, and level of independence. The calculation process involves constructing a decision matrix, determining sub-criteria values, normalization, and optimization to generate priority rankings. The results show that from 100 elderly patient data, the highest score was achieved by Munah, who ranked first in visit priority. The implementation of the MOORA method has proven effective in supporting systematic decision-making, reducing the time required for determining visit priorities from two days to approximately 15 minutes, and producing more accurate decisions that meet the healthcare needs of elderly home visits at Puskesmas Balaraja.
Copyright (c) 2025 Rika Erlin Hidayah, Joko Suwarno https://creativecommons.org/licenses/by/4.0
PERANCANGAN APLIKASI MOBILE LEARNING PADA MATA PELAJARAN BIOLOGI KELAS X DI SMAN 1 RAO UTARA
This examine objectives to create a generation-based totally learning medium inside the form of a cellular studying software for Biology subjects in Grade X at SMAN 1 Rao Utara. A common trouble faced in Biology getting to know is the confined availability of interactive educational media that students can get right of entry to whenever and anywhere. The studies technique employed is studies and development (R&D) using the ADDIE development model, which includes 5 degrees: evaluation, design, improvement, Implementation, and assessment. The utility became advanced using web programming languages and capabilities essential additives together with studying materials, instructional films, and assessment quizzes. The results from the testing section imply that the advanced mobile getting to know software received fine comments from concern matter experts, media experts, and students as end users. consequently, this application is expected to contribute to improving students' motivation and information of Biology subjects.
Copyright (c) 2025 Nur Elfia Elfia, Supratman Zakir, Supriadi i, Liza Efriyanti https://creativecommons.org/licenses/by/4.0
IMPLEMENTATION OF DECISION SUPPORT SYSTEM IN DETERMINING STUDENT EXCHANGE PARTICIPANTS AT SMAN 1 PADANG PANJANG USING AHP METHOD
The purpose of this study is to implement a Decision Support System (DSS) based on the Analytical Hierarchy Process (AHP) method to support the selection process of student exchange program participants in an objective and measurable manner. The background of this research is based on problems in the selection process, which are still subjective and lack transparency, causing confusion and dissatisfaction among students and parents. The system is designed to structure the hierarchy of criteria and alternatives, as well as calculate the priority weight of each student using the AHP method. Data processing was carried out through two approaches, namely manual calculation and the use of the Super Decisions application to compare the consistency of the results. The findings show that both approaches produced identical weights and rankings. Therefore, the AHP-based DSS is considered capable of providing accurate and efficient results, and is feasible to be implemented as a solution to improve objectivity, transparency, and efficiency in the selection process of student exchange program participants in the school environment.
Copyright (c) 2025 Habibatul Fadhilah, Yulifda Elin Yuspita, Firdaus Annas, Gusnita Darmawati https://creativecommons.org/licenses/by/4.0
Pengembangan Media Kartu Kebangsaan Berbasis Augmented Reality 3D untuk Penguatan Karakter Kewarganegaraan dan Kesadaran Global Siswa SMP Sunan Averroes Yogyakarta
This study aims to: (1) develop a 3D augmented reality-based National Identity Card learning media; (2) assess the feasibility of the media; (3) evaluate the practicality of the media; and (4) test the effectiveness of the media in strengthening civic character and global awareness among students of SMP Sunan Averroes Yogyakarta. This research is a type of Research and Development (R&D) conducted at SMP Sunan Averroes Yogyakarta. The product validation involved two expert lecturers. The test subjects consisted of a civic education teacher and eighth-grade students. Data collection techniques included observation, interviews, and questionnaires. Feasibility and practicality data were obtained from expert validation (content and media), teacher assessments, and student responses. The effectiveness of the learning media was analyzed using a t-test with a significance level of 0.05. The results showed that: (1) the National Identity Card learning media was successfully developed through a systematic process using the ADDIE model in five stages. The first stage, analysis, involved needs analysis, curriculum analysis, and student characteristic analysis. The second stage, design, focused on conceptualizing the media and designing AR features. The third stage, development, included application modeling and instrument validation. (2) The feasibility test results showed a score of 75.7% from the content expert (categorized as feasible) and 82.2% from the media expert (categorized as very feasible). (3) The practicality test results showed a score of 99.1% from the teacher and 86.4% from students (categorized as very feasible). The fourth stage, implementation, involved applying the media in the classroom, and the fifth stage, evaluation, included feedback analysis from the teacher and student responses to assess effectiveness and improve the media. (4) The National Identity Card learning media proved to be effective, as evidenced by the experimental class surpassing the minimum mastery criterion of 75, with an average score of 89.10 and a 16.78% increase in civic character, and an average score of 86.10 with an 18.36% increase in global awareness, both higher than those of the control class.
