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Eksplorasi Dampak Chatbot Bertenaga AI (ChatGPT) Pada Pendidikan: Studi Kualitatif Tentang Manfaat dan Kerugian Subiyantoro, Singgih; Degeng, I Nyoman Sudana; Kuswandi, Dedi; Ulfa, Saida
Jurnal Pekommas Vol 8 No 2 (2023): December 2023
Publisher : Sekolah Tinggi Multi Media “MMTC” Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jpkm.v8i2.5206

Abstract

The advancement of technology has driven the implementation of artificial intelligence-based chatbots in various fields, including education. This research investigates the impact of the presence and usage of AI-powered chatbots (Chat GPT) in the field of education, with a focus on potential benefits and drawbacks. The study employs a qualitative approach, gathering data through in-depth interviews and participatory observations in multiple educational institutions. Additionally, responses and perspectives from educators, students, and administrative staff are obtained through structured questionnaires. This research reveals that using AI-powered chatbots in education brings several benefits, such as improving the accessibility of learning materials, providing personalized learning support, and addressing individual challenges in the teaching and learning process. However, on the other hand, there are some drawbacks, including the potential replacement of essential social interactions between teachers and students and concerns regarding privacy issues and ethical use of data. Based on these findings, this study concludes that implementing AI-powered chatbots in education can provide significant benefits but also requires careful consideration of potential negative impacts. Overall, this article provides a profound understanding of how AI-based chatbots can be valuable tools in supporting the teaching and learning process while identifying aspects that need to be considered to optimize benefits and minimize risks in their usage.
Transformative online learning post-pandemic: challenges, opportunities, and future trends Subiyantoro, Singgih
Jurnal Pekommas Vol 9 No 1 (2024): Juni 2024
Publisher : Sekolah Tinggi Multi Media “MMTC” Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jpkm.v9i1.5233

Abstract

The Covid-19 pandemic forced a swift and unprecedented transition to online learning in the education sector. This research aims to comprehensively analyze the impact of the pandemic on the educational landscape and investigate how online learning has transformed. This research is grounded in a mixed-methods approach. Quantitative data, including educational institution surveys and student feedback, were collected to gauge the effectiveness of online learning implementation. Qualitative methods such as interviews with educators were employed to gain deeper insights into the experiences and perceptions surrounding the adoption of online learning. The main result of this study indicates that the pandemic has acted as a catalyst for the transformation of education, pushing institutions to embrace online learning technologies and pedagogies on an unprecedented scale. Issues of digital accessibility, pedagogical adaptation, and technological infrastructure also created numerous opportunities to enhance flexibility, inclusivity, and learner-centered approaches. The research concluded that online learning will likely remain integral to education beyond the pandemic. Future trends suggest the convergence of augmented reality, artificial intelligence, and personalized learning, promising to revolutionize the educational landscape further. Academically, this article contributes to the education field by providing valuable insights into the transformative potential of online learning in a post-pandemic context.
PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATERI PESAWAT SEDERHANA UNTUK SISWA SEKOLAH DASAR Octafiana, Windha; Ekosusilo, Madyo; Subiyantoro, Singgih
Jurnal Komunikasi Pendidikan Vol 2 No 2 (2018): Jurnal Komunikasi Pendidikan
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jkp.v2i2.131

