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Pengembangan Video Pembelajaran Geometri Berbasis AI Generatif untuk Meningkatkan Kemampuan Spasial Siswa Yeni Welasari; Reni Astuti; Dewi Risalah
Walada: Journal of Primary Education Vol. 5 No. 2 (2026): Walada : Journal of Primary Education
Publisher : cendekia citra gemilang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61798/wjpe.v5i2.629

Abstract

Kemampuan spasial penting dalam pembelajaran geometri karena siswa perlu menafsirkan posisi, hubungan, dan transformasi objek. Hasil pra-observasi di SMP Abdi Agape Pontianak menunjukkan bahwa siswa kelas VIII masih mengalami kesulitan mengidentifikasi hubungan spasial dan menjelaskan rotasi bangun geometri. Metode: Penelitian ini menggunakan Research and Development dengan model ADDIE. Produk berupa video pembelajaran berbasis Animaker yang didukung AI generatif untuk penyusunan naskah, pengembangan gagasan visual, perencanaan ilustrasi, dan desain narasi. Data dikumpulkan melalui observasi, wawancara, validasi ahli, angket, dokumentasi, dan tes kemampuan spasial, kemudian dianalisis secara deskriptif melalui indikator kevalidan, kepraktisan, dan efektivitas. Hasil: Produk mengintegrasikan visualisasi bertahap, animasi transformasi, contoh kontekstual, narasi audio-visual tersinkron, dan latihan reflektif yang selaras dengan visualisasi spasial, persepsi spasial, dan rotasi mental. Implikasi: Video yang dikembangkan menjadi model media berbantuan AI yang terkendali secara pedagogis untuk memperkuat penalaran spasial siswa pada pembelajaran geometri
SMART TEACHING DENGAN AI: PEMBERDAYAAN GURU SMA NEGERI 1 TEKARANG MELALUI PELATIHAN PENYUSUNAN PERANGKAT AJAR Sandie Sandie; Muchtadi Muchtadi; Jamilah Jamilah; Dewi Risalah; Reni Astuti; Syarifah Fadillah
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 4 No 03 (2026): JUNI 2026
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Kegiatan Pengabdian kepada Masyarakat ini bertujuan untuk meningkatkan kompetensi profesional guru dalam menyusun perangkat pembelajaran berbasis kecerdasan buatan (AI) sebagai respons terhadap tantangan implementasi Kurikulum Merdeka dan transformasi digital pendidikan. Kegiatan ini ditujukan kepada 25 guru di SMA Negeri 1 Tekarang, Kabupaten Sambas, Kalimantan Barat, dan dilaksanakan dari Juli hingga Desember 2025. Pendekatan yang digunakan bersifat partisipatif dan aplikatif, meliputi tahap persiapan, pelatihan, pendampingan (coaching clinic), evaluasi, dan tindak lanjut. Pelatihan inti dilaksanakan pada 21–22 Agustus 2025 mencakup konsep AI dalam pendidikan dan praktik penggunaan tools seperti ChatGPT dan Canva AI. Hasil kegiatan menunjukkan bahwa 99,24% peserta menyatakan puas terhadap pelaksanaan program. Guru berhasil menghasilkan perangkat ajar berbasis AI berupa RPP, LKPD, dan media pembelajaran digital. Selain itu, terbentuk komunitas belajar guru berbasis AI sebagai bentuk keberlanjutan program..  
Analisis Kemampuan Pemecahan Masalah Berdasarkan Self-Confidence Siswa Pada Materi Bilangan Bulat Kelas VII SMP Liza Liza; Jamilah jamilah; Dewi Risalah
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 1 (2026): Maret: Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP)
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jipp.v5i1.10561

Abstract

Abstract: This study uses a descriptive qualitative method, which aims to analyze student’s self-confidence in mathematical problem solving on integer topics at SMP Kemala Bhayangkari 1 Kubu Raya. The date were collected and described in the from of word, as is characteristic of descriptive research. The study was conducted at SMP Kemala Bhayangkari 1 Kubu Raya. Research data were collected through several techniques, namely tests, questionnaires, and interviews, which were used to analyze students self-confidence in mathematical problem solving. The collected data were then processed into clear and easily understood information. The data sources in this study consisted of six students from class VII B and one mathematics teacher at SMP Kemala Bhayangkari 1 Kubu Raya. The data collection techniques used included measurement techniques, direct communication techniques, and indirect communication techniques, interview guidelines, and documentation. The data analysis techniques used ware data reduction, data presentation, and conclusion drawing. The results of the study indicate that, in general, the higher the students self-confidence, the better their mathematical problem-solving ability. Keywords: Problem-Solving Ability, Integer Topics, Self-Confidence.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS DEEP LEARNING TERHADAP KEMAMPUAN PEMECAHAN MASALAH MATEMATIS SISWA PADA MATERI STATISTIKA Jonerri Dikens; Jamilah; Dewi Risalah
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15874

Abstract

This study aims to develop interactive learning media based on deep learning (conscious, meaningful and enjoyable) towards students' mathematical problem-solving abilities in statistics material for class VIII of SMP Negeri 1 Toho. This study is a Research and Development (R&D) research and development using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Data collection techniques are in the form of indirect communication techniques and measurement techniques, with research instruments in the form of expert validation sheets, practicality questionnaires, pretest and posttest questions. The research sample is class VIII C consisting of 25 students. Data analysis techniques used include validity, practicality, effectiveness and influence analysis. The results of the study indicate that the developed interactive learning media achieved the category of very valid with a validity percentage of 92%, very practical with a practicality percentage of 91.5%, and effective with an effectiveness percentage of 76%. The paired t-test results showed that > (62.574 > 2.064). Therefore, H₀ was rejected and H₁ was accepted, indicating a significant effect on mathematical problem-solving ability before and after the media was implemented. Thus, interactive learning media based on deep learning (conscious, meaningful, and enjoyable) is suitable for use in mathematics learning processes in schools.