Copyright (c) 2025 Sultan Fakhrur Rassyi, Isro’ullaili https://creativecommons.org/licenses/by/4.0
LAYANAN PENGUASAAN KONTEN DENGAN TEKNIK MIND MAPPING DALAM MANUMBUHKAN MOTIVASI BELAJAR SISWA SEKOLAH MENENGAH PERTAMA
Low learning motivation among junior high school students often becomes an obstacle to achieving optimal academic outcomes. One strategic approach to addressing this issue is content mastery services within guidance and counseling, particularly through the application of the mind mapping technique. This technique helps students organize information, understand concepts visually, and increase their engagement with learning materials. This study employs a literature review approach by analyzing relevant previous research findings. The results indicate that the use of mind mapping not only enhances students’ comprehension and memory but also contributes to building motivation, improving learning mood, and facilitating time management in the learning process. Therefore, content mastery services using the mind mapping technique serve as an innovative solution to enhance students’ motivation and learning effectiveness at the junior high school level.
Copyright (c) 2025 Maulid Dio Perkasa, Shabrina Indah Wardani, Agraita Masithoh, Hadist Mutiara Rahmi, Paramita Nur Latif https://creativecommons.org/licenses/by/4.0
VALIDITAS KONTEN VIDEO SOSIAL MEDIA SEBAGAI MEDIA PROMOSI SENTRA WISATA KULINER SURABAYA (STUDI KASUS : SENTRA WISATA KULINER SUKOMANUNGGAL)
Culinary tourism in Surabaya offers significant potential to support the regional economy, yet digital promotion remains underutilized. One example is the Sukomanunggal Culinary Tourism Center (SWK), which offers a variety of local specialties, yet its social media promotion remains minimal. This is despite current trends showing users preferring short, informative and engaging video content. This study aims to analyze social media video content as a promotional medium for the Sukomanunggal Culinary Tourism Center, focusing on the design, expert validation, and testing stages with the target audience. The method used was Research and Development (R&D) with the 4D model (Define, Design, Development, Disseminate). Instruments included observation, questionnaires, and an expert validation rubric. The results showed that a 60-second promotional video with a cinematic and storytelling approach effectively attracted audience attention, conveyed the uniqueness of local cuisine, and increased visitor interest. Expert validation stated that the video met technical, aesthetic, and promotional message effectiveness standards, while the audience response test yielded a feasibility score above 86%. The conclusion of this study proves that social media-based promotional video design is effective in increasing the visibility and attractiveness of SWK.
Copyright (c) 2025 Muhammad Fajar Fazriyana, Emmalia Adriantantri, Reiny Ditta Myrtanti, Agung Panji Sasmito https://creativecommons.org/licenses/by/4.0
ANALISIS ANXIETY MAHASISWA DALAM PRAKTIK PERAKITAN KOMPUTER DI PERGURUAN TINGGI
Anxiety is an emotional response to situations perceived as threatening, and in the context of practical learning, anxiety can affect students' readiness, concentration, and performance. This study aims to analyse students' anxiety levels during computer assembly practice in the Information Technology Education study program. The method used was descriptive quantitative, involving 80 students as respondents. The research instrument was a five-point Likert scale questionnaire to measure anxiety levels. The results showed that students' anxiety levels were in the moderate to high category, with anxiety about technical errors and assembly procedures as the highest indicators. This finding indicates that students feel stressed by the possibility of errors and uncertainty in following the assembly stages. The findings of this study indicate the need for a more supportive learning approach, such as technical assistance, simulations, and project-based learning, to reduce anxiety. The limitation of this study lies in the quantitative approach that has not explored psychological factors in depth. Therefore, further research is recommended using a qualitative or mixed approach to better understand the dynamics of student anxiety in technical practice.
