Firnanda Pristiana Nurmaida
Game Technology, Electronic Engineering Polytechnic Institute of Surabaya, Indonesia

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Automated Tri Dharma Quality Assessment for Academic Accreditation Using Qwen, Mistral, and DeepSeek Mochammad Ariel Sulton; Tita Karlita; Nyoman Bayu Surapati; Firnanda Pristiana Nurmaida; Faros Alaudin Althaf; Yesta Medya Mahardhika; Paramita Eka Wahyu Lestari; Aris Bahari Rizki
Equilibrium: Jurnal Pendidikan Vol. 14 No. 2 (2026): EQUILIBRIUM: JURNAL PENDIDIKAN
Publisher : Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/3zghgz16

Abstract

Internal Quality Audit (AMI) is critical for Indonesian higher-education accreditation, yet study programs still score 60+ indicators manually by cross-referencing a 200-page Self-Evaluation Report (LED) and a 50-sheet Study Program Performance Report (LKPS), a process that takes 3–5 days per program and varies between assessors. This study develops an automated quality-assessment agent that ingests both documents and benchmarks three open-weight Large Language Models, Qwen 3.5 35B, DeepSeek-R1 32B, and Mistral-Small 3.2 24B, on 19 LAM-Teknik indicators sampled across all nine accreditation criteria (9 qualitative, 6 quantitative, 4 composite). The reference scores are taken from the certified human assessor's official record produced during the program's 2024 post-audit cycle. The results show that Qwen 3.5 attains the lowest MAE (0.605) and RMSE (0.769) with 100% within ±1 accuracy and 32.5 s per indicator; DeepSeek-R1 is the most cautious but the slowest (MAE 1.395; 79.9 s) and collapses on quantitative items (MAE 2.17); Mistral is the fastest (13.6 s).
Turning Mathematical Procedures into Gameplay: A Step-by-Step Decision-Based Educational Game for Junior High School Students Firnanda Pristiana Nurmaida; Zulhaydar Fairozal Akbar; Mirza Hanif Ahmad; Nadia Kalila Ramadhani; Salasyaeima' Muhammad; Pio Krisna Daru Listioaji; Dwi Triwulansari; Moh. Zainur Rohman
Equilibrium: Jurnal Pendidikan Vol. 14 No. 3 (2026): EQUILIBRIUM: JURNAL PENDIDIKAN
Publisher : Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26618/f907v471

Abstract

Mathematics learning can be challenging for junior high school students, particularly when learning requires them to understand the sequence of mathematical operations rather than simply obtain the final answer. This study presents MathDrive, an educational game that integrates mathematical problem-solving into an interactive gameplay structure. The game transforms mathematical expressions into sequential decision-making tasks, allowing students to engage with mathematical operations as part of the gameplay. A user evaluation was conducted with 29 junior high school students using a 20-item Likert-scale questionnaire covering five dimensions: Learning Experience, Step-by-Step Learning Support, Gaming Experience, Motivation, and User Interface. Descriptive statistics and Cronbach's alpha were used to analyze the responses. The results indicated positive perceptions across all five dimensions, with Gaming Experience receiving the highest evaluation, followed by Motivation, Learning Experience, User Interface, and Step-by-Step Learning Support. Although Step-by-Step Learning Support obtained the lowest relative score, its mean remained above 4.00, indicating a generally positive perception of the sequential learning mechanism. The overall Cronbach's alpha was 0.71, indicating acceptable internal consistency. These findings provide preliminary evidence that MathDrive can integrate mathematical problem-solving into an engaging game environment while maintaining positive student acceptance.