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Implementasi Platform Digital Artificial Intelligence (AI) sebagai Media Pembelajaran Desain Grafis untuk Mengetahui Respon Siswa Desain Komunikasi Visual di SMKN 1 Japara Sulaeman, Ibnu; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1781

Abstract

This study aims to implement Artificial Intelligence (AI) digital platforms as a learning medium for graphic design to foster innovative ideas among students in the Visual Communication Design (DKV) program. The research method employed is qualitative with a descriptive approach, focusing on social reality by examining experiences as the primary data for understanding that reality. The primary focus of this research is to assess students' responses to AI as a learning medium for graphic design. The subjects of the study are 27 students from class XI DKV 1 and 27 students from class XI DKV 2, totaling 54 respondents. The data collected shows an average evaluation score of 80%, which falls into the "good" category across all assessment indicators. These indicators include the usefulness, ease of use, ease of learning the material, and students' satisfaction with the learning process. The results indicate that students' satisfaction with AI-based learning is very high, demonstrating that this method is not only effective but also provides an experience that enhances students' creativity
Sistem pengelolaan nilai rapor menggunakan aplikasi microsoft excel berbasis VBA (visual basic for application) di SMKN 1 Palasah Mahpudin, Asep; Latif Setiawan, Dena; Kartika, Idha
Jurnal Sains Indonesia Vol 2 No 3 (2021): Volume 2, Nomor 3, 2021 (November)
Publisher : PUSAT SAINS INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59897/jsi.v2i3.73

Abstract

Report Value Management System Using Microsoft Excel Application based on VBA (Visual Basic for Applications) at SMKN 1 Palasah. This study aims to: (1) Know the report card value management system using Microsoft Excel based on VBA (Visual Basic for Applications) at SMKN 1 Palasah; (2) Know the quality of the report card value management system software using Microsoft Excel-based on VBA (Visual Basic for Applications). ) at SMKN 1 Palasah based on functionality and usability in software quality testing. The research was conducted using the Research and Development (R&D) method, using the Waterfall Model development model. Product testing is based on the objectives to be achieved focuses on testing aspects of functionality and usability. The results obtained in this study are: (1) The research produces an information system for managing report cards using a Microsoft Excel application based on VBA (Visual Basic for Applications), making it easier for homeroom teachers to process student reports cards; (2) The calculation results show that the report card value management system is included in the "Success" criteria in the functionality test, and the usability calculation results get 91.9%, so that it is included in the very feasible category. It can be concluded that the developed student report card processing information system is easy to use and valuable for users so that the research objectives are achieved.
RANCANG BANGUN APLIKASI PEMBELAJARAN BANGUN RUANG PADA SISWA MTSN 9 KUNINGAN MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY BERBASIS ANDROID Juariah, Siti; Mahpudin, Asep
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 5 (2024): JATI Vol. 8 No. 5
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i5.11037

Abstract

Banyak siswa MTsN 9 Kuningan mengalami kesulitan dalam belajar bangun ruang karena beberapa faktor. Pertama, materi bangun ruang bersifat abstrak dan sulit divisualisasikan. Kedua, media pembelajaran yang digunakan dalam metode konvensional kurang menarik dan tidak interaktif. Ketiga, siswa memiliki sedikit kesempatan untuk berinteraksi langsung dengan objek bangun ruang. Penelitian ini bertujuan untuk mengembangkan aplikasi yang dapat membantu siswa MTs N 9 Kuningan memahami Konsep bangun ruang dalam pelajaran matematika dan menilai kelayakan aplikasi tersebut. Penelitian dan pengembangan aplikasi ini menggunakan metode Research and Development (R&D) dengan tujuan menghasilkan produk spesifik dan mengujinya. efektivitasnya. Aplikasi dikembangkan menggunakan model waterfall, yang terdiri dari lima tahap: Analisis dan Definisi Kebutuhan, Desain Sistem dan Perangkat Lunak, Implementasi dan Pengujian Unit, Integrasi dan Pengujian Sistem, serta Operasi dan Pemeliharaan. Aplikasi pembelajaran bangun ruang ini memanfaatkan teknologi augmented reality, dengan dukungan perangkat lunak seperti Blender, Unity 3D, dan Vuforia. Pengujian dilakukan melalui metode Black Box Testing serta kuesioner yang melibatkan ahli media, ahli materi, dan respon dari peserta didik. Aplikasi ini diharapkan dapat membantu guru dalam mengajarkan materi bangun ruang dengan lebih interaktif dan memberikan alternatif bagi siswa untuk belajar di luar sekolah. Hasil penelitian menunjukkan bahwa aplikasi ini efektif membantu siswa Memahami konsep bangun ruang melalui ilustrasi 3D dan video yang mudah dipahami, sebagaimana dibuktikan oleh hasil pengujian keterpakaiannya.
Penerapan Model Pembelajaran SAVI (Somatic, Auditory, Visual, And Intellectual) untuk Menigkatkan Hasil Belajar Siswa Kelas X SMA Negeri 1 Ciawigebang Ardiansah, Adi; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1778