Copyright (c) 2025 Radinal Fadli, Dwi Wahyudi https://creativecommons.org/licenses/by/4.0
PENGARUH PRAKTIK KERJA LAPANGAN DAN PENGALAMAN BERORGANISASI TERHADAP KESIAPAN KARIR SISWA LULUSAN 2022-2024 SMK INFORMATIKA SUKMA MANDIRI CILEGON
This study aims to determine the effect of field work practice (PKL) and organizational experience on career readiness of students graduating from SMK Informatika Sukma Mandiri Cilegon 2022–2024. The background is the still high rate of open unemployment among SMK graduates despite having participated in PKL and organizational activities. Using an associative descriptive quantitative method, data were obtained through questionnaires to 67 respondents and analyzed by validity and reliability tests, classical assumption tests, and multiple linear regression. The results showed: PKL had a significant positive effect on career readiness (t-count 3.568 > t-table 1.668; sig. 0.001 < 0.05). Organizational experience had a significant positive effect on career readiness (t-count 2.317 > t-table 1.668; sig. 0.024 < 0.05). Simultaneously, both had a significant effect (F-count 24.676 > F-table 2.33; sig. 0.000 < 0.05). In conclusion, PKL and organizational experience, both separately and together, play an important role in improving students' career readiness.
Copyright (c) 2025 Syarif Hidayatulloh, Hasan Yaqub, Hikmatullah https://creativecommons.org/licenses/by/4.0
Improving Reading Aloud Skills Using The Picture and Picture Model Phase B, Grade III of Muhammadiyah Elementary School Muara Bungo
This study was a Classroom Action Research (CAR) conducted in third-grade students at Muhammadiyah Elementary School in Muara Bungo. The background of the study was the low reading-aloud ability of students, with an average initial score of 68, still below the school's minimum completion standard of 75. To address this problem, the Picture and Picture learning model was used with the aim of improving students' reading-aloud skills, particularly on weather topics. The study was conducted in two cycles, each encompassing planning, action, observation, and reflection. Sixteen students participated. Data collected consisted of qualitative and quantitative data. Qualitative data were obtained through observations of the model's implementation and students' reading-aloud activities. Quantitative data came from the results of students' reading-aloud tests. The results showed that the Picture and Picture model was implemented effectively. Students' reading-aloud test scores improved from cycle I to cycle II. In cycle I, student completion was 56%, increasing to 87% in cycle II, exceeding the completion standard. This improvement demonstrates that the Picture and Picture model is effective in improving students' reading aloud abilities. This model has also been shown to increase student engagement and focus during the learning process, thus helping them achieve optimal reading aloud skills.
Copyright (c) 2025 Susi Oktavia, Reni Guswita, Nurlev Avana https://creativecommons.org/licenses/by/4.0
Implementasi Artificial Intelligence (AI) Menggunakan Canva Dalam Pengembangan Powerpoint Interaktif Sebagai Medi Pembelajaran IPAS Di Sekolah Dasar
This research is motivated by difficulties students face in understanding IPAS learning. This is because the teaching materials used are still in the form of printed media, while the facilities and infrastructure are very limited, and even students are very enthusiastic about digital learning. Therefore, this has impact on student’s learning outcomes. The aim if thus research is to produce interactive PowerPoint using canva as a learning medium for IPAS in a valid, practical, and effective manner. The research methoud used is the research and development (R&D) method. The learning model used is the ADDIE model, consisting if five stage: Analyze (analysus), design, development, implementation, and evaluation. The type of data collected is qualitative and quantitative data. Data collection techniques used in this research are interviews, observations, and questionnaires. The results of the validation of the interactive PowerPoint for IPAS subjects in fourth grade, validated by three validators, obtained a score of 80,55% categorized as valid. The practicality result assessed from students’ responses obtained a score of 78,3% categorized as practical. Based on this analysis, it is concluded that the interactive PowerPoint using the canva application is declared practical. Furthermore, the effectiveness was assessed, and students’ learning outcomes obtained an average score of 83,52% categorized as very effective.
Copyright (c) 2025 Estuhono, Agus Saputra, Nadya Safitri https://creativecommons.org/licenses/by/4.0
DEVELOPMENT OF INTERACTIVE MULTIMEDIA BASED ON “PAPI PROTOTUM” AS A LEARNING INNOVATION ON THE MATERIAL OF PLANT PHOTOSYNTHESIS PROCESS FOR GRADE 4 STUDENTS OF SDN KRATON
This study aims to: (1) How is the validity of interactive multimedia based on papi prototum on the material of plant photosynthesis process (2) How is the practicality of interactive multimedia based on papi prototum on the material of plant photosynthesis process. The study was conducted on 17 students of grade IV of SDN Kraton. This study used the Research and Development (R&D) model with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) approach. The media development process was carried out systematically according to the ADDIE stages to produce valid, practical and effective learning media. The results of the three aspects obtained a result of 90.5% which is included in the "very valid" category. Therefore, media based on "papi prototum" is suitable for use in the science learning process in elementary schools as a means to increase student involvement, facilitate understanding of abstract material, and support the achievement of basic competencies optimally. The validation results by material experts and media experts obtained scores of 90% and 89% respectively, indicating that the media is very valid and suitable for use. Practicality test through questionnaires given to teachers and students produced scores of 91% and 86%, indicating that the media is very practical. Based on the data from the validity and practicality tests, it can be concluded that interactive multimedia based on papi prototum on the material of plant photosynthesis process is valid and practical to use.
