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The effect of interactive learning videos on informatics learning outcomes: A quasi-experimental study with junior high school students Dochi Ramadhani; Dewi Sulistiyarini; Febrianto Sabirin; Yolanda; Nunik Esti Utami
Jurnal Pendidikan Informatika dan Sains Vol. 15 No. 1 (2026): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v15i1.10934

Abstract

This study was conducted to determine the effectiveness of interactive learning videos on junior high school students’ Informatics learning outcomes in computational thinking material in terms of gender. The research employed an experimental method with a nonequivalent control group design. The results showed that prior to the treatment, the initial abilities of both groups were relatively similar, with the mean pretest scores of the experimental group at 45.17 and the control group at 45.71. After the treatment, both groups showed an increase in learning outcomes; however, the experimental group achieved a higher mean score of 83.61 compared to 73.05 in the control group. The ANCOVA results indicated a significant difference between the two groups after controlling for prior knowledge (p < 0.001), while gender did not have a significant effect on learning outcomes (p > 0.05), and no interaction was found between instructional model and gender. Based on these findings, it can be concluded that interactive learning videos are effective in improving students’ Informatics learning outcomes in computational thinking and can be applied consistently regardless of students’ gender.
Innovative Islamic Education Learning Media For Internalizing Islamic Perspectives on Technological Developments Febrianto Sabirin; Umi Liwayanti; Dochi Ramadhani; Dewi Sulistiyarini
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 2 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i2.707

Abstract

This study employed a Research and Development (R&D) approach to create ICT-based interactive learning media for the Islamic Religious Education (PAI) course, integrating game-based and quiz features on the topic of Islamic perspectives on technology. The development followed the ADDIE model, covering analysis, design, development, implementation, and evaluation stages. Validation involved two media experts and two material experts, while limited implementation engaged 30 undergraduate students from the Information Technology Education Study Program. Data were collected through document analysis and questionnaires assessing both feasibility and user responses. The results indicated that the learning media was highly feasible, with scores of 95.83% from media experts and 90.63% from material experts. Student responses also reflected strong acceptance, falling into the very good category with an average score of 83.19%. These findings suggest that the developed media is both effective and user-friendly, providing a valuable tool to enhance PAI learning in higher education. The study demonstrates that integrating ICT, gamification, and interactive features can significantly support students’ engagement and comprehension in religious education, offering a practical model for developing innovative learning resources in tertiary education contexts.
Pengaruh Penggunaan Lumio By Smart Terhadap Hasil Belajar Siswa Pada Materi Analisis Data Stevvi Clara Adinda; Dewi Sulistiyarini; Febrianto Sabirin
Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) Vol. 5 No. 2 (2026): Jurnal Inovasi Pendidikan dan Pembelajaran (JIPP) Juli 2026
Publisher : LPD Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstract: This study aims to determine the effect of using the Lumio by SMART interactive learning media on the learning outcomes of tenth-grade students at SMA Negeri 1 Ngabang on the Data Analysis material. The research employed a quantitative approach with a quasi-experimental method using a Non-Equivalent Control Group Design. The sample consisted of 60 students, divided into an experimental group of 30 students who were taught using Lumio by SMART, and a control group of 30 students who were taught using conventional learning media. Data were collected using multiple-choice and performance tests administered as pre-tests and post-tests. The results of the descriptive analysis showed that the experimental group's average score increased significantly from 52.80 in the pre-test to 78.06 in the post-test, while the control group's average score increased from 50.27 to 68.62. Furthermore, the initial abilities of both groups were equivalent before the treatment, as indicated by the pre-test significance value of 0.505. After the intervention, the Independent Sample t-test on the post-test data yielded a significance value of 0.009, which is less than 0.05. This result indicates that the null hypothesis is rejected and the alternative hypothesis is accepted. Therefore, it can be concluded that there is a significant difference in learning outcomes, proving that the use of Lumio by SMART interactive learning media provides a positive and significant effect on improving student learning outcomes in the Data Analysis material compared to conventional media. Keywords: Lumio by SMART, Learning Outcomes, Data Analysis, Informatics, Quasi-Experiment
PELATIHAN PEMROGRAMAN BLOK MELALUI ADAPTIVE MOOC UNTUK MENINGKATKAN KOMPETENSI COMPUTATIONAL THINKING GURU DI KALBAR Febrianto Sabirin; Umi Liwayanti Liwayanti; Ryan Permana; Ferry Marlianto; Dewi Sulistiyarini; Dochi Ramadhani
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 10 No. 2 (2026): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v10i2.10719

Abstract

Perkembangan teknologi digital menuntut guru memiliki kompetensi abad ke-21, termasuk literasi digital dan kemampuan berpikir komputasional. Pengabdian ini bertujuan untuk meningkatkan kompetensi literasi digital dan keterampilan pemrograman guru melalui pelatihan pemrograman blok berbasis Adaptive Massive Open Online Course (MOOC). Kegiatan ini melibatkan 30 guru dari berbagai jenjang pendidikan di Kalimantan Barat. Metode yang digunakan adalah pelatihan terbimbing berbasis daring dengan pendekatan adaptif. Pengabdian ini dilaksanakan selama 2 minggu termasuk pelatihan terbimbing secara online dengan menggunakan platform MOOC. Hasil pengabdian menunjukkan adanya peningkatan signifikan dalam pemahaman konsep pemrograman dasar, kemampuan berpikir komputasional, serta keterampilan merancang media pembelajaran berbasis pemrograman blok. Evaluasi menunjukkan tingkat kepuasan peserta sangat tinggi dengan persentase 91% pada aspek administrasi dan 89,6% pada evaluasi kompetensi. Dengan demikian, model Adaptive MOOC terbukti efektif dalam meningkatkan kompetensi guru secara fleksibel dan berkelanjutan.