Abstract

Penelitian ini bertujuan untuk mengembangan multimedia interaktif yang layak dan tepat digunakan pada pembelajaran IPA khususnya Pesawat Sederhana kelas V Sekolah Dasar Negeri III Kudi Batuwarno Wonogiri. Metode penelitian yang digunakan adalah metode Penelitian dan Pengembangan Research and Development ( R & D ) dengan model pengembangan yang digunakan adalah model ADDIE. Model ini sesuai dengan namanya, terdiri dari lima fase atau tahap utama, yaitu (A)nalysis, (D)esign, (D)evelopment, (I)mplementation, dan (E)valuation. Hasil penelitian dan pengembangan menunjukan bahwa multimedia interaktif pada materi pesawat sederhana untuk siswa kelas V Sekolah Dasar Negeri III Kudi Batuwarno Wonogiri telah selesai dilaksanakan. Pada Tahap ahli, ahli materi memberikan penilaian terhadap produk sebesar 3,37 (kategori Sangat baik). Penilaian oleh ahli media sebesar 3,10 (kategori Baik). Multimedia interaktif pada uji coba perorangan diperoleh skor sebanyak 3,30 (kategori sangat baik), uji coba kelompok kecil sebesar 3,50 (kategori sangat baik) dan hasil pemahaman siswa rata-rata Post Test kelompok kontrol 6,1 dan kelas eksperimen 8,8. Pada uji t dengan tingkat kemaknaan 0,05 yaitu terdapat perbedaan yang signifikan terhadap multimedia yang dikembangkan. Adapun kesimpulan dari penelitian ini adalah produk multimedia interaktif yang dihasilkan sudah layak dan tepat digunakan untuk meningkatkan motivasi dan hasil belajar belajar siswa kelas V Sekolah Dasar Negeri III Kudi Batuwarno Wonogiri.Kata Kunci : Multimedia Interaktif, Pesawat Sederhana, Sekolah Dasar
Pengembangan Puzzle Trigonometri untuk Meningkatkan Motivasi Belajar Matematika Siswa Sekolah Menengah Atas Laili, Liya Nur; Wati, Munika Saras; Ramadhianti, Sekar Ayu; Subiyantoro, Singgih
Jurnal Komunikasi Pendidikan Vol 3 No 2 (2019): Jurnal Komunikasi Pendidikan
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jkp.v3i2.324

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berupa alat peraga Puzzle Trigonometri yang layak dan tepat digunakan untuk meningkatkan motivasi dan pemahaman siswa kelas X Sekolah Menengah Atas pada pembelajaran matematika.. Prosedur penelitian dan pengembangan ini menggunakan ADDIE yaitu Analisis, menganalisis kebutuhan, materi dan peserta didik. Design, membuat rancangan media berupa gambar rencana alat peraga yang akan dibuat. Development, mengembangkan alat peraga ini dengan produksi lebih banyak. Implementasi, uji coba produk oleh ahli media dan ahli materi, serta uji coba pengguna oleh siswa dan guru. Evaluasi, dilakukan uji coba lapangan. Sasaran dalam penelitian ini adalah siswa kelas 10 SMA N 1 Weru, Sukoharjo. Data diambil menggunakan angket. Hasil penelitian menunjukkan bahwa pengembangan alat peraga Puzzle Trigonometri sebagai media pembelajaran layak digunakan, dan mampu meningkatkan motivasi dan pemahaman siswa pada materi trigonometri.
Exploring Teachers' and Students' Perspectives on Gamification in Learning Management Systems Subiyantoro, Singgih; Musa, Mohamad Zain
Jurnal Komunikasi Pendidikan Vol 7 No 2 (2023): Jurnal Komunikasi Pendidikan
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jurnalkomdik.v7i2.4613

Abstract

Integrating innovative pedagogical approaches becomes paramount as the contemporary educational paradigm evolves. The study addresses the gap in the current literature by offering insights into the multifaceted implications of gamification in higher education settings. The primary purpose of this research is to analyze the attitudes, experiences, and perceptions of both educators and students toward gamified elements in LMS. The study combines qualitative interviews with teachers and students and quantitative surveys to gather a comprehensive understanding of the subject. The methodology encompasses diverse higher education institutions to ensure a representative sample. Results highlight the nuanced perspectives of participants, revealing key factors influencing the effectiveness of gamification in LMS, such as motivation, engagement, and learning outcomes. The findings provide a foundation for a more informed integration of gamified elements into educational practices. In conclusion, this research contributes to the field by offering empirical evidence and nuanced insights into the perceptions of gamification in higher education. The study enhances our understanding of the challenges and benefits associated with gamified learning and provides practical implications for educators and policymakers aiming to foster innovative and engaging learning environments.
Analysis of Teacher Perceptions of Online Gamification Learning Methods Putra, Hamda Kharisma; Ekosusilo, Madyo; Subiyantoro, Singgih; Ismail, Ismail; Fauziyah, Syifa
Cognitive Development Journal Vol. 2 No. 1 (2024): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v2i1.20

