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Rancang Bangun Chatbot Whatsapp Terintegrasi LMS Untuk Mendukung Efisiensi Kinerja Guru Raka Tegar Wicaksono; Elvira Wardah
Journal of Informatics and Computer Science (JINACS) Vol. 7 No. 04 (2026)
Publisher : Universitas Negeri Surabaya

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

Abstract

Abstrak— Perkembangan teknologi informasi membuka peluang peningkatan efisiensi pengelolaan pembelajaran. Namun, guru masih menghadapi tantangan serius mengelola penugasan secara manual melalui WhatsApp—mulai dari distribusi tugas, pemantauan pengumpulan, hingga penilaian yang dilakukan dengan menelusuri pesan satu per satu. Kondisi ini tidak efisien dan berpotensi menimbulkan kesalahan pencatatan. Penelitian ini bertujuan merancang dan membangun sistem chatbot WhatsApp terintegrasi Learning Management System (LMS) berbasis website bernama Kinanti untuk mendukung efisiensi kinerja guru. Penelitian menggunakan model ADDIE dengan tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Sistem diuji melalui validasi media dan angket, pengujian black box, uji non-fungsional, User Acceptance Test (UAT), System Usability Scale (SUS), serta uji efisiensi dengan pre-test dan post-test pada 61 guru. Hasil penelitian menunjukkan sistem Kinanti sangat valid dengan skor validasi media 99% dan angket 97%. Seluruh fitur berjalan sesuai harapan, SUS mencapai skor sempurna 100, dan uji Paired Sample T-Test menunjukkan nilai p < 0,001, membuktikan peningkatan signifikan efisiensi kinerja guru   Kata Kunci— Chatbot, WhatsApp, Learning Management System, Efisiensi kinerja guru
Pengaruh Penggunaan Fitur Simulasi Pada Codin Berbasis Web Terhadap Hasil Belajar Elemen Algoritma Dan Pemrograman Siswa Kelas X SMK Moch. Anang Ardiansyah; Elvira Wardah
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1642

Abstract

The abstract and prosedural character of Algorithm and Programming material often makes it difficult for students to grasp without an interactive medium to support comprehension. At SMKS YPM 4 Taman, classroom instruction had relied mainly on printed modules and verbal explanation, leaving many students with only a partial grasp of the subject. This study set out to examine how the simulation feature embedded in Codin, a web-based learning medium, influences students' cognitive learning outcomes on the Algorithm and Programming element. Forty-five Grade X RPL students at SMKS YPM 4 Taman took part as research subjects, with data gathered through a pre-experimental, one-group pretest-posttest design. The collected data were processed using the Shapiro-Wilk normality test, a Paired Samples T-Test, and an N-Gain calculation. Both pretest and posttest scores were found to be normally distributed, with p-values of 0.063 and 0.408. The Paired Samples T-Test produced a p-value of 0.001, below the 0.05 threshold, pointing to a meaningful rise in cognitive learning outcomes once Codin was introduced. This rise was echoed in the N-Gain result, which averaged 0.689 and fell within the moderate category.
Pengembangan LMS Moodle Terintregasi Plugin Coderunner Untuk Mendukung Hasil Belajar Siswa Kelas X SMKN 2 Surabaya Anindhita Rahmadini; Elvira Wardah
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 4 (2026): IDENTIK - Juli
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i4.1654