Copyright (c) 2025 Sofia Natalia, Bagus Amirul Mukmin, Kharisma Eka Putri https://creativecommons.org/licenses/by/4.0
ANALYSIS OF VALIDITY AND PRACTICALITY OF INTERACTIVE LEARNING MEDIA DEVELOPMENT BASED ON GENIALLY PLATFORM FOR GRADE V ELEMENTARY SCHOOL
This study aims to analyze the validity and practicality of an interactive learning media based on the Genially platform for fifth-grade science subjects, specifically on the topic of the eye and its functions. The research uses a Research and Development (R&D) model with the ADDIE approach (Analysis, Design, Development, Implementation, Evaluation). The media development process was carried out systematically according to the ADDIE stages to produce valid and practical learning media. Validation by media and content experts yielded scores of 89% and 90%, respectively, indicating the media is highly valid and suitable for use. Practicality tests through questionnaires given to teachers and students resulted in scores of 92% and 94%, showing the media is highly practical. This media supports the learning process with interactive features that facilitate material comprehension and increase student engagement. Based on these results, this learning media can be considered an effective alternative to improve the quality of elementary school education.
Validity; Practicality; Interactive Learning Media; Genially Platform.
Copyright (c) 2025 Intan Putri Nur'aini, Bagus Amirul Mukmin, Kharisma Eka Putri https://creativecommons.org/licenses/by/4.0
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBANTU APLIKASI CANVA PADA MATA PELAJARAN PENDIDIKAN PANCASILA KELAS IV SDN 14 PULAU PUNJUNG
This research was motivated by schools that had not used interactive media that could attract students' attention. The same thing was also found when conducting PLP, several problems were found, namely that teachers only used lecture and discussion learning methods and still had not used more interesting media which resulted in less than optimal student understanding and students feeling bored. Therefore, researchers are interested in developing Animated Video learning media. The type of research is development research, namely using the ADDIE development model consisting of the analysis stage, the analysis stage includes material analysis, analysis of student needs and student characteristics. The planning stage (design) the planning stage is the design of the animated video learning media, namely the instrument design and framework design. The development stage (develop) the development stage is a validation test. The implementation stage (implementation) the implementation stage is carried out for practicality and effectiveness. The evaluation stage (evaluation) is carried out at each stage starting from analysis, design, develop and implementation.The results of the validation assessment of Animation Videos in the validation test by 3 experts had an average score of language validation of 84.1%, media validation of 85.5% and material validation of 89.9% included in the very valid category, meaning that the application is in accordance with the language, media and learning materials. The practicality test of educators with an average score of 75% was categorized as very practical and from students 90.445% were categorized as very practical, meaning that the application can be used easily for the learning process, while the results of the effectiveness of learning animation videos with a score of 95% were categorized as very effective, meaning that animation videos can improve student learning outcomes.
Copyright (c) 2025 Alhafizin Amin Amin, Sri Yunimar Ningsih, Yulia Darniyanti https://creativecommons.org/licenses/by/4.0
PENGEMBANGAN BAHAN AJAR E-COMIC BERBANTUAN CANVA PADA MATA PELAJARAN BAHASA INDONESIA KELAS III SDN 58/II SARI MULYA
This research is motivated by the difficulties of students in understanding learning materials, especially in Indonesian Language subjects, due to the lack of innovative teaching materials used, wich are still in printed form and based on textbooks. The purpose of this research is to produce e-comic teaching mterials assisted by Canva in Indonesian Language subject that are valis, practical, effective. The research method used is the Research and Development (R&D) method. The development model used is the ADDIE model, wich consists of five stages: analysis, design, development, implementation, and evaluation. The validation result of teaching materials assisted by Canva in Indonesian Language subject were validated by five validators, with the following result: language aspect 87,5% with very valid category, graphic design expert validation 88,3% with very valid category, learning module expert validation 90%, question expert validation 88,8% with very valid category, and material expert validation 86,9% with very valid category. The result of the analysis of educator response qestionnaires obtained 100% with very practical category and student response questionnaires 94,6% with veri practical category. In the effectiveness test, an average score of 90% was obtained with a very effective category.
