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Pengembangan Platform Ekosistem Bisnis Digital berbasis Artificial Intelligence untuk Mendukung Business Analytics Ipan Ripai; Eddy Soeryanto Soegoto; Tri Utomo Wiganarto
Jurnal Manajemen Informatika, Sistem Informasi dan Teknologi Komputer (JUMISTIK) Vol 5 No 1 (2026): Jurnal Manajemen Informatika, Sistem Informasi dan Teknologi Komputer (JUMISTIK)
Publisher : STMIK Amika Soppeng

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70247/jumistik.v5i1.340

Abstract

Usaha Mikro, Kecil, dan Menengah (UMKM) memiliki peran penting dalam pertumbuhan ekonomi, namun masih menghadapi tantangan dalam pengelolaan data bisnis dan pengambilan keputusan berbasis data. Meskipun Artificial Intelligence (AI) dan Business Analytics menawarkan potensi besar, penerapannya pada UMKM masih belum terintegrasi. Penelitian ini bertujuan mengembangkan dan melakukan evaluasi awal terhadap prototype BokorAI, yaitu platform bisnis digital berbasis AI yang mengintegrasikan Business Analytics dan Virtual Business Assistant untuk mendukung pengambilan keputusan UMKM. Penelitian menggunakan metode Design Science Research (DSR) yang meliputi identifikasi permasalahan, analisis kebutuhan, perancangan, pengembangan, demonstrasi, dan evaluasi awal prototype. BokorAI dikembangkan sebagai aplikasi berbasis web yang menyediakan dashboard analitik bisnis, analisis penjualan, analisis pelanggan, serta asisten virtual berbasis AI. Prototype diuji menggunakan data transaksi riil pada UMKM dan dievaluasi melalui pengujian usability. Hasil penelitian menunjukkan bahwa BokorAI mampu mengintegrasikan Business Analytics dan Virtual Business Assistant dalam satu platform yang membantu pelaku UMKM memantau kinerja usaha, memperoleh insight bisnis, serta menerima rekomendasi secara interaktif. Prototype yang dikembangkan berpotensi meningkatkan kualitas pengambilan keputusan berbasis data dan mendukung transformasi digital UMKM
Perbedaan Peningkatan Hasil Belajar Melalui Modul Berbasis Website pada Pemrograman Web Dasar Nalendra Arya Putra Pratama; Ipan Ripai
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 2 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i2.5376

Abstract

The integration of digital learning resources in vocational education requires evaluation based on measurable learning outcomes. This study aims to examine differences in students’ learning improvement associated with the use of a website-based learning module in the Basic Web Programming subject. A quantitative approach with a quasi-experimental nonequivalent control group design was employed. The sample consisted of 58 students, including 26 in the experimental class and 32 in the control class. The instrument was a 20-item multiple-choice test, supported by a student response questionnaire. Data analysis used gain scores as the primary indicator, followed by the Shapiro–Wilk normality test and the Mann–Whitney U test. The results of the analysis indicate that the improvement in student learning outcomes in the experimental class was statistically higher than in the control class, with a significant difference () and a moderate effect size. Furthermore, student responses to the use of the web-based module fell into the good to very good category. These findings indicate that web-based learning modules have a significant effect on improving student learning outcomes and have practical implications for programming education, although the limitations of the quasi-experimental design must still be taken into account
Penerapan Metode Think, Pair, Share Berbantuan Animaker Untuk Meningkatkan Hasil Belajar Siswa MTSN 3 Kuningan Riyad Mukhtarul Alih; Ipan Ripai
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 12 No. 1 (2026): Volume 12 No 1 March 2026
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v12i1.3196

