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Perbandingan Efektivitas Pembelajaran Menggunakan ChatGPT dan Buku Teks Terhadap Hasil Belajar dan Prestasi Siswa SMP Negeri 7 Kuningan Ibrahim, Maolana; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (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.v6i6.4165

Abstract

This study aims to determine the differences in the effectiveness of learning using ChatGPT and textbooks on learning outcomes and student achievement at SMP Negeri 7 Kuningan. This study uses a quantitative approach with a quasi-experimental design (post-test only control group design). The study population was all seventh-grade students of SMP Negeri 7 Kuningan, with class VII A as the control group (textbook learning) and class VII B as the experimental group (learning using ChatGPT), each totaling 40 students. The research instruments included learning outcome tests (pretest and posttest), student response questionnaires, and observations. Data analysis was carried out using the Shapiro-Wilk normality test, Levene's homogeneity test, and the mean difference test with the independent sample t-test. The results showed a significant difference (p < 0.05) between the experimental and control groups. The average posttest score for the experimental group was 82.75, while the control group's score was only 74.25. Furthermore, more than 85% of students responded positively to the use of ChatGPT, especially in terms of interest, engagement, and learning independence. Observations also showed that students who used ChatGPT were more active in asking questions and discussing. Thus, ChatGPT proved more effective than textbooks in improving student learning outcomes and achievement.
Pengaruh Media Interland Untuk Meningkatkan Pemahaman Literasi Digital Siswa Dalam Menghadapi Ancaman Era Digital Syahfiar, Muhammad; 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.v11i2.3167

Abstract

Abstrak Perkembangan teknologi digital yang pesat membawa dampak positif sekaligus tantangan, khususnya bagi kalangan pelajar yang aktif menggunakan internet. Rendahnya literasi digital menyebabkan siswa rentan terhadap berbagai ancaman digital seperti penipuan daring (phishing), perundungan siber (cyberbullying), dan pelanggaran privasi. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran Interland dalam meningkatkan pemahaman literasi digital siswa dalam menghadapi ancaman digital. Penelitian menggunakan metode kuantitatif dengan desain Pretest-Posttest Control Group Design. Subjek penelitian terdiri atas siswa kelas VIII.H sebagai kelas eksperimen dan VIII.D sebagai kelas kontrol, masing-masing berjumlah 28 siswa. Instrumen penelitian berupa tes pretest dan posttest untuk mengukur tingkat literasi digital siswa. Hasil penelitian menunjukkan rata-rata skor posttest kelas eksperimen sebesar 79,29, sedangkan kelas kontrol sebesar 67,14, dengan selisih peningkatan sebesar 12,15 poin. Uji hipotesis menggunakan uji-t menunjukkan bahwa nilai Thitung sebesar 3,568 lebih besar dari Ttabel sebesar 2,032, dengan nilai signifikansi (p) sebesar 0,001 < 0,05. Dengan demikian, terdapat perbedaan yang signifikan antara kedua kelompok. Hasil ini membuktikan bahwa penggunaan media Interland memiliki pengaruh yang signifikan dalam meningkatkan pemahaman literasi digital siswa. Kata Kunci: literasi; media; digital; interland   Abstract The rapid development of digital technology brings both positive impacts and challenges, especially for students who are actively engaged with the internet. Low levels of digital literacy make students vulnerable to various digital threats such as online scams (phishing), cyberbullying, and privacy violations. This study aims to determine the influence of using the Interland learning media on improving students' understanding of digital literacy in dealing with digital threats. The research employed a quantitative method with a Pretest-Posttest Control Group Design. The subjects consisted of students from class VIII.H as the experimental group and VIII.D as the control group, with 28 students in each class. The research instruments were pretest and posttest to measure students’ digital literacy levels. The results showed that the average posttest score of the experimental class was 79.29, while that of the control class was 67.14, with an improvement difference of 12.15 points. The hypothesis testing using a t-test revealed that the t-value (3.568) was greater than the t-table value (2.032), with a significance value (p) of 0.001 < 0.05. Thus, there was a significant difference between the two groups. These findings demonstrate that the use of Interland has a significant influence on improving students' understanding of digital literacy. Keyword: literacy, media, digital, interland
Efektivitas Model Pembelajaran Problem Based Learning (PBL) Terhadap Kemampuan Desain Grafis Siswa pada Mata Pelajaran Proses Cetak Digital pada Kelas XI Jurusan Grafika Eem Sukaemah, Sulan; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 6 No. 6 (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.v6i6.4346