Abstract

Limited computer laboratory facilities and the absence of independent practice-based digital learning media in Informatics classes at SMKN 2 Surabaya became the starting point for this research. The study describes the development process and feasibility level of a Moodle Learning Management System (LMS) integrated with the CodeRunner plugin for the Algorithm and Programming element, while also examining differences in student learning outcomes. Research and Development (R&D) following the ADDIE model was applied together with a Quasi-Experimental design in the form of a Nonequivalent Control Group Design. Tenth-grade Software Engineering (RPL) students at SMKN 2 Surabaya served as the research subjects, with class X RPL 2 acting as the experimental group and class X RPL 1 as the control group. Data were collected through tests and questionnaires, drawing on expert validation sheets, pre-test and post-test items, and the User Experience Questionnaire (UEQ). Descriptive feasibility analysis and the Man Whitney U-Test were used to analyze the data. Expert validation placed the media in the highly feasible category for classroom use. The Independent Sample T-Test further showed a significant difference in post-test results between the experimental and control classes, with the auto-checker and automatic feedback features in the experimental class driving more optimal learning gains. Student responses captured through the UEQ likewise leaned positive regarding the media's usability. Taken together, these findings indicate that the CodeRunner-integrated Moodle LMS is valid and effective for improving student learning outcomes, and Informatics teachers are encouraged to adopt this media to support independent programming practice.
Efektivitas Media Pembelajaran Cling (Clean Learning Integrated Gateway) Terhadap Peningkatan Keterampilan Clean Code Siswa Smk Solikhul Mauludin; Elvira Wardah
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1898

Abstract

Clean, well-structured code is one competency demanded by Indonesia's National Work Competency Standard for vocational programming graduates, yet coding classes commonly still focus only on whether a program runs, without giving automatic feedback on code quality. This study examines the effectiveness of CLING (Clean Learning Integrated Gateway), a website-based Python compiler integrated with Pylint for automatic clean code assessment. The method used was Research and Development with the ADDIE model, combined with a Quasi-Experimental Nonequivalent Control Group Design involving tenth-grade Software Engineering students at SMK Antartika 2 Sidoarjo: an experimental class (25 students) taught with CLING and a control class (25 students) taught with Google Colab without linter integration. Material and media expert validation scored 88.2% and 87.7% (Very Valid). The Shapiro-Wilk test showed the control class posttest data were not normally distributed (p = 0.002), so the Mann-Whitney U Test was used, yielding U = 604.0 (p < 0.001), indicating a significant difference in clean code skills between the two classes. The experimental class posttest average (65.77) was far higher than the control class (32.51), with an N-Gain of 0.488 (moderate category). The Technology Acceptance Model questionnaire recorded a practicality score of 87.55% (Very Practical). These results indicate that CLING effectively improves vocational students' clean code skills.    
Pelatihan Cybergogy untuk Meningkatkan Kompetensi Kognitif Guru dalam Mengintegrasikan Teknologi Digital pada Pembelajaran: Pengabdian Riza Akhsani Setyo Prayoga; Mohammad Wildan Habibi; Elvira Wardah; Bambang Sujatmiko; Harun Al Rosyid
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 5 No. 1 (2026): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 5 Nomor 1 (Juli 2026 -
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v5i1.7618

Abstract

Perkembangan teknologi informasi telah membawa perubahan besar dalam dunia pendidikan, khususnya pembelajaran dengan pemanfaatan teknologi (cybergogik). Namun masih banyak guru yang kurang memahami pentingnya teknologi dalam pembelajaran. Hal ini bisa mempengaruhi guru terutama profesionalisme dalam memanfaatkan teknologi. Masalah lain yang muncul bisa mempengaruhi siswa dalam proses belajar mengajar sehingga pembelajaran tidak hanya ceramah saja tetapi bisa membuat suasana belajar menjadi menarik untuk siswa. Oleh karena itu sosialisasi metode cybergogik ini diperlukan agar para guru bisa memanfaatkan teknologi secara maksimal sehingga pembelajaran tidak hanya di isi oleh ceramah namun bisa disisipkan teknologi seperti pemanfaatan LMS / E-Learning / Artificial Intelligence yang membuat pembelajaran semakin menarik dan mampu membantu dalam menyampaikan tujuan pembelajaran ke siswa dengan mudah. Selain itu kegiatan ini juga mendukung SDGs 4 yaitu pendidikan yang berkualitas. Hasil dari kegiatan sosialisasi ini adalah meningkatkan pemahaman dan kompetensi guru tentang cybergogik. Peningkatan rata-rata sebesar 21,923 poin menunjukkan bahwa setelah mengikuti pembelajaran, kemampuan peserta didik mengalami peningkatan yang nyata. Harapan pada kegiatan ini adalah bisa berlanjut pada materi yang mendalam terkait cybergogik beserta lebih banyak dalam praktik.