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Comparison of the Implementation of Digital and Conventional Learning Methods on Student Retention at MA Tuhfatul Ulum Hasanah, Uswatun; Yuliana, Dyan; Seituni, Siti
Journal of Educational Sciences Vol. 10 No. 2 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.2.p.3436-3449

Abstract

This study compares the effectiveness of digital and conventional learning methods on students' retention at MA Tuhfatul Ulum. Traditional methods, particularly lectures, dominate the educational process but have limited effectiveness in engaging students actively. In contrast, digital learning methods, such as educational games, provide an innovative approach that enhances student engagement and retention. This research uses a quantitative comparative method with a sample of 47 students. Data were collected through observation, structured interviews, questionnaires, and documentation. The results, analyzed using One-Way ANOVA, indicate a significant difference in retention scores between the digital learning group (Mean = 81.09) and the conventional learning group (Mean = 56.52), with a significance value of 0.000. These findings demonstrate that digital methods, which encourage active participation and multisensory engagement, significantly improve long-term memory retention compared to traditional methods. Therefore, the study recommends the integration of digital learning tools to enhance the effectiveness of teaching and learning.
Analisis Kepuasan Mahasiswa Terhadap Penggunaan SIAKAD Pada Fitur KRS Reguler Dengan Pendekatan System Usability Scale (SUS) Fadilah, Farhan; Yuliana, Dyan; Ayani Suparto, Arico
Jurnal Pendidikan dan Teknologi Indonesia Vol 6 No 3 (2026): JPTI - Maret 2026
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.1482

Abstract

Transformasi digital di perguruan tinggi mendorong pemanfaatan Sistem Informasi Akademik (SIAKAD) sebagai sarana utama layanan akademik, salah satunya melalui fitur KRS regular. Keberhasilan penerapan SIAKAD tidak hanya ditentukan oleh aspek teknis sistem, tetapi juga tingkat usability sistem yang mencerminkan kepuasan pengguna. Tujuan penelitian ini untuk menganalisis tingkat usability SIAKAD pada fitur KRS reguler di STKIP PGRI Situbondo dengan menggunakan pendekatan System Usability Scale (SUS).  Dengan menggunakan metode deskriptif kuantitatif evaluatif. Data dikumpulkan melalui kuesioner berbasis SUS yang dimodifikasi menjadi 20 pernyataan dan disebarkan kepada 100 mahasiswa aktif dari semester 1, 3, 5, dan 7, serta diperkuat dengan hasil observasi, wawancara, dan dokumentasi. Hasil uji validitas menunjukkan seluruh item pernyataan valid, sedangkan uji reliabilitas memperoleh nilai Cronbach’s Alpha sebesar 0,916 yang menunjukkan instrumen sangat reliabel. Perhitungan skor SUS menghasilkan nilai rata-rata sebesar 79,23 yang berada pada kategori acceptable (grade B, adjective rating good). Hasil ini menunjukkan bahwa fitur KRS reguler pada SIAKAD STKIP PGRI Situbondo memiliki tingkat usability yang baik dan dapat diterima oleh mahasiswa. Temuan ini berimplikasi bahwa SIAKAD telah memenuhi standar minimum usability, namun optimalisasi sistem dapat meningkatkan efektivitas penggunaan dan kepuasan pengguna dalam jangka panjang.
Effectiveness of Using Wordwall as a Gamification Media in Learning to Increase Student Learning Motivation Dyan Yuliana; Malika Khoiriyah
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.6962

Abstract

Lack of student motivation is a determining factor in the learning process, thus requiring engaging learning tools that are in line with technological developments favored by students. Wordwall is an educational game that can be utilized as an interactive learning medium. This learning medium boasts many prominent features that are engaging and capable of arousing student motivation and also enabling the creation of interactive activities. These features include crossword puzzles, quizzes, word games, and other games. The research method used was a literature review. The method for searching for article data sources was conducted through the Google Scholar database resources (2022-2024) by retrieving relevant articles published in Indonesian. Key terms and phrases related to wordwall applications, gamification media, and student learning motivation were used in the search for related subjects. The literature search strategy from journals and proceedings used the PICOS framework. The results of this study indicate that Wordwall is effectively used as a gamification medium in learning to increase student motivation, thereby developing students' thinking skills and competitiveness in understanding the material. Furthermore, using Wordwall is also more efficient because it has many game features for designing and reviewing learning assessments that can be played online using a laptop or smartphone anywhere and anytime.
Perception Student to Use Games Education as A Learning Medium Interactive at MA Tuhfatul Ulum Qudsiyatul Hasanah; Dyan Yuliana; Arico Ayani Suparto
DIAJAR: Jurnal Pendidikan dan Pembelajaran Vol. 5 No. 2 (2026): April 2026
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/diajar.v5i2.7285

