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Inovasi Pembelajaran Jaringan Komputer Dan Internet Melalui Media Komik Strip Sitti Suhada; Hermila A; Melawati Mamonto; Lillyan Hadjaratie; Nikmasari Pakaya; Eka Vickraien Dangkua; Butsiarah Butsiarah
Education and Information Technologies Vol. 1 No. 2 (2025): Desember
Publisher : AAAPublisher

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana penerapan media pembelajaran komik strip terhadap hasil belajar siswa pada materi jaringan komputer dan internet di SMK Negeri 1 Mopuya. Permasalahan yang diangkat adalah kurangnya variasi media pembelajaran yang digunakan guru serta rendahnya hasil belajar siswa pada materi yang bersifat abstrak dan teknis. Penelitian ini menggunakan metode kuasi eksperimen dengan desain Nonequivalent Control Group Design. Sampel penelitian terdiri dari dua kelas, yaitu kelas eksperimen yang menggunakan media komik strip dan kelas kontrol yang menggunakan metode pembelajaran konvensional. Instrumen yang digunakan berupa pretest dan posttest, serta angket validasi oleh ahli materi dan media. Hasil validasi menunjukkan bahwa media komik strip tergolong sangat layak digunakan dengan persentase kelayakan ahli materi sebesar 98% dan ahli media sebesar 92,5%. Uji kepraktisan yang dilakukan oleh siswa menunjukkan tingkat kepraktisan sebesar 92%, termasuk dalam kategori sangat praktis. Hasil belajar siswa juga menunjukkan peningkatan yang signifikan; kelas eksperimen memperoleh rata-rata posttest sebesar 88,40, lebih tinggi dari kelas kontrol sebesar 75,60. Hasil uji statistik menggunakan Paired Sample T-Test dan Independent Sample T-Test menunjukkan terdapat perbedaan signifikan antara hasil belajar siswa sebelum dan sesudah perlakuan serta antara kelas eksperimen dan kontrol. Dengan demikian, penggunaan media komik strip terbukti efektif dalam meningkatkan hasil belajar siswa, khususnya pada materi jaringan komputer dan internet. Media ini disarankan sebagai alternatif pembelajaran untuk materi yang bersifat abstrak guna meningkatkan pemahaman dan keterlibatan siswa secara aktif.
IMPLEMENTASI FITUR D-ID AI AVATARS CANVA SEBAGAI MEDIA PEMBELAJARAN OLAHRAGA Butsiarah Butsiarah; Bahrul Alim; Andi Saiful Alimsyah; Ahmad Yani; Fatoni Fatoni
Devote: Jurnal Pengabdian Masyarakat Global Vol. 4 No. 1 (2025): Devote : Jurnal Pengabdian Masyarakat Global, Maret 2025
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/devote.v4i1.3680

Abstract

Innovative learning media has an important role in improving the quality of education, especially in the fields of physical education, health, and recreation. This service is related to the implementation of the D-ID AI Avatars feature in Canva as a sports learning media. By using AI technology, teaching becomes more interesting and interactive. This service aims to explore the effectiveness of using this media in improving students' understanding of sports learning materials. The results obtained from this service show that the use of this media is very effective in helping to understand sports concepts, showing that the use of this media has succeeded in improving understanding visually and interactively and supporting a more dynamic learning process.
WORKSHOP PEMANFAATAN PLATFORM AI UNTUK MEMBUAT MEDIA AJAR PJOK BERBASIS MULTIMEDIA INTERAKTIF Butsiarah Butsiarah; Bahrul Alim; Fatoni Fatoni; Ahmad Yani; Andi Saiful Alimsyah
Devote: Jurnal Pengabdian Masyarakat Global Vol. 5 No. 2 (2026): Devote : Jurnal Pengabdian Masyarakat Global, June 2026
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/devote.v5i2.6364

Abstract

This community service activity aimed to improve the competence of university students as prospective Physical Education, Sports, and Health (PJOK) teachers in utilizing Artificial Intelligence (AI) platforms to develop interactive multimedia-based teaching media. The workshop was conducted through training sessions, hands-on practice, and mentoring in the creation of innovative digital learning media adaptable to current educational technology developments. The participants consisted of university students as prospective PJOK teachers who were introduced to the use of various AI platforms to produce learning materials such as interactive videos, presentations, digital quizzes, and engaging visual learning designs. The results showed that the workshop successfully enhanced participants’ knowledge and skills in integrating AI technology into the PJOK learning process. In addition, participants demonstrated high enthusiasm and were able to create teaching media products that were more creative, interactive, and effective in supporting learning activities. This activity is expected to encourage more innovative PJOK learning transformation and improve the quality of education in the digital era.
Integration of Artificial Intelligence in Physical Education Learning to Improve Learning Quality Butsiarah Butsiarah
JOMLAI: Journal of Machine Learning and Artificial Intelligence Vol. 4 No. 4 (2025): Desember 2025
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/jomlai.v4i4.6734

