Victor Maruli Tua L. Tobing
Educational Technology, Universitas Dr. Soetomo, Surabaya, 60118, Indonesia

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The Effect of Chromebook Utilization on Improving Digital Literacy and Creativity of SMP Negeri 2 Tabang Students Jayan Trianus; Nuril Huda; Victor Maruli Tua L. Tobing
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.2851-2863

Abstract

The study aims to analyze the influence of Chromebook use on improving digital literacy and creativity of students at SMP Negeri 2 Tabang. The research is based on the gap between the adoption of technology in education and the development of digital competencies, such as digital literacy and creativity, which are still challenges. The research method uses a descriptive qualitative approach with data collection techniques through observation, student interviews, and documentation for one month. The research subjects amounted to 20 students in class 9B who were selected using convenience sampling techniques. Research shows Chromebooks realize operational digital literacy, where 18 out of 20 students can operate devices independently, and visual creativity using templates and design features. However, the research reveals the limitations of digital literacy development, such as the ability to evaluate the credibility of information sources, and transformative creativity to generate original ideas. Technology integration needs to be accompanied by a pedagogical approach specifically designed to develop critical thinking skills and deep creativity.
The Effect of Artificial Intelligence (AI)-Based Learning Models on Students' Motivation and Learning Interests (Case Study at SMA Negeri 2 Tabang Kutai Kartanegara) Yohanes Dedi Kurniawan; Sucipto Sucipto; Victor Maruli Tua L. Tobing
Journal of Educational Sciences Vol. 10 No. 1 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.1.p.1508-1521

Abstract

The research is motivated by the transformative potential of Artificial Intelligence (AI) in education and the challenges of implementation in disadvantaged areas, which create a gap in students' motivation and interest in learning. The purpose of the study was to analyze the influence of AI-based learning models on increasing students' motivation and learning interest at SMA Negeri 2 Tabang, Kutai Kartanegara. The study used a qualitative approach of a case study with thirty student subjects. Data were collected through observation (10 indicators of interest and ten indicators of motivation), interviews, and documentation. Research shows that AI-based models significantly and simultaneously improve both aspects, which is evident from 9 out of ten indicators of interest and all ten indicators of motivation seen. This improvement is fueled by the personalization of exploration and instant feedback from AI, which creates a collaborative and student-centered learning environment. Research proves that despite infrastructure constraints, managed AI integration can transform the dynamics of learning in disadvantaged areas. It is recommended that schools develop guidelines for the use of AI and conduct prompt drafting training for teachers.
The Utilization of Assembler Edu (AR) as a Learning Media to Increase Students' Learning Interest in Komjardas Class X Computer and Network Engineering Vocational School Unitomo Surabaya Wisnu Candi AbdiKusumo; Sucipto Sucipto; Victor Maruli Tua L. Tobing
Journal of Educational Sciences Vol. 10 No. 1 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.1.p.1522-1535

Abstract

The research is motivated by the challenges in Basic Computer and Network learning (Komjardas) that require concrete visualization of network devices, while conventional media such as textbooks are considered less interactive and cause students' interest in learning to decrease. The purpose of the research was to analyze the use of Augmented Reality (AR)-based Assemblr Edu media in increasing the learning interest of students in class X of Computer and Network Engineering at SMK Unitomo Surabaya. The study used a descriptive qualitative approach of 33 students. Data was collected through observation, interviews, documentation, and learning outcome tests. Research shows that the implementation of Assemblr Edu significantly increases students' interest in learning, characterized by enthusiasm, activeness of questioning, independent exploration, and collaboration. Cognitive learning outcomes also improved with an average post-test score of 83.2-84.3 and a completeness of 83.6%, compared to a pre-test of 75.6-76.2 with a completeness of 75.9%. An effective Edu assembly creates immersive and interactive learning, thereby increasing students' interest and learning outcomes. Teachers need to be able to consider the integration of AR technology and training.