Abstract

Perception become indicator important in evaluate success something innovation especially in the field of education. Through perception, a teacher can understand How a learning medium accepted and felt by participants educate. Educational games No only viewed as activity play solely, will but also can utilized as a learning medium that supports the understanding process material by students. Research objectives This is for know perception student to use of educational games as a learning medium. Research This use quantitative descriptive. Data collected with distribution questionnaire to student class X, XI, XI and interview to class guardian MA Tuhfatul Ulum. Validity test results in questionnaire declared valid, whereas reliability test results Cronbach alpha value obtained the result is 0.731 above 0.7 minimum criteria indicating instrument reliable. Questionnaire results show percentage overall 83% with very good category, which shows height level acceptance, interest, and response positive student to application of educational games in the learning process. Findings This signify that educational game capable increase interest, motivation, activity, and creating atmosphere learn more​ pleasant.
Mobile Learning Design and Its Role in Fostering Critical Thinking in Informatics Education Sandy, Rizky Gabriella; Suparto, Arico Ayani; Yuliana, Dyan
Jurnal Pendidikan Informatika (EDUMATIC) Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v10i1.33756

Abstract

The use of mobile learning in vocational education continues to grow; however, its implementation often emphasizes technological development without sufficient attention to instructional organization and learning evaluation. This study aims to develop a Kodular-based mobile learning application and examine its practical feasibility and user acceptance in informatics learning. The research employed a research and development approach with exploratory evaluation, involving 20 vocational high school students selected through purposive sampling. Data were collected using user response questionnaires and learning indicator instruments to capture students’ perceptions of usability, learning support, and cognitive engagement after using the application. The collected data were analyzed using descriptive percentage analysis to illustrate trends related to media feasibility and user acceptance. The results show that all evaluated aspects achieved percentages above 85%, indicating a very good level of practical feasibility and user acceptance, particularly in terms of usability, ease of use, and perceived learning support. These findings suggest that the developed mobile learning application can function as a supportive learning medium in vocational informatics education. This study provides practical insights into the development of mobile learning media that aligns instructional organization with learner needs in vocational learning contexts.
PENGEMBANGAN MEDIA AUDIO VISUAL BERBASIS VIDEO ANIMASI CANVA PADA MATA PELAJARAN INFORMATIKA Dyan Yuliana; Siti Seituni; Nurin Kartika Wahyuningsih
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1432

Abstract

In improving the quality of computer science learning in schools, the use of audio-visual media has proven to be effective in increasing student understanding. one of them is a lack of learning resources, difficulty remembering, lack of student concentration when studying, student participation in learning is still not visible, one of the factors that makes students bored when carrying out learning activities so that students do not listen to the teacher who is explaining. The solution is that one of the tools that has emerged as a solution for creating attractive and easily customizable visual content is Canva animated videos. The aim of this research is to determine the level of suitability of Canva-based learning media in Informatics subjects. The method in this research is development research (Research and Development). The data collection technique used is expert validation testing. The results of the validation of the suitability of Canva media by media experts obtained a score of 93.7% in the "very suitable" category, the results of the material expert's assessment obtained a score of 84% in the "very suitable" category, and the results of the assessment from students obtained a score of 98% in the category “very suitable”. So, it can be concluded that audio visual learning media based on Canva animated videos is suitable for use in the Informatics subject, class VII data structure material at SMP Plus As'adiyah.
Rancang Bangun Sistem Informasi Pengelolaan dan Monitoring Stok Barang Secara Real-Time : Studi Kasus: Gudang PT. Tirta Investama DC Jatiasih Dyan Yuliana; Hendrawan A Jayadi
Jurnal Sistem Informasi dan Ilmu Komputer Vol. 3 No. 4 (2025): JNovember :urnal Sistem Informasi dan Ilmu Komputer
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jusiik-widyakarya.v3i4.6136