Abstract

This study aims to evaluate the effectiveness of problem-based learning (PBL) in improving the graphic design skills of 11th grade students majoring in graphics in the subject of Digital Printing Process using CorelDraw. The background of this study stems from the low creativity and design skills of students due to conventional learning methods that are still teacher-centered. The method used is a quasi-experiment with a non-equivalent pretest-posttest control group design. Data were collected through observation, tests (pretest and posttest), and questionnaires. The data were then analyzed descriptively and quantitatively. The results indicate that the implementation of PBL significantly enhances students’ learning motivation, higher-order thinking skills (HOTS), and graphic design learning outcomes. The Mann-Whitney test produced a significance value of 0.000 < 0.05, confirming a significant difference in effectiveness between the experimental and control classes. The average N-Gain value was 0.8293, categorized as high (g > 0.7). The validity test showed that the research instruments were valid (r_calculated > r_table = 0.805), and the reliability test with Cronbach’s Alpha > 0.6 indicated that the instruments were reliable. The average pretest score of 62.42 increased to 93.94 after implementing PBL. Therefore, it can be concluded that the Problem-Based Learning model is effective in improving students’ graphic design abilities in the Digital Printing Process subject.
Implementasi Sistem Informasi Bursa Kerja Khusus di SMK Karya Nasional Kuningan Rizkiani, Pipit Fadia; Mahpudin, Asep
Innovative: Journal Of Social Science Research Vol. 4 No. 5 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i5.14785

Abstract

Pada bursa kerja khusus SMK Karya Nasional Kuningan ketersediaan sarana untuk mempublikasikan informasi lowongan pekerjaan disampaikan dalam bentuk pamflet dan media sosial tidak menjangkau semua alumni. Tujuan penelitian untuk mengetahui bagaimana implementasi sistem informasi bursa kerja khusus dan meningkatkan efektifitas kinerja BKK. Penelitian ini menggunakan metode penelitian kuantitatif Pre-Experimental dengan One Group Pretest-Posttest Design. Populasi penelitian ini adalah seluruh alumni. Sampel penelitian adalah alumni yang melamar pekerjaan sebanyak 18 orang. Teknik pengumpulan data penelitian menggunakan kuesioner. Analisis data penelitian menggunakan uji normalitas dan uji paired sample t test. Hasil pengujian hipotesis menggunakan uji-t di peroleh nilai rata-rata pretest sebesar 59.11 sedangkan posttest sebesar 68.94. Sehingga selisihnya sebesar 9,83.Nilai t hitung 9.462 > t tabel 2.109 dan nilai Sig. (2-tailed) sebesar 0,001 < 0,005. Sehingga dapat di nyatakan terdapat perbedaan yang signifikan dalam peningkatan efektifitas sistem informasi bursa kerja khusus di SMK Karya Nasional Kuningan sebelum diberi perlakuan dan sesudah diberi perlakuan.
Penggunaan Aplikasi LW-Learning Berbasis PHP Terhadap Peningkatan Hasil Belajar Siswa Kelas IX MTsS PUI Kancana Iping, Iping; Mahpudin, Asep
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 4 No. 1 (2024): EduTIK : Februari 2024
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v4i1.9391

Abstract

ABSTRAK Penelitian ini bertujuan untuk Membuktikan dampak penggunaan aplikasi lw-learning berbasis PHP terhadap peningkatan hasil belajar siswa kelas IX bidang studi Pendidikan Kewarganegaraan (PKn) materi makna alinea pembukaan UUD tahun 1945 pada MTsS PUI Kancana. Metode penelitian yang digunakan yaitu penelitian tindakan kelas, Melalui penelitian tindakan kelas, diharapkan dapat memperbaiki kondisi di mana praktik pembelajaran sebelumnya dapat mencapai tujuan yaitu meningkatkan hasil belajar siswa. Pelaksanaan dalam kegiatan ini dilakukan dalam dua siklus. Dari penelitian dihasilkan, bahwa penggunaan aplikasi lw-learning berbasis PHP di kelas XI MTs PUI Kancana pada Tahun Pelajaran 2023/2024 telah berhasil meningkatkan hasil belajar siswa pada bidang studi Pendidikan Kewarganegaraan (PKn) materi makna alinea pembukaan UUD tahun 1945 dengan prosentase perolehan ketuntasan pada siklus I sebesar 36% pada siklus II menjadi 100% dan diikuti dengan meningkatnya tingkat minat belajar siswa pada siklus I yaitu ranah perhatian siswa 64%, keterlibatan siswa 66%, rasa senang 72% dan ketertarikan siswa 66% , pada siklus II ranah perhatian siswa 94%, keterlibatan siswa 91%, rasa senang 90% dan ketertarikan siswa 93%. ABSTRACT This research aims to prove the impact of using the PHP-based lw-learning application on improving the learning outcomes of class IX students in the Citizenship Education (PKn) study area regarding the meaning of the opening paragraph of the 1945 Constitution at MTsS PUI Kancana. The research method used is classroom action research. Through classroom action research, it is hoped that it can improve conditions in which previous learning practices can achieve the goal of improving student learning outcomes. Implementation of this activity was carried out in two cycles. From the research, it was found that the use of the PHP-based lw-learning application in class cycle I was 36% in cycle II to 100% which was followed by an increase in the level of student interest in learning in cycle I, namely in the domain of student attention 64%, involvement in learning 66%, enjoyment 72% and interest in learning 66%, in cycle II the domain student attention 94%, involvement in learning 91%, enjoyment 90% and interest in learning 93%.
Peningkatan Kemampuan Koneksi Matematis Melalui Computational Thinking Menggunakan Scartch di SMPN 4 Ciawigebang Candra, Chairil; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1739