Abstract

This research aims to determine the effectiveness of implementing the SAVI (Somatic, Auditory, Visual, Intellectual) learning model in improving the learning outcomes of class X SMA Negeri 1 Ciawigebang. SAVI is a somatic, auditory, visual intellectual learning approach and is supported by Accelerated Learning theory, Left Brain Theory, Right Brain Theory, Multiple Intelligence Theory and holistic (comprehensive) education. The SAVI approach is learning that combines physical movement with intellectual activity and the use of all the senses. This research uses a quasi-experimental method with a pretest-posttest control group design. The population of class X which consists of 12 classes is 432 students. The sample for this research was 72 class X students of SMA Negeri 1 Ciawigebang who were divided into two groups, namely the experimental group and the control group. The experimental class was given the SAVI learning method while the control class used the conventional method. The design used in this research is nonequivalent control group design. Learning outcome data was obtained from the pretest and posttest. The data collection techniques used in this research were observation, tests and questionnaires. the results of hypothesis testing using the t-test showed that Tcount > Ttable (2.414 > 2.032) and the significance value was more than 0.05 (p=0.029 < 0.05), so it could be stated that there was a significant difference in the increase in learning outcome scores in Thus, it can be concluded that the experimental group and the control group show that H0 is rejected and H1 is accepted
Implementasi Platform Digital Artificial Intelligence (AI) sebagai Media Pembelajaran Desain Grafis untuk Mengetahui Respon Siswa Desain Komunikasi Visual di SMKN 1 Japara Sulaeman, Ibnu; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1781

Abstract

This study aims to implement Artificial Intelligence (AI) digital platforms as a learning medium for graphic design to foster innovative ideas among students in the Visual Communication Design (DKV) program. The research method employed is qualitative with a descriptive approach, focusing on social reality by examining experiences as the primary data for understanding that reality. The primary focus of this research is to assess students' responses to AI as a learning medium for graphic design. The subjects of the study are 27 students from class XI DKV 1 and 27 students from class XI DKV 2, totaling 54 respondents. The data collected shows an average evaluation score of 80%, which falls into the "good" category across all assessment indicators. These indicators include the usefulness, ease of use, ease of learning the material, and students' satisfaction with the learning process. The results indicate that students' satisfaction with AI-based learning is very high, demonstrating that this method is not only effective but also provides an experience that enhances students' creativity
Efektivitas Gamifikasi Pembelajaran Melalui Blooket untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran TIK Kelas VIII-A di SMP Al-Ihya Cihaur Awaliyah, Fitri; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3334

Abstract

The purpose of this study was to determine the significant difference in students’ learning outcomes before and after the implementation of learning gamification through Blooket.This research is a quantitative study using a Pre-Experimental Design with the One Group Pretest-Posttest Design model. The sampling technique employed in this study was a census/total sampling method. The study involved 18 students from class VIII A at SMP Al-Ihya Cihaur. The data collection technique used was testing. The research instruments consisted of pre-test and post-test questions. The data analysis techniques used in this study included descriptive analysis, normality test, and t-test. Based on the research findings, there was a difference in students' learning outcomes before and after the treatment. The results of the hypothesis test showed that the average post-treatment score in the experimental group reached 78,95, while the pre-treatment score was 50,53. Thus, there was a difference of 28,42 points, indicating a higher improvement in the post-treatment scores. The t-test resulted in a significance value of p = 0.000, which is less than 0.05. This indicates a significant difference between the scores before and after the treatment. Therefore, the null hypothesis (H0) is rejected, and the alternative hypothesis (Ha) is accepted
Pengaruh Penggunaan Multimedia Berbasis Aplikasi Cyberlink Power Director Terhadap Hasil Belajar Siswa Kelas VII SMP Islam Plus Baitussalam Pitria, Dina; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3345