Abstract

This study ims to analyze the implementation of a real-time inventory management system, identify challenges in the current inventory process, and provide appropriate solutions. Based on observations, inventory data management at PT. Tirta Investama still relies on manual and semi-computerized methods, resulting in inventory discrepancies, delays in information updates, difficulties in real-time monitoring, and inefficiencies in report generation and distribution processes. This research employed Library Research and Field Research methods. The system involves two user roles, namely Supervisors and Checkers. Supervisors are responsible for managing products, incoming and outgoing goods, transactions, and user accounts, while Checkers verify document consistency for goods processing activities. The system was developed using PHP Native and MariaDB version 10.4.27. The implementation of this system is expected to improve inventory monitoring in real time, enhance data accuracy, minimize recording errors, support faster decision-making in procurement and distribution activities, and facilitate more efficient report generation.
IMPROVING READING LITERACY WITH CANVA: A LITERATURE REVIEW ON INTERACTIVE LEARNING MEDIA Fahrozi, Kavel Kafabi; Udzri, Khoirur Roisil; Zamaroni, Inas Wildan; Saputra, Dimas Adi; Yuliana, Dyan
Journal on Research and Review of Educational Innovation Vol 3 No 2 (2025): in Progress
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/jrrei.v3i2.1611

Abstract

Low student literacy can be caused by students' lack of interest in reading, facilities and infrastructure, an unsupportive environment, and the influence of technology. Literacy activities should be implemented in all schools and educational institutions to increase students' interest in good literacy skills. This research aims to analyze the application of Canva-based interactive learning media in improving students' reading literacy through the literature review method. The study collected and analyzed relevant literature from various sources, such as scientific journals, books, and research reports. The main focus is identifying Canva-based media's advantages in interactive learning and its influence on students' reading literacy. The study results show that Canva-based learning media positively impacts students' interest and reading ability by presenting interesting material, such as interactive visuals, animation, and multimedia elements. This media also supports independent and collaborative learning because it is easy to access and flexible to use. Based on the analysis of several pieces of literature, it can be concluded that Canva-based learning media has significant potential to support the effective development of students' reading literacy.
Mengembangkan Kreativitas Siswa pada Mata Pelajaran Pendidikan Agama Islam Melalui Permainan Edukasi World Wall Seituni, Siti; Suparto, Arico Ayani; Yuliana, Dyan; Alawi, A Muammar; Hasanah, Iva Datul
JOEAI (Journal of Education and Instruction) Vol. 7 No. 2 (2024): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v7i2.11607

Abstract

Merancang secara cermat penggunaan media pembelajaran yang relevan dan terkini sesuai dengan materi dapat meningkatkan minat belajar siswa dan efektivitas komunikasi antara guru dan siswa. Media pembelajaran berperan sebagai alat penunjang pelaksanaan metode pembelajaran yang dipilih oleh pendidik. Khususnya dalam konteks pembelajaran Pendidikan Agama Islam (PAI), masih banyak guru yang menggunakan media yang terbatas, sehingga kurang mampu menarik minat belajar siswa. Model yang digunakan dalam penelitian ini adalah model ADDIE (Analysis Design Development Implementation and Evaluate). proses penelitian dan pengembangan pada model ADDIE meliputi lima tahapan dengan penjelasan sebagai berikut: analisis, desain, pengembangan, implementasi dan evaluasi. Teknik analisis dalam penelitian ini adalah dengan mendeskripsikan data yang diperoleh dari kuesioner yang telah dikirimkan. Informasi kuantitatif diperoleh dari kuesioner yang diukur dengan skala Linkert empat poin. hasil analisis didapatkan bahwa penerapan worldwall dapat lebih cepat membangkitkan pemahaman siswa serta dapat meningkatkan pemahaman dan kreativitas siswa dalam memahami materi PAI dan analisis pengembangan berdasarkan data kuantitatif dengan 27 responden dengan r tabel 0,68 diperoleh r hitung yang signifikan, sehingga dapat dapat disimpulkan bahwa aplikasi worldwall layak untuk digunakan. Kata kunci:Kreativitas, Tembok Dunia, PAI
Pengembangan Media Pembelajaran Multimedia Interaktif Berbasis Adobe Premiere pada Mata Pelajaran Teknik Komputer dan Jaringan Roni Sugianto; Arico Ayani Suparto; Dyan Yuliana
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.512

