Muhammad Rifky Wardhana
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Pengaruh Pemanfaatan Artificial Intelligence sebagai Media Pembelajaran Interaktif terhadap Motivasi, Kemampuan Berfikir Kritis, dan Hasil Belajar pada siswa SMKN di Surabaya Mohammad Wildan Habibi; Danti, Marsha Imaniar Rachma; Anastasya Aprilla Ekadinanti; Nabila Dwi Aprilia; Fernanda Ichza Wihansyah; Muhammad Rifky Wardhana; Hafizh Huwaidi Irawan; Gavin Taufan Dewangga
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48888

Abstract

This study aims to determine the effect of the utilization of Artificial Intelligence (AI) as an interactive learning medium on learning motivation, critical thinking skills, and learning outcomes of vocational high school students in Surabaya. This research used a quantitative approach with a causal associative design. The population of this study consisted of students majoring in Software Engineering (RPL) and Computer and Network Engineering (TKJ) who had experience using AI-based learning media. The sampling technique used purposive sampling with a total sample of 141 respondents. Data were collected through questionnaires using a five-point Likert scale and analyzed using SPSS through validity tests, reliability tests, multiple linear regression analysis, t-tests, F-tests, and coefficient of determination tests. The results showed that the utilization of Artificial Intelligence significantly affected learning motivation, critical thinking skills, and student learning outcomes. The coefficient of determination values indicated that AI contributed 72.3% to learning motivation, 39.5% to critical thinking skills, and 56.6% to learning outcomes. The findings indicate that AI-based interactive learning creates a more engaging, adaptive, and personalized learning environment that supports students’ active participation and improves learning effectiveness. Therefore, the integration of Artificial Intelligence in vocational education can be considered an effective strategy to improve the quality of learning in the digital era.
Membangun Aplikasi Kasir Toko Sepatu Berbasis Visual Basic Muhammad Faizal Zain; Muhammad Rifky Wardhana
Al-DYAS Vol 4 No 1 (2025): Al-DYAS: Jurnal Inovasi dan Pengabdian kepada Masyarakat
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v4i1.4543

Abstract

The cashier application could be an advanced arrangement planned to improve the effectiveness of deals frameworks, especially in shoe stores. This considers points to create a Visual Basic-based cashier application to streamline deals forms in shoe stores. The investigate utilizes a subjective strategy, centering on an in-depth investigation of the prerequisites for a useful cashier framework. The application was tried through a few scenarios, counting including things to the cart, altering stock levels, and printing receipts. The test comes about demonstrate that the application capacities as planned, assembly all required functionalities. No noteworthy bugs were found amid during amid Synonyms the testing stage, and the application illustrated steady execution on Windows 10. The conclusion of this think about highlights that the created cashier application successfully addresses the beginning issues recognized. It encourages deals forms, upgrades store proficiency, and gives comfort for both dealers and clients. In this manner, this application is regarded prepared for utilize as a cashier arrangement for shoe stores.