Abstract

Abstrak Penelitian ini bertujuan untuk menganalisis penerapan metode pembelajaran Think, Pair, Share (TPS) yang dipadukan dengan media Animaker dalam upaya meningkatkan hasil belajar siswa pada mata pelajaran Informatika di MTsN 3 Kuningan. Pendekatan penelitian yang digunakan adalah kuantitatif dengan desain pra-eksperimen one group pretest-posttest. Sampel dalam penelitian ini ialah kelas VII 6 MTsN 3 Kuningan sebanyak 30 orang. Instrumen pengumpulan data berupa tes hasil belajar yang diberikan sebelum dan sesudah perlakuan. Terdapat perbedaan hasil belajar siswa sebelum pembelajaran menggunakan metode TPS mendapatkan nilai rata-rata pre test yaitu 41,67. Setelah diberikan perlakuan, hasil belajar siswa mendapat nilai rata-rata post test yaitu 74,67. Selain itu, respon siswa terhadap pembelajaran menunjukkan kategori “baik” dengan persentase sebesar 73,13%. Temuan ini mengindikasikan bahwa metode TPS yang dikombinasikan dengan media Animaker efektif dalam meningkatkan hasil belajar serta membangkitkan minat dan keterlibatan siswa dalam proses pembelajaran Informatika. Penelitian ini diharapkan dapat menjadi rujukan bagi guru untuk mengembangkan pembelajaran interaktif yang memadukan metode kooperatif dengan media digital. Kata Kunci: Think, Pair, Share (TPS), Media Animaker, Hasil Belajar, Informatika   Abstract This study aims to analyze the application of the Think, Pair, Share (TPS) learning method combined with Animaker media in an effort to improve student learning outcomes in Informatics subjects at MTsN 3 Kuningan. The research approach used was quantitative with a pre-experimental one group pretest-posttest design. The sample in this study was 30 students of class VII 6 MTsN 3 Kuningan. The data collection instrument was a learning outcome test given before and after the treatment. There was a difference in student learning outcomes before learning using the TPS method, obtaining an average pre-test score of 41.67. After being given the treatment, student learning outcomes obtained an average post-test score of 74.67. In addition, student responses to learning showed a "good" category with a percentage of 73.13%. These findings indicate that the TPS method combined with Animaker media is effective in improving learning outcomes and arousing student interest and involvement in the Informatics learning process. This study is expected to be a reference for teachers to develop interactive learning that combines cooperative methods with digital media. Keyword: Think, Pair, Share (TPS), Animaker Media, Learning Outcomes, Informatics  
PENERAPAN METODE PEMBELAJARAN PROJECT BASED LEARNING (PJBL) UNTUK MENINGKATKAN HASIL BELAJAR SISWA BERBANTUAN WORDWALL PADA MATA PELAJARAN INFORMATIKA DI KELAS VII SMPN 1 JALAKSANA Desika Fuji Lestari; Ipan Ripai
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18682

Abstract

This study aims to determine the implementation of the Project-Based Learning (PJBL) method assisted by Wordwall, student activity and responses, and the improvement of student learning outcomes in Informatics among seventh-grade students at SMPN 1 Jalaksana. A quantitative approach with a quasi-experimental design was used, involving 70 students consisting of 35 students in an experimental class and 35 in a control class. Data were collected through pretests, posttests, observation of student activity, and a student response questionnaire, then analyzed using descriptive statistics, normality and homogeneity tests, an Independent Samples T-Test, and N-Gain. The results showed the experimental class average rose from 56.91 to 86.97, while the control class rose from 65.03 to 83.20. Student activity during the implementation of PJBL with Wordwall reached 83.43% (good category), and student responses reached 82.74%. The Independent Samples T-Test produced a significance value of 0.028 < 0.05, indicating a significant difference between the two groups' learning outcomes. The N-Gain results showed a 69.30% increase for the experimental class, higher than the 50.67% increase for the control class. These findings indicate that PJBL assisted by Wordwall can improve student learning outcomes in Informatics. ABSTRAK Penelitian ini bertujuan untuk mengetahui penerapan metode Project Based Learning (PJBL) berbantuan Wordwall, aktivitas dan respons siswa, serta peningkatan hasil belajar siswa pada mata pelajaran Informatika kelas VII SMPN 1 Jalaksana. Penelitian ini menggunakan pendekatan kuantitatif dengan desain quasi eksperimen yang melibatkan 70 siswa, terdiri atas 35 siswa kelas eksperimen dan 35 siswa kelas kontrol. Pengumpulan data dilakukan melalui pretest, posttest, observasi aktivitas siswa, dan angket respons siswa. Data dianalisis menggunakan statistik deskriptif, uji normalitas, uji homogenitas, Independent Samples T-Test, dan N-Gain. Hasil penelitian menunjukkan bahwa rata-rata nilai kelas eksperimen meningkat dari 56,91 menjadi 86,97, sedangkan kelas kontrol meningkat dari 65,03 menjadi 83,20. Aktivitas siswa selama penerapan PJBL berbantuan Wordwall memperoleh persentase 83,43% dengan kategori baik, sedangkan respons siswa memperoleh persentase 82,74%. Hasil uji Independent Samples T-Test memperoleh nilai signifikansi 0,028 < 0,05, sehingga terdapat perbedaan yang signifikan antara hasil belajar kelas eksperimen dan kelas kontrol. Hasil N-Gain menunjukkan peningkatan kelas eksperimen sebesar 69,30%, lebih tinggi dibandingkan kelas kontrol sebesar 50,67%. Dengan demikian, penerapan PJBL berbantuan Wordwall dapat meningkatkan hasil belajar siswa pada mata pelajaran Informatika kelas VII SMPN 1 Jalaksana.
PENERAPAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS LUMI EDUCATION TERHADAP HASIL BELAJAR SISWA PADA MATA PELAJARAN BAHASA INDONESIA KELAS VIII SMP NEGERI 2 CIBEUREUM Ahmad Siddiq Apriasandy; Ipan Ripai
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18750