Copyright (c) 2025 Ria Setiawati, Agus Saputra, Feby Kharisna https://creativecommons.org/licenses/by/4.0
PENGEMBANGAN MEDIA PEMBELAJARAN DIORAMA MATA PELAJARAN IPAS MATERI KENAMPAKAN ALAM DAN BUATAN DI KELAS III SDN 189/II SARI MULYA
This research is motivated by the limited availability of learning media, which has impacted student learning outcomes. In addition, many studens reported difficulties in underdtanding the subject matter. The aim of this study is to develop a diorama-based learning media for the IPAS subject on the topic of natural and artifical landscapes for grade III studen at SDN 189/II Sari Mulya that is valid, practical, and effective. The research method used is Research and Development (R&D), applying the ADDIE development model, which consits of five stages: Analyze, Design, Development, Implementation, and Evaluation. The diorama learning media was validated by five experts, resulting in the following scores: material aspect 93%, media aspect 92%, language aspect 94,28%, teachung module aspect 90,91%, and test item aspect 80%. The teacher’s response questionnaire, assessed by the grade homeroom teacher, received an average score of 84,77%. The effectiveness analysis indicated an average score of 81,25%. These findings suggest that the diorama learning media is valid,practical, and effective for improving student understanding in the studied subject matter.
Copyright (c) 2025 M. Anggrayni, Eka Filahanasari, Margaretta Fitriani https://creativecommons.org/licenses/by/4.0
ANALISIS SISTEM INFORMASI MANAJEMEN PERSEDIAAN BARANG: STUDI KASUS PADA UMKM NASI KEBULI
Inventory management is a crucial aspect in supporting the sustainability and operational efficiency of Micro, Small and Medium Enterprises (MSMEs). This study aims to analyze the implementation and effectiveness of inventory management information systems in Nasi Kebuli MSMEs. A qualitative case study approach was used with data collection through interviews, direct observation, and document analysis to evaluate how the system used supports stock tracking, inventory control, and decision making. The results show that the existing system helps simplify the inventory process and reduce manual errors, but still has limitations in the aspects of integration, real-time data accuracy, and user accessibility. This research emphasizes the importance of adopting more reliable and user-friendly digital solutions to improve operational performance and support business growth. This study contributes to the literature related to the utilization of information systems in MSME environments and offers practical insights for digital transformation in small-scale food businesses.
Copyright (c) 2025 Windika Pilyadi, Sigit Auliana, Gagah Dwikiputra Aryono https://creativecommons.org/licenses/by/4.0
OPTIMALISASI PEMANFAATAN E-LEARNING EDLINK MELALUI SOSAKA (SOSIALISASI KOMUNIKATIF)
This study aims to determine the effectiveness of the SOSAKA (Socialization of Communication) program in optimizing the use of the Edlink e-learning platform in the Vocational Makeup Education Study Program, Indonesian Institute of the Arts (ISI) Padang Panjang. The background of this study is based on the low level of utilization of Edlink features optimally by students, especially in the context of online learning which is increasingly important after the pandemic. This study uses a descriptive quantitative method with a data analysis technique of respondent achievement level (TCR). The research sample consisted of 95 students from semester 1 to semester 6 who were selected by total sampling. Data was collected through a questionnaire covering five main indicators. The results showed that the average level of respondent achievement reached 74.6%, which is categorized as quite good. The highest indicator is the effectiveness of the SOSAKA program (83%), while the lowest indicator is interactive communication between lecturers and students (68%). These findings indicate that the SOSAKA program is effective in increasing students' awareness and skills in using Edlink, although there are still challenges in terms of interaction and utilization of advanced features. This study provides implications that interactive communication-based training such as SOSAKA needs to be continuously developed and integrated sustainably into academic activities. In addition, institutional support in the form of lecturer training, provision of facilities, and affirmative policies are also very necessary to encourage more optimal digital learning.