Abstract

This study aims to analyze the impact of integrating Artificial Intelligence (AI) into physical education learning to enhance students’ learning quality. The research employed a quasi-experimental method with a pretest-posttest control group design involving 60 students, divided into experimental and control groups. The research instruments included a learning motivation questionnaire, a student activity observation sheet, and a physical fitness test. The results revealed a significant improvement in the experimental group that applied AI-based learning. The average learning motivation score increased from 72.3 to 88.6 (a 22.5% increase), students’ active participation rose from 68.4% to 90.2%, and physical fitness scores improved from 70.1 to 83.5. The t-test results indicated a significant difference between the experimental and control groups (p < 0.05). These findings demonstrate that the implementation of artificial intelligence technology in physical education can effectively enhance students’ motivation, participation, and learning outcomes. Therefore, integrating AI into the learning process can serve as an innovative and effective strategy to improve the quality of physical education and support the transformation of learning in the rapidly evolving digital era.
The Application of AI-Assisted Project-Based Learning to Improve Students' Critical Thinking Skills Bahrul Alim; Butsiarah Butsiarah
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 4 No. 4 (2025): Oktober 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v4i4.5788

Abstract

This study aims to test the effectiveness of applying the Project-Based Learning (PJBL) model supported by Artificial Intelligence (AI) technology in improving the critical thinking skills of students in the Physical Education, Health, and Recreation (PJKR) study program. The study uses a quasi-experimental design with two groups: the experimental group, which receives PJBL-AI-based learning, and the control group, which follows conventional learning based on lectures and guided discussions. The results show that the implementation of the PJBL-AI model significantly improves students' critical thinking skills. The experimental group showed an average posttest score increase of 92.3, while the control group experienced only a small increase, with a posttest score of 85.2. The use of AI in project-based learning also enhanced student engagement in discussions, collaboration, and strengthened their reflective critical thinking process. AI technologies such as ChatGPT and Canva AI helped students in designing, evaluating, and formulating arguments in a more systematic and creative manner. These findings suggest that the combination of PJBL and AI is highly effective in enhancing students' critical thinking skills in the context of physical education, offering practical solutions for improving learning quality.
Implementasi Deep Learning sebagai Media Evaluasi Keterampilan Gerak Dasar Atletik dalam Pendidikan Jasmani Butsiarah Butsiarah; Syahrul Zaum
JURNAL JENDELA PENDIDIKAN Vol. 5 No. 04 (2025): Jurnal Jendela Pendidikan: Edisi November 2025
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v5i04.1893

Abstract

Penelitian ini bertujuan untuk mengimplementasikan teknologi Deep Learning sebagai alat evaluasi keterampilan gerak dasar atletik dalam pembelajaran pendidikan jasmani. Penelitian menggunakan metode quasi experiment dengan 60 mahasiswa Pendidikan Jasmani yang dibagi menjadi dua kelompok, yaitu kelompok eksperimen dan kelompok kontrol. Sistem evaluasi dikembangkan menggunakan algoritma Convolutional Neural Network (CNN) yang dilatih untuk mengenali tiga jenis gerak dasar atletik: lari, lompat, dan lempar. Hasil pengujian menunjukkan bahwa sistem memiliki akurasi pengenalan gerak sebesar 95,2%, precision sebesar 94,1%, dan recall sebesar 93,6%. Berdasarkan uji paired sample t-test, terdapat peningkatan signifikan pada nilai keterampilan mahasiswa kelompok eksperimen dari 73,1 menjadi 87,4 (p < 0,05), sedangkan kelompok kontrol meningkat dari 72,8 menjadi 79,2. Tingkat kepuasan dosen terhadap sistem mencapai 90,7%, dengan kategori sangat baik. Hasil ini menunjukkan bahwa Deep Learning efektif digunakan sebagai media evaluasi yang objektif, efisien, dan akurat, serta menjadi inovasi dalam proses pembelajaran dan penilaian pendidikan jasmani.