Abstract

Learning at SMP Islam Plus Baitussalam still uses textbooks learning medium and the lecture method, where only the teacher provides explanations, making the learning process monotonous. The objective of this research is to improve student learning outcomes by implementing multimedia based on Power Director. The research method used in this study is a quantitative method with a Quasi Experimental type and a Pretest-Posttest Control Design. The population used in this study consists of students from class VII-Uwais Al-Qarni and VII-Fatimah, totaling 44 students. Data collection techniques through observation, test techniques, and questionnaires. The data analysis techniques in this study are normality test, homogeneity test, and hypothesis test (T-Test). The research results show a difference in learning outcomes between students taught using conventional methods and those using PowerDirector multimedia learning on the topic of Indonesia's natural resource potential. Based on the hypothesis test, the average increase in learning scores for the experimental group is 76.00, while the control group is 67.33. The increase in the learning outcome scores of the experimental group was 8.67 higher compared to the control group. The t-test results show that indicating a significant difference in the improvement of learning outcomes between the experimental group and the control group. Thus, the null hypothesis (H0) is rejected and the alternative hypothesis (Ha) is accepted.
Pengaruh Media Pembelajaran Quizlet Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika di SMPN 4 Kuningan Dwi Utami, Ovy; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3346

Abstract

The effect of Quizlet learning on student learning outcomes in Informatics subjects at SMPN 4 Kuningan. This research uses a quantitative research method. The research design used in this study is a quasi-experimental with a pretest-posttest control group design. The population in this study consists of all eighth-grade students at SMPN 4 Kuningan, totaling 350 students. The sampling technique used in this study is Cluster Sampling. The sample in this study consists of 70 students. The data analysis techniques in this study include normality test, homogeneity test, and hypothesis testing using the t-test. The research results show an increase in learning outcomes, with an average pretest score of 44.29 and a posttest score of 77.14. The hypothesis test results show that the t-value of 33.955 is greater than the table t-value of 1.690 and the significance value (2-tailed) of 0.000 < 0.050. Therefore, it can be concluded that there is a significant difference between the pretest and posttest results. Thus, the null hypothesis is rejected and the alternative hypothesis is accepted, meaning that the use of Quizlet is effective in improving students' learning outcomes
Penggunaan Media Wordwall dalam Meningkatkan Motivasi Belajar Siswa pada Mata Pelajaran IPA SMP Negeri 1 Lebakwangi Nurfarizki, Rifal; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i4.3376

Abstract

This study aims to describe the research plan on improving students' learning motivation in Science subjects using Wordwall learning media. This study was conducted using the Quasi Experiment method and using the Nonequivalent Control Group Design. This study was located at SMP Negeri 1 Lebakwangi and involved two classes as research samples, namely class VII D with 34 students and class VII E with 34 students. The data collection technique in this study was using a questionnaire. The results of this study were that the average learning motivation of students in the class using Wordwall media (62.32) was higher than the class without Wordwall (38.88). This difference of 23.44 points was statistically significant (p = 0.000), which indicated that the use of Wordwall was effective in improving students' learning motivation in Science subjects at SMP Negeri 1 Lebakwangi. Based on the results of the Independent Samples T-Test.
Pengembangan Sistem Informasi Rumah Tidak Layak Huni Berbasis Website di Desa Ciwaru amelia, hillda; Mahpudin, Asep
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 11 No. 2 (2025): Volume 11 No 2 September 2025
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v11i2.3080

Abstract

Abstrak Program Rumah Tidak Layak Huni (RUTILAHU) merupakan upaya pemerintah dalam meningkatkan kesejahteraan masyarakat dengan menyediakan hunian layak bagi warga kurang mampu. Penelitian ini bertujuan mengembangkan sistem informasi berbasis website untuk membantu pengelolaan data Calon Penerima Manfaat (CPM) RUTILAHU di Desa Ciwaru. Metode yang digunakan adalah Research and Development (RnD) dengan model pengembangan perangkat lunak waterfall. Teknik pengumpulan data dilakukan melalui wawancara, observasi, dan dokumentasi. Hasil penelitian menunjukkan bahwa sistem informasi yang dikembangkan memudahkan proses input, update, validasi, hingga pelaporan data CPM secara lebih efisien dan transparan. Pengujian sistem menggunakan metode black box menunjukkan bahwa semua fungsi berjalan sesuai harapan. Implementasi sistem ini diharapkan dapat meningkatkan kualitas layanan dan akurasi pendataan program RUTILAHU di Desa Ciwaru. Kata Kunci: Sistem Informasi; Website; RUTILAHU; Desa Ciwaru; Black Box Testing   Abstract The Uninhabitable House Program (RUTILAHU) is a government initiative to improve community welfare by providing decent housing for low-income residents. This study aims to develop a web-based information system to manage beneficiary candidate data (CPM) of the RUTILAHU program in Ciwaru Village. The method used is Research and Development (RnD) with a waterfall software development model. Data collection techniques include interviews, observation, and documentation. The results indicate that the developed information system simplifies the processes of input, update, validation, and reporting of CPM data in a more efficient and transparent manner. Black box testing shows all functions perform as expected. The implementation of this system is expected to improve service quality and data accuracy in the RUTILAHU program at Ciwaru Village. Keyword: Information System; Website; RUTILAHU; Ciwaru Village; Black Box Testing