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Pengembangan Media Pembelajaran Informatika Interaktif Berbasis Android Pada Jenjang Sekolah Menengah Atas Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Sakinah, Nurul Winda
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 1 (2025): Februari
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i1.536

Abstract

Pada era digital, kebutuhan akan media pembelajaran interaktif berbasis teknologi semakin meningkat, terutama pada mata pelajaran Informatika yang memerlukan pendekatan visual dan praktis. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berbasis Android pada mata pelajaran Informatika kelas 12 di MAN 1 Lombok Timur, yang diharapkan dapat meningkatkan keterlibatan dan pemahaman siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas 12 MAN 1 Lombok Timur. Hasil temuan kami berupa aplikasi pembelajaran interaktif berbasis android yang dinilai sangat layak oleh ahli materi (85%) dan ahli media (92%). Selain itu, respon siswa terhadap media ini menunjukkan hasil positif dengan persentase kepuasan sebesar 94%. Hasil ini menunjukkan bahwa aplikasi ini efektif dan layak sebagai media pembelajaran Informatika berbasis android untuk siswa kelas 12.
Pengembangan Media Pembelajaran Android Pada Mata Pelajaran Informatika Untuk Siswa SMA Kelas X Wirasasmita, Rasyid Hardi; Uska, Muhammad Zamroni; Kholisho, Yosi Nur; Ulfa, Delvia Samara; Hamdani, Fahri
Infotek: Jurnal Informatika dan Teknologi Vol. 8 No. 2 (2025): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v8i2.31282

Abstract

The learning media used in schools are still classified as conventional and have not utilised technology optimally. One solution that can be offered is the development of Android-based learning media as an innovative alternative in supporting the learning process. This research aims to develop Android-based informatics learning media, measure its feasibility level based on the assessment of media experts and material experts, and evaluate user responses. The method used is Research and Development (R&D) with the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study consisted of 27 class X students at SMAN 1 Sukamulia. The results showed that the learning media developed obtained a feasibility score of 90.7% from media experts and 90% from material experts, both of which were included in the very feasible category. Meanwhile, the user response to the application reached 94% with a very high category. These findings indicate that the developed Android-based learning media is not only feasible to use, but also receives positive acceptance from students. The academic contribution of this research lies in the development of digital media that is contextual and relevant to 21st century learning needs. Therefore, this media is recommended to be implemented more widely as well as being the basis for further development in the study of technology-based learning.
Pengembangan Lembar Kerja Peserta Didik (LKPD) Berbasis PBL untuk Meningkatkan Hasil Belajar Fisika Ismatulloh, Kholida; Kholisho, Yosi Nur; Hr, Bq. Malika; Dwi Arianti, Baiq Desi
Kappa Journal Vol 8 No 1 (2024): April
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/kpj.v8i1.25801

Abstract

This research aims to determine the effectiveness and response of students to the Student Worksheet (LKPD) that was developed. The type of research is research and development with a "one group pretest-posttest design". Population in this research were class VIII students at SMP 3 Selong. The instruments used are interview sheets, observation sheets, product validation, student response questionnaire sheets, teacher response questionnaire sheets, learning device validation sheets, evaluation question sheets. The research results were analyzed using the method quantitative descriptive. The results of the analysis of pre-test and post-test evaluation questions increased, showing an average N-gain 0.70 with an average pre-test score of 23.97 and an average post-test score of 81.47. The t test results show that t calculated > t (0.05)(66), namely 30.40 > 1.66. This indicates that Problem Base Learning (PBL) based LKPD is effective in improving students' physics learning outcomes.
Transformasi kompetensi guru sekolah dasar melalui pengembangan media pembelajaran augmented reality berbasis Assemblr Edu Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Arianti, Baiq Desi Dwi; Ismatulloh, Kholida; Jamaluddin, Jamaluddin; Lutfi, Samsul
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November (In Progress)
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.36541

Abstract

Abstrak Penguasaan teknologi Augmented Reality (AR) menjadi kebutuhan mendesak bagi guru dalam menciptakan media pembelajaran yang inovatif dan selaras dengan Kurikulum Merdeka. Namun, keterbatasan pelatihan dan akses informasi menjadi kendala utama, khususnya bagi guru di daerah. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kompetensi guru MGMP Informatika Kabupaten Lombok Timur dalam mengembangkan bahan ajar berbasis AR. Metode pelaksanaan terdiri atas tiga tahap utama: (1) workshop dan pelatihan hands-on penggunaan platform Assemblr Edu dan Canva 3D, (2) pendampingan intensif, serta (3) evaluasi melalui pre-test dan post-test. Hasil evaluasi menunjukkan peningkatan kemampuan yang signifikan, di mana 12 dari 15 peserta (80%) berhasil mengembangkan media pembelajaran AR yang siap implementasi. Kegiatan ini tidak hanya berhasil meningkatkan literasi teknologi digital peserta, tetapi juga mendorong terciptanya media pembelajaran interaktif yang dapat meningkatkan keterlibatan siswa. Disimpulkan bahwa pelatihan semacam ini efektif dalam mempercepat adopsi teknologi di kelas dan perlu diperluas cakupannya kepada guru mata pelajaran lainnya. Kata kunci: augmented reality; informatika; media pembelajaran interaktif; pelatihan guru. Abstract Mastery of Augmented Reality (AR) technology is an urgent need for teachers in creating innovative learning media that is in line with the Merdeka Curriculum. However, limited training and access to information are major obstacles, especially for teachers in rural areas. This community service activity aims to improve the competence of MGMP Informatics teachers in East Lombok Regency in developing AR-based teaching materials. The implementation method consists of three main stages: (1) workshops and hands-on training on the use of the Assemblr Edu and Canva 3D platforms, (2) intensive mentoring, and (3) evaluation through pre-tests and post-tests. The evaluation results showed a significant improvement in skills, with 12 out of 15 participants (80%) successfully developing AR learning media that was ready for implementation. This activity not only succeeded in improving the participants' digital technology literacy but also encouraged the creation of interactive learning media that could increase student engagement. It was concluded that this type of training was effective in accelerating the adoption of technology in the classroom and needed to be expanded to teachers of other subjects. Keywords: augmented reality; informatics; interactive learning media; teacher training.