Abstract

Mathematics learning at SMP Negeri 4 Ciawigebang generally still relies on textbooks and lecture methods, making the learning process monotonous and less interesting. This research aims to improve mathematical skills using Scratch media. The research method used was quantitative with a Quasi Experimental design, Pretest-Posttest Control Design, at SMP Negeri 4 Ciawigebang. The research population was students in grades 8b and 8e, totaling 54 students. Data was collected through observation, tests and questionnaires. The research results show that there is an increase in student learning outcomes after applying Scratch media to the material on two-variable linear equation systems.
Implementasi Media Pembelajaran Menggunakan Aplikasi Animaker untuk Meningkatkan Hasil Belajar Siswa SMK Andrean, Diky; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1740

Abstract

This research has a problem formulation of how to create learning media using the Animaker application, how to apply the Animaker application as a learning media in photography material, what are the student learning outcomes in photography material using learning media based on the Animaker application, with the aim of finding out how to create learning media using animaker application, to find out how to apply the animaker application as a learning medium in photography material, to find out student learning outcomes in photography material using learning media based on the animaker application. Research that uses a quantitative approach with Quasi Experimental methods, especially the Pretest-Posttest Control Group Design. This research will be carried out at SMK PGRI Ciawigebang with research subjects of 47 class X DKV students. Data collection instruments include questionnaires and tests, as well as data analysis techniques using inferential statistics. This research aims to evaluate the effect of using Animaker learning media on student learning outcomes in photography material. The benefits of this research are expected to increase student interest and learning achievement, as well as provide knowledge and experience for researchers. From the results of hypothesis testing using the t-test, it was found that there was a significant difference in the for students
Pengaruh Media Pembelajaran Quizizz Berbasis Game Edukasi Terhadap Hasil Belajar Siswa dalam Mata Pelajaran Seni Budaya Kelas VII MTs PUI Ciawigebang Nurpadilah, M. Ipad; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1756

Abstract

This study aims to determine the influence of the use of educational game based Quizizz learning media on student learning outcomes in the subject of Cultural Arts in grade VII MTs PUI Ciawigebang. The research method used is an experiment with a research design, namely a nonequivalent control group design. The research sample consisted of two classes, namely an experimental class consisting of 30 students using Quizizz learning media and a control class consisting of 30 students using conventional methods. The test statistics used for hypothesis testing are the Paired Sample T-Test. The results of data analysis showed that the average score of the pretest of the experimental class was 48.67 and the posttestwas 83.50, while the results of the control class pretest obtained a score of 53.67 and the posttest75.00. Based on data analysis, it can be concluded that there is a significant increase in student learning outcomes in the experimental class compared to the control class. Based on the results of the study, it was shown that there was an influence of the use of Quizizz learning media on the learning outcomes of grade VII students in the subject of Arts and Culture
Pemanfaatan Aplikasi Canva sebagai Media Pembelajaran Simulasi dan Komunikasi Digital di SMK Negeri 1 Kuningan Yulianti, Widia; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1758

Abstract

Penelitian ini membahas pemanfaatan aplikasi Canva sebagai media pembelajaran untuk pelajaran Simulasi Digital Komputer di SMK Negeri 1 Kuningan. Aplikasi Canva digunakan sebagai alat bantu desain untuk membuat media ajar yang menarik, seperti poster dan PowerPoint. Penelitian ini bertujuan untuk mendeskripsikan dan memahami bagaimana Canva digunakan dalam proses pembelajaran, dengan pendekatan kualitatif yang melibatkan observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa pemanfaatan Canva berjalan dengan baik, memudahkan guru dan siswa dalam menciptakan media pembelajaran yang praktis, menarik, dan meningkatkan kreativitas serta pemahaman materi. Canva juga menawarkan kemudahan akses dan berbagai fitur gratis yang bermanfaat dalam proses pembelajaran
Penerapan Media Pembelajaran Animasi Menggunakan Animiz untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Bahasa Indonesia Kelas X SMAN 1 Ciawigebang Distira, Dikri Adiya; Mahpudin, Asep
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1766

Abstract

This research aims to utilize animation learning media developed using Animiz software, to improve students' academic achievement in Indonesian Language subjects in class X of SMAN 1 Ciawigebang. The approach used in this study is quantitative with experimental methods, especially using Quasi Experiment design. The research design applied is a nonequivalent control group design. This study adopts a Quasi Experiment design, in which two groups of classes are the subjects of the research: X-G class as the experimental class and X-J class as the control class. The experimental class uses Animiz media, while the control class follows conventional learning methods. Student learning outcome data is collected through pretest and posttest which involves observation and tests. The data analysis technique uses the t-test. The results of the study show that the application of Animiz Animation Maker animation learning media has succeeded in increasing students' understanding of poetry material in Indonesian Language subjects in class X of SMAN 1 Ciawigebang