Abstract

This study is motivated by the low engagement of students in the learning process and the suboptimal learning outcomes resulting from the use of conventional instructional media in Indonesian language subject at SMP Negeri 2 Cibeureum. This research aims to examine the implementation of Lumi Education-based interactive learning media, to assess student learning outcomes before and after its implementation, and to evaluate the effectiveness of this media on the Indonesian language learning outcomes of eighth-grade students. The study employed a quantitative approach with a quasi-experimental method using a Pretest-Posttest Control Group Design, involving 25 students in the experimental class and 24 students in the control class. Data were analyzed using normality tests, homogeneity tests, independent sample t-test, paired sample t-test, and N-Gain analysis. The results show that the average score of the experimental class increased from 49.20 (pretest) to 78.80 (posttest), while the control class increased from 46.25 to 76.04. The N-Gain of the experimental class (0.6034) was descriptively higher than the control class (0.5588), yet the independent sample t-test on the posttest (sig. 0.382) and on the N-Gain (sig. 0.317) did not show a statistically significant difference between the two groups.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS APLIKASI FOCUSKY TERHADAP HASIL BELAJAR MATA PELAJARAN TIK KELAS VIII DI SMP ASY-SYAHIDA Viki Rizki; Ipan Ripai
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18867

Abstract

This research is motivated by the low variation in the use of learning media in Information and Communication Technology (ICT) subjects at SMP Asy-Syahida Dukupuntang, which has resulted in suboptimal student learning outcomes. One alternative learning medium that can be used is the Focusky application, which features a Zoom User Interface (ZUI), enabling it to present material in a more engaging, interactive, and easily understandable way for students. This study aims to determine the use of Focusky application-based learning media, to determine student learning outcomes in the ICT subject, and to analyze the effect of using Focusky application-based learning media on the learning outcomes of eighth-grade students at SMP Asy-Syahida Dukupuntang. This study uses a quantitative method with a quasi-experimental approach and a Pretest-Posttest Control Group Design. The research population consisted of all eighth-grade students at SMP Asy-Syahida, totaling 52 students, all of whom were used as the research sample through a total sampling technique. The sample was divided into an experimental class and a control class. Data collection techniques were carried out through observation, questionnaires, tests, and documentation. The data were analyzed using normality tests, homogeneity tests, and the Independent Sample t-test. The results of this study indicate that the use of Focusky application-based learning media has a positive and significant effect on student learning outcomes in the ICT subject, so that it can serve as an effective alternative learning medium for improving the quality of the learning process and outcomes.
EFEKTIVITAS PENGGUNAAN SOFTWARE OPEN SOURCE (ZYA CBT) PADA SEKOLAH SMK MUHAMMADIYAH 2 KUNINGAN Muhammad Faqihh Asshahaf; Ipan Ripai
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18961

Abstract

This study aims to determine the effectiveness of using Open Source ZYA CBT software in conducting Web Programming examinations at SMK Muhammadiyah 2 Kuningan, in terms of improving students’ technical understanding and user perceptions. This research employed a quantitative approach using a Pre-Experimental One Group Pretest-Posttest Design. The subjects were 5 students of Grade XI Software Engineering (RPL) at SMK Muhammadiyah 2 Kuningan. Data were collected through technical understanding tests in the form of pretests and posttests, as well as a questionnaire measuring the effectiveness of ZYA CBT. The data were analyzed using normality testing, Paired Sample t-Test, N-Gain, and descriptive percentage analysis with the assistance of IBM SPSS Statistics 27. The results showed that the mean pretest score of 68.00 increased to 86.40 in the posttest, representing an improvement of 18.40 points. The Paired Sample t-Test resulted in a significance value of 0.002 < 0.05, indicating a significant difference in students’ technical understanding before and after using ZYA CBT. The mean N-Gain score was 0.573, categorized as moderate. Meanwhile, the effectiveness questionnaire obtained a percentage of 85.28%, categorized as very effective. Based on these findings, the use of Open Source ZYA CBT software is considered very effective in supporting computer-based examinations at SMK Muhammadiyah 2 Kuningan.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBANTUAN GOOGLE FORMS DAN CANVA MENGGUNAKAN MODEL ADDIE PADA MATERI DASAR-DASAR JARINGAN KOMPUTER DI SMK MUHAMMADIYAH 2 KUNINGAN Muhammad Satrio; Ipan Ripai
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 3 (2026): Volume 12 No. 3, September 2026 Produce
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i3.19009