Abstract

The integration of gamification into online learning has garnered considerable attention in contemporary educational discourse. This article delves into teachers' perceptions regarding the implementation of this method. The background lies in the increasing utilization of technology in education and the potential of gamification to enhance student engagement and motivation. The objective is to explore teachers' viewpoints on the effectiveness, challenges, and benefits of this learning method. The research methodology involves surveys and interviews with a cohort of teachers who have utilized gamification in their online teaching practices. Findings reveal a spectrum of perceptions among teachers, including their understanding of gamification concepts, comfort levels in its application, and its influence on student engagement. The conclusion drawn highlights positive acceptance of gamification, alongside identified challenges such as time constraints and technical skills. The research contributes valuable insights for the development and implementation of gamification learning methods in the online education landscape.
Heutagogical Approaches in the Merdeka Curriculum: Enhancing Autonomous Student Engagement Subiyantoro, Singgih; Putra, Hamda Kharisma; Ismail; Mahendra, Moefty; Montle, Edward
Cognitive Development Journal Vol. 2 No. 1 (2024): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v2i1.33

Abstract

The transition to the Merdeka Curriculum in Indonesia, emphasizing student autonomy and flexible learning pathways, presents an opportunity to explore heutagogical approaches in enhancing autonomous student engagement. This study aimed to investigate the effectiveness of heutagogy in promoting self-determined learning among students within this curriculum framework. Utilizing a mixed-methods approach, data were collected through surveys and interviews with students and educators, as well as classroom observations. The results indicated that students engaged in heutagogical practices exhibited higher levels of motivation, self-efficacy, and critical thinking skills, with 75 percent reporting increased confidence in managing their learning. Additionally, educators observed improved student participation and collaboration. The main conclusion is that heutagogical approaches significantly contribute to fostering autonomous learning environments, aligning with the goals of the Merdeka Curriculum. This research contributes to the educational field by providing empirical evidence supporting the implementation of heutagogy in national curricula, offering practical insights for educators and policymakers aiming to enhance student engagement and self-directed learning.
Project-Based Learning: An Innovative Learning Model to Improve the Understanding of Science in Fifth-Grade Students Asprila, Fiskawati Derate; Subiyantoro, Singgih
Cognitive Development Journal Vol. 2 No. 2 (2024): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v2i2.36

Abstract

The lack of understanding of elementary school students in the subject of science, especially the material on the human digestive system, is the background of this study. The purpose of this study is to improve the understanding of fifth-grade students on the material on the human digestive system by using the Project-Based Learning (PjBL) learning model. The method used in this study is classroom action research consisting of 2 cycles with four stages, namely planning, action, observation and reflection. The data analysis techniques used in this study are participatory observation techniques, data utilization techniques and document data analysis. The subjects of the study were 15 fifth-grade students. The results of the study showed that students' understanding increased after the PjBL model was applied, as evidenced by the percentage of students' average scores in the pre-cycle not reaching the criteria for achieving learning objectives; then in cycle I, the score increased by 13% and in cycle II it increased by 20%. This research is expected to contribute to educational institutions to provide information in improving the quality of education.
The Use of Quizizz Media to Increase Students Interest in Learning Science at Primary Schools Edi Handoko, Sofa Binti Masruroh; Singgih Subiyantoro
Cognitive Development Journal Vol. 2 No. 2 (2024): Cognitive Development Journal
Publisher : Edutech Publishing Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/cognitive.v2i2.38

Abstract

Learning media should be utilized to enhance the quality of education in the digital era. It can inspire and motivate students to engage in the learning process, thereby increasing their interest in learning. This study aims to improve the learning interest of fourth-grade students by using learning media in the form of Quizizz. The research is categorized as Classroom Action Research, with the subjects being 15 fourth-grade students, consisting of 6 girls and 9 boys. Data collection instruments included observation, evaluation tests, and interviews. The Classroom Action Research design was carried out in two cycles, each consisting of the following stages, planning, implementation, observation, and reflection. The results indicate that the use of Quizizz as a learning medium effectively enhances students learning interest. In the first cycle, without the use of the Quizizz application, students learning interest reached 59.64 percent, which is categorized as moderate. In the second cycle, after implementing Quizizz, students learning interest increased to 74.29 percent, placing it in the high category. This improvement demonstrates that the use of interactive learning media such as Quizizz is effective in fostering greater student engagement. Therefore, integrating Quizizz into the learning process is a promising strategy for teachers to enhance students’ interest in learning in the fourth grade.
Development of Google Sites-Based Websites as A Learning Media for Indonesian Language in Elementary Schools to Enhance Pancasila Students Profiles Sri Sundari; Benedictus Sudiyana; Singgih Subiyantoro
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 4 (2024): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i4.13113