Copyright (c) 2025 Merdila Nuril Fahmi, Sri Meiweni Basra, Fadli Ilham, Fathurrahman Hafid, Firdaus https://creativecommons.org/licenses/by/4.0
PERAN GURU DALAM MENINGKATKAN MANAJEMEN MUTU PENDIDIKAN DI INDONESIA
Teachers have an important role in learning management. Since teachers carry out the teaching and learning process, their teaching effectiveness has a significant impact on the overall success of education. The findings of theoretical studies suggest that if teachers can fulfill their role as learning managers by using teaching and learning facilities to create learning situations, learning management in their functional duties will be carried out effectively and efficiently. The roles and responsibilities of teachers are very important in the field of education. “With all the changes in the quality of national education, it is difficult to isolate many of the issues related to the presence of instructors as they are the most important component of the teaching and learning process, both in formal and informal learning pathways. Learning is essentially a causal process, with the teacher as the main cause of student learning. Therefore, teachers must be able to determine the right learning strategy to encourage students to participate in learning activities actively, productively and effectively. Teachers must pay attention to their students' readiness, maturity, and behavior when teaching. Therefore, teachers have an important role and strategy to create a good and enjoyable learning environment and help students achieve goals as well as possible.
Copyright (c) 2025 Afriantoni, Dina NurAzizah, Wulan Rahma Ayu https://creativecommons.org/licenses/by/4.0
PERGESERAN POLA INTERAKSI GURU DAN PESERTA DIDIK DI ERA SOCIETY 5.0: KAJIAN LITERATUR
The Society 5.0 era brings significant changes in various aspects of life, including education. The shift in interaction patterns between teachers and students is one of the main impacts of technology integration in the learning process. The purpose of this study is to analyze the Shift in Interaction Patterns of Teachers and Students in the Society 5.0 Era. The research method used in this study is a qualitative descriptive method with a literature review approach (library research). The research design is in the form of a review of journals published in Sinta 6 to Sinta 1 in the period 2020-2025. The results of the study show that there are still challenges in implementing Society 5.0 in the world of education, especially in terms of the use of technology. By continuing to uphold the principles that will understand in upholding human values ​​and dignity in education, schools and teachers must continue to adapt to technological advances. A mature strategy can make Society 5.0 the foundation of a more competitive, flexible, and inclusive education system.
Copyright (c) 2025 Dewi Syifa Septiani, Irma Ainni, Rio Tri Hartanto, Lola Meliana, Libya Hajar Aswad, Ade Fricticarani https://creativecommons.org/licenses/by/4.0
EKEKTIFITAS PENGGUNAAN METODE THINK-PAIR SHARE DAN SNOWBALL THROWING UNTUK MENINGKATKAN MOTIVASI DAN HASIL BELAJAR ALJABAR LINEAR
The purpose of this study is to find out how effective Think-Pair-Share (TPS) and snowball shooting learning methods are to improve students' motivation and their learning outcomes in Linear Algebra course at Palcomtech Institute of Technology and Business. A two-cycle Classroom Action Research (PTK) using planning, implementation, observation, and reflection. The subjects of this study were 22 students of S1 Information Systems class who have been working and facing various problems in their learning process. It was hoped that these two methods would allow students to more actively participate in the lessons and improve their understanding of the material being taught. The results showed that from cycle I to cycle II, the number of students who obtained a score of at least 81 increased significantly. TPS and Snowball throwing methods proved effective in improving students' motivation and their learning outcomes. This method can also be applied to other courses, especially those related to science and technology.
Copyright (c) 2025 Yuniansyah, Yonhendri, Guntoro Barovih https://creativecommons.org/licenses/by/4.0
KAJIAN TENTANG PENGEMBANGAN PROFESI GURU DALAM KOMPETENSI PEDAGOGIK MELALUI PENAMBAHAN PENDEKATAN PADA KURIKULUM MERDEKA
Improving the quality of education depends on developing teachers' pedagogical competence and implementing a curriculum that suits the needs of students. A flexible and innovative curriculum allows teachers to adapt more effective learning methods, one of which is through the Deep Learning approach. This approach aims to increase students' in-depth understanding, build critical thinking skills, and encourage active involvement in the learning process. This study aims to identify the effectiveness of implementing the Deep Learning approach in improving student learning outcomes at SMP Negeri 29 Medan. The research method used is descriptive qualitative with data collection techniques through in-depth interviews with educators and professionals. The results show that curriculum flexibility and innovative methods contribute to creating a more interactive and meaningful learning environment. However, challenges such as limited facilities, educators' readiness, and conventional evaluation systems still require further attention. Hopefully, the results of this study can encourage the implementation of more effective and sustainable learning strategies. The implication of this research is the need for support from various parties to realize education that is adaptive and responsive to the times.
Copyright (c) 2025 Agnes Pane, Elvina Br Sembiring, Lusi Harianja, Mhd. Hafiz Fahrezy Yopi, Novita Sarah Simanjuntak Simanjuntak, Ervina Sumiati Siboro https://creativecommons.org/licenses/by/4.0