Novita Tri Indrasari
SMP Negeri 28 Malang

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

VISUALISASI INTERAKTIF KOMPONEN PERANGKAT KERAS KOMPUTER BERBASIS AUGMENTED REALITY BAGI SISWA MENENGAH PERTAMA Fildzah Zata Izzati; Wahyu Sakti Gunawan Irianto; Novita Tri Indrasari
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i4.14377

Abstract

ABSTRACT Limited access to directly observe computer hardware components has become one of the challenges in Informatics learning at SMP Negeri 28 Malang. The laboratory's use of All-in-One PCs places several components within an enclosed system, causing learning activities to rely primarily on two-dimensional images and theoretical explanations. This study focused on developing an Augmented Reality (AR)-based learning medium to provide more interactive visualization of computer hardware components for seventh-grade students. The study employed the Research and Development (R&D) method using the ADDIE model, which consisted of the Analysis, Design, Development, Implementation, and Evaluation stages. The resulting product was an AR application based on markers, featuring three-dimensional objects, rotation and zoom in/out functions, learning materials, and LOTS and HOTS practice questions. Product feasibility was assessed through validation by a subject-matter expert and a media expert, followed by trials involving small and large student groups. The findings showed that the subject-matter expert validation achieved 91.80%, categorized as Highly Valid, while the media expert validation reached 82.73%, categorized as Fairly Valid. The small- and large-group trials obtained 90.08% and 87.97%, respectively, both categorized as Highly Valid. Therefore, the developed AR application meets the feasibility criteria for use as a learning medium for computer hardware topics. ABSTRAK Keterbatasan akses siswa untuk mengamati komponen perangkat keras komputer secara langsung menjadi salah satu kendala dalam pembelajaran Informatika di SMP Negeri 28 Malang. Kondisi laboratorium yang menggunakan perangkat All-in-One PC menyebabkan sebagian komponen berada dalam sistem tertutup sehingga pembelajaran lebih banyak bergantung pada gambar dua dimensi dan penjelasan teoritis. Penelitian ini berfokus pada pengembangan media pembelajaran berbasis Augmented Reality (AR) untuk memvisualisasikan komponen perangkat keras komputer secara lebih interaktif bagi siswa kelas VII. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Produk dikembangkan dalam bentuk aplikasi AR berbasis marker yang memuat objek tiga dimensi, fitur rotasi dan zoom in/out, materi pembelajaran, serta latihan soal LOTS dan HOTS. Kelayakan produk dinilai melalui validasi ahli materi, ahli media, dan uji coba kepada siswa dalam kelompok kecil serta kelompok besar. Hasil menunjukkan persentase validasi ahli materi sebesar 91,80% dengan kategori Sangat Valid, ahli media sebesar 82,73% dengan kategori Cukup Valid, uji coba kelompok kecil sebesar 90,08%, dan kelompok besar sebesar 87,97%, yang keduanya berkategori Sangat Valid. Dengan demikian, aplikasi AR yang dikembangkan memenuhi kriteria kelayakan untuk digunakan sebagai media pembelajaran perangkat keras komputer.
The Effect of Using the Wayground Gamification Platform on Students' Learning Motivation and Learning Outcomes in Informatics Education Azzam Herlina; Wahyu Sakti Gunawan Irianto; Novita Tri Indrasari
Jurnal MediaTIK Volume 9, Issue 3 September 2026
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/mediatik.v9i3.13421

Abstract

This study investigated the use of the Wayground gamification platform in Informatics learning by examining students' learning motivation and learning outcomes. A quantitative quasi experimental design was employed involving an experimental group receiving Wayground supported instruction and a control group receiving conventional instruction. The intervention was conducted over two instructional meetings, with each meeting lasting two lesson periods of 40 minutes. Data were collected using a learning motivation questionnaire and pretest and posttest instruments measuring students' Informatics learning outcomes. The instruments were validated and piloted before data collection. Data were analyzed using descriptive statistics, normality and homogeneity tests, independent samples t tests, and effect size analysis. The baseline comparison showed no statistically significant difference in pretest scores between the experimental and control groups, t(46) = −0.488, p = .628. The posttest analysis showed a statistically significant difference in learning outcomes, t(27.359) = −7.593, p < .001, with the experimental group achieving a higher mean score than the control group. A statistically significant difference was also found in learning motivation, t(44.383) = −5.692, p < .001. The experimental group obtained a mean motivation score of 91.74, compared with 71.25 for the control group. These findings indicate that Wayground supported instruction was associated with higher learning motivation and Informatics learning outcomes under the conditions of this study. The findings should be interpreted considering the short intervention period and nonrandomized group assignment.