Abstract

This research aims to develop Google Sites as a learning media for Indonesian language instruction to enhance the Pancasila Student Profile in elementary schools. The study employed a Research and Development (R&D) method with the ADDIE model, which includes five stages: analysis, design, development, implementation, and evaluation. The research subjects were elementary school teachers and students who utilized this web-based learning media. Data were collected through interviews and observations with respondents. The data analysis included qualitative methods, such as data reduction and presentation, as well as quantitative analysis, supported by data triangulation to compare findings from various sources. The research showed that 84.6% of respondents strongly agree, and 15.4% agree, that this Google Sites-based platform was effective in increasing student engagement and interest in learning Indonesian. This learning medium allows students to study independently, search for necessary materials flexibly, and access engaging and interactive learning resources, positively impacting their understanding and learning outcomes. Additionally, the media received a feasibility score of 3.75. The content and language feasibility score of 3.75 also indicates an enhancement in the characteristics of the Pancasila student profile. Features such as discussion forums, collaborative project assignments, and materials aligned with Pancasila values help students develop skills in collaboration, critical thinking, and national values. Students are encouraged to actively participate and collaborate with peers, fostering cooperation and responsibility.
Co-Authors Agus Efendi Alfiria Alfiria Alfiria, Alfiria Anak Agung Istri Sri Wiadnyani Andhika Ayu Wulandari, Andhika Ayu Anwari Adi Nugroho, Anwari Arga Safitri Asprila, Fiskawati Derate Baskoro Hadi Baskoro Hadi, Baskoro Benedictus Sudiyana Dedi Kuswandi Dwi Hastuti Edi Handoko, Sofa Binti Masruroh Eka Budhi Santosa Endra Priawasana Fatma Sukmawati Fatma Sukmawati, Fatma Hartati Hartati Hartati Hartati Haryanto Haryanto Haryanto Haryanto I Nyoman Sudana Degeng Intaniasari, Yossinta Irmade, Oka Ismail Ismail Ismail Jayawarsa, A.A. Ketut Krisdianti, Nana Kurnia Sari, Nurratri Kurniaaji, Bayu Laili, Liya Nur Liya Nur Laili M Arif Maulana M, Usman M., Usman Madyo Ekosusilo Madyo Ekosusilo, Madyo Maya Indrasari Moefty Mahendra, Moefty Mohamad Zain Musa, Mohamad Zain Montle, Edward Muhammad Arief Maulana Muhammad Taupik Munika Saras Wati Murti, Wandha Prayuda Muzayanha Mustika, Arvya Nana Krisdianti Nurbaiti, Nita Nuri Suryani Octafiana, Windha Oka Irmade Pradana, Riski Priawasana, Endra Putra, Hamda Kharisma Rahmawati, Melly Ramadhani, Sari Aisyah Ramadhianti, Sekar Ayu Riski Pradana Rosmini Rosmini RR. Ella Evrita Hestiandari Safitri, Arga Saida Ulfa Santosa, Eka Budhi Sawitri Sawitri Sekar Ayu Ramadhianti Siwi, Dwi Anggraeni Sri Mulyani Sri Sundari Sugiyanto - Sugiyanto Sugiyanto Sundari, Sri Suparti Suparti Suparti Suparti Suparti Suryani, Nuri Syifa Fauziyah, Syifa Titik Sudiatmi Tri Sutrisno Tri Wahyuni, Endah Usman M Usman M. Wati, Munika Saras Windha Octafiana Yossinta Intaniasari yuliana, mita