Abstract

This study aims to develop interactive learning media based on Google Forms integrated with Canva for the Basic Computer Networking subject using the ADDIE instructional design model and to examine the improvement of students' cognitive learning outcomes before and after using the developed media. This study employed a Research and Development (R&D) method using the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The developed product utilizes Canva to present learning materials visually and Google Forms to support learning exercises and evaluations. Product testing included material expert validation, media expert validation, instrument testing, and limited implementation involving tenth-grade RPL students at SMK Muhammadiyah 2 Kuningan. Learning outcome data were obtained through pretests and posttests and analyzed using descriptive statistics, the Shapiro-Wilk normality test, Paired Sample t-Test, and N-Gain analysis. The material expert validation resulted in a percentage of 80%, while the media expert validation resulted in 90.77%. The pretest results showed a mean score of 77.00, which increased to 89.00 in the posttest, representing an average increase of 12.00 points. The Paired Sample t-Test resulted in a significance value of 0.099 > 0.05, indicating that the improvement in learning outcomes was not statistically significant at the 5% significance level. Meanwhile, the average N-Gain score was 0.538, which was categorized as moderate. Therefore, the developed interactive learning media based on Google Forms integrated with Canva has undergone a systematic development and validation process and demonstrated a descriptive improvement in students' learning outcomes, although the improvement was not statistically significant.
EFEKTIVITAS MODEL PEMBELAJARAN FLIPPED CLASSROOM BERBANTUAN APLIKASI KIPIN SCHOOL TERHADAP PENINGKATAN HASIL BELAJAR SISWA KELAS VIII PADA MATA PELAJARAN BAHASA INDONESIA DI SMPN 1 JALAKSANA Rifki Setia Nugraha; Ipan Ripai
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.19014

Abstract

This study aims to determine the effectiveness of the Flipped Classroom learning model assisted by the Kipin School application on the learning outcomes of eighth-grade students in Indonesian language lessons at SMPN 1 Jalaksana. This research used a quantitative approach with a quasi-experimental method. The sample consisted of class VIII E as the experimental class and class VIII F as the control class, with 30 students in each class. Data were collected through pre-test and post-test. The results showed that the experimental class obtained an average N-Gain score of 0.5018, categorized as moderate, while the control class obtained 0.2273, categorized as low. The Independent Samples T-Test on the N-Gain scores produced a significance value of < 0.001, indicating a statistically significant difference between the two groups. Therefore, the Flipped Classroom learning model assisted by Kipin School was effective in improving students' learning outcomes in Indonesian language lessons.
PENERAPAN MODEL PROJECT BASED LEARNING (PJBL) BERBANTUAN CANVA DALAM MENINGKATKAN KREATIVITAS SISWA PADA MATA PELAJARAN INFORMATIKA DI SMK NEGERI 3 KUNINGAN Mohammad syahrul akmal; ipan ripai
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.19153

Abstract

This study examines the implementation of Project Based Learning (PjBL) assisted by Canva to support the development of students’ creativity in Information and Communication Technology (ICT) learning at SMK Negeri 3 Kuningan. The study uses a mixed-method approach with a sequential explanatory design. The quantitative stage is designed as a pre-experimental one-group pretest-posttest study involving approximately 30 tenth-grade students, while the qualitative stage uses observation and interviews to provide deeper explanations of the learning process and student responses. Data collection includes questionnaires, observation, interviews, field notes, and documentation. The creativity indicators consist of fluency, flexibility, originality, elaboration, and evaluation. The field findings documented in the research materials show that PjBL assisted by Canva was implemented through basic project stages, including determining a driving question, planning, scheduling, project implementation, teacher monitoring, evaluation, and presentation. Observation indicated active student involvement in exploring Canva features, collaborating, and presenting visual products. Interviews also identified initial difficulties in developing original ideas and technical barriers in conventional design software. Canva provided easier access to visual assets and design features, while PjBL gave students greater responsibility for developing projects. The quantitative numerical results were not included in the available research document; therefore, this article does not report invented pretest-posttest statistics.