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran multimedia interaktif berbasis Adobe Premiere dalam mata pelajaran Teknik Komputer dan Jaringan. Latar belakang penelitian ini adalah terbatasnya penggunaan media pembelajaran yang menarik dan interaktif dalam pembelajaran TKJ di SMKS Tahsinul Akhlaq Kalibagor, Situbondo, yang berdampak pada rendahnya motivasi dan pemahaman peserta didik terhadap materi praktik, khususnya dalam pembuatan kabel UTP tipe straight. Model pengembangan yang digunakan adalah ADDIE (Analysis, Design, Development, Implementation, Evaluation). Tahapan-tahapannya dimulai dari menganalisis kebutuhan peserta didik dan guru, merancang storyboard, mengembangkan video menggunakan Adobe Premiere Pro 2019, menerapkan media dalam proses pembelajaran, dan mengevaluasi kelayakan oleh pakar media, ahli materi, dan peserta didik. Hasil validasi menunjukkan bahwa media yang dikembangkan mendapatkan skor dari ahli materi sebesar 92%, ahli media sebesar 94%, dan uji coba terbatas peserta didik sebesar 89%. Semua skor ini berada dalam kategori "sangat layak" dan dapat digunakan tanpa revisi. Media pembelajaran ini telah terbukti secara signifikan meningkatkan minat peserta didik dalam belajar dan memahami materi TKJ melalui tampilan visual yang menarik dan penyajian materi yang sistematis.
Co-Authors Achmad Baijuri Achmad Fauzan Azzubair Adinda Ramadhanti Alawi, A Muammar Alfiatin, Riza Ali Satri Efendi Arico Ayani Suparto Arico Ayani Suparto Arico Ayani Suparto Astindari, Tri Ayani Suparto, Arico Baijuri, Achmad Cahaya Suksma Catur Supriyanto Catur Supriyanto Dassucik Deva Satria Dewi, Mega Syilvia Enny Diah Astuti Fadilah, Farhan Fadly Putra Arafah Fahrozi, Kavel Kafabi Febriyanti, Anis Fengki Al Jufri Firman Jaya Firman Jaya Hardian Hardian Hardian Hardian HARIYANTO HARIYANTO Hasanah, Iva Datul HASANAH, KHOLIFATUL Hendrawan A Jayadi Husna, Zahra Nafilatul Irma Noervadila Irma Noervadila Irma Noervadila Jajang Setiawan Khoiriyah, Malika Kholidy Kholidy Kholiqin Kholiqin Latifatus Fitri Lesmana, Sata Lova Aulia Savina Refonita Mahendra Agus H. Malika Khoiriyah Masruro, Anisyah Aulia Maulana, Andrico Bagus Miftahus Surur Mila Rizky Amalya Moh Gufroni Muhammad, Jagad Muhlishotun, Muhlishotun Muljono , Munawwir, Zainul Nasihin, Muhammad Hairun Noer Fajri Aminullah Nur Azise Nur Azizah Nur Azizah Nurin Kartika Wahyuningsih Okta Ayu Wulandari Putri Okta Ayu Wulandari Putri Purwanto Purwanto Purwanto Qudsiyatul Hasanah Rahmawati, Weni Kurnia Rahmi Rosita raudatul jannah Razaqi, Rahmat Shofan RETNO SETYA BUDIASNINGRUM Roni Sugianto Rouza Ussiza Aulia Sisma Rozi lutfi, Ahmad fathor Sandy, Rizky Gabriella Saputra, Dimas Adi Seituni, Siti Selvianda, Niken Pundri Sheilla Syukria Siti Seituni Siti Seituni Siti Seituni Sonia, Ulfatus Suryadi, Muhammad Syukria, Sheilla Tri Astindari Tri Astindari Udzri, Khoirur Roisil Ummy Heny Uswatun Hasanah Wahidi Muhtar Yesi Puspitasari Yuni nina, Mochammad ilham Zainul Munawwir Zamaroni, Inas Wildan