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Improving the Competence of MGMP Informatics Teachers in Preparing Gamification-Based IBT in the Era of Education 5.0 Dewi, Ika Parma; Mursyida, Lativa; Suriani, Ari; Fikri, Ryan; Sandra, Randi Proska; Mubai, Akrimullah; Marta, Rizkayeni
GUYUB: Journal of Community Engagement Vol 6, No 1 (2025): Maret
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v6i1.9906

Abstract

The primary issue in technology-based learning assessment is the limited ability of teachers to utilize and develop gamification methods. Most teachers still rely on manual, paper-based evaluation techniques, resulting in suboptimal integration of technology in the assessment process. This challenge necessitates further exploration by education practitioners regarding the implementation of information technology (IT) in learning, particularly for MGMP Informatics teachers. This community engagement program, titled "Development of Internet-Based Testing (IBT) Using Gamification Learning Methods", was conducted at SMPN 1 Tanah Datar. The objectives of this program were to: (1) enhance technological literacy in the education sector; (2) strengthen interest and skills in technology literacy among MGMP Informatics teachers at the junior high school level in Tanah Datar Regency; and (3) improve teachers' ability to design internet-based assessment instruments using a gamification approach. The program was implemented using a participatory approach, comprising training sessions, interactive workshops, and hands-on practice in developing internet-based assessment tools. Participants were introduced to various digital evaluation platforms, such as Google Forms, Quizizz, and Kahoot, and were trained on how to integrate gamification elements into learning assessments. The results indicated that 85% of participants showed an improvement in their understanding and skills in utilizing internet-based assessment technology. Additionally, teachers began adopting gamification methods in assessments, leading to increased student engagement in the learning process. This initiative is expected to encourage teachers to continuously develop innovative and interactive assessment methods aligned with technological advancements in education.
Augmented Reality-Based Interactive Educational Media for Light Fire Extinguisher Training and Enhanced Emergency Preparedness Sulistia, Bima; Marta, Rizkayeni; Asmara, Delvi; Mhlanga, David; Tsoy, Dana
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 2 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Synergy Sphere
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.181

Abstract

Fire hazards are an inherent risk in every building, making it essential to understand the proper use of fire extinguishers to effectively respond, prevent the spread of fire, and minimize property damage and casualties. However, current fire extinguisher instructions are often inadequate, relying on verbal explanations or static images that are difficult to visualize. The lack of practical training due to limited facilities also results in insufficient user experience. This research aims to develop Augmented Reality (AR)-based interactive educational media to improve user understanding of light fire extinguisher training and enhance emergency preparedness. The development follows the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: concept, design, material collection, assembly, testing, and distribution. The results indicate that the educational media is both highly valid and practical. Its validity is supported by the visual display, educational content, and interactivity, while its practicality is demonstrated through ease of use, time efficiency, engagement, and overall benefits. This AR-based educational media provides an innovative solution to enhance fire safety literacy and facilitate interactive learning, particularly at Universitas Negeri Padang and the broader community.
Implementasi Aplikasi E-Counseling Pada SMK Negeri 5 Padang Berbasis Framework Flutter Rudi, Muhamad; Adri, Muhammad; Marta, Rizkayeni; Darni, Resmi
Jurnal Pendidikan Tambusai Vol. 7 No. 2 (2023): Agustus 2023
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v7i2.27467

Abstract

Kemajuan teknologi telah membuka peluang baru dalam dunia pendidikan, khususnya dalam layanan bimbingan dan konseling. Namun, keterbatasan waktu, tenaga konselor, serta kurangnya aksesibilitas terhadap layanan konseling menjadi tantangan yang dihadapi oleh siswa SMK. Penelitian ini bertujuan untuk mengembangkan dan mengimplementasikan aplikasi e-counseling berbasis Flutter di SMK Negeri 5 Padang sebagai solusi digital yang dapat meningkatkan efektivitas layanan konseling. Aplikasi ini dilengkapi dengan fitur e-counseling interaktif, tes RIASEC untuk membantu pemilihan karir, serta informasi lowongan pekerjaan dan beasiswa guna menunjang perencanaan masa depan siswa. Metode pengembangan yang digunakan adalah Model Waterfall, yang meliputi tahap analisis, desain, implementasi, pengujian, dan pemeliharaan. Pengujian dilakukan menggunakan metode black-box testing untuk memastikan setiap fitur berjalan sesuai fungsinya. Hasil penelitian menunjukkan bahwa aplikasi ini dapat meningkatkan akses siswa terhadap layanan konseling, membantu mereka dalam memahami potensi diri, serta memberikan informasi yang relevan terkait karir dan pendidikan lanjutan
Pengaruh Metode Game Based Learning Menggunakan Wordwall Terhadap Hasil Belajar Siswa pada Mata Pelajaran Informatika Ningsih, Tiara Heliyan; Asmara, Delvi; Samala, Agariadne Dwinggo; Marta, Rizkayeni
Afeksi: Jurnal Penelitian dan Evaluasi Pendidikan Vol 6, No 6 (2025)
Publisher : Pusat Studi Penelitian dan Evaluasi Pembelajaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59698/afeksi.v6i6.659

Abstract

Rendahnya capaian hasil belajar siswa pada mata pelajaran Informatika di SMA Negeri 1 Batipuh, dimana hasil observasi menunjukkan sebagian besar nilai ujian tengah semester (UTS) masih di bawah standar Kriteria Pencapaian Tujuan Pembelajaran (KKTP) yaitu 80, menjadi salah satu alasan dilakukannya penelitian ini. Tujuan dari penelitian ini adalah untuk memastikan dampak metode Game Based Learning (GBL) menggunakan platform Wordwall terhadap hasil belajar siswa pada mata pelajaran Informatika, khususnya materi Berpikir Komputasional di SMA Negeri 1 Batipuh. Metode penelitian yang digunakan adalah kuantitatif dengan desain Quasi Experimental tipe Nonequivalent Control Group Design. Dua kelas X, X-E1 sebagai kelas eksperimen dan X-E3 sebagai kelas kontrol, masing-masing berjumlah 32 siswa, menjadi sampel penelitian. Tes pilihan ganda yang telah dievaluasi validitas, reliabilitas, tingkat kesulitan, dan daya pembedanya digunakan sebagai alat pengumpul data. Data dianalisis menggunakan SPSS 25 dengan uji normalitas, uji homogenitas, dan dua uji-t sampel independen. Berdasarkan hasil penelitian, rata-rata skor posttest kelas eksperimen (80,84) lebih tinggi daripada kelas kontrol (73,28). Perbedaan signifikan antara kedua kelompok ditunjukkan oleh nilai signifikansi uji-t sebesar 0,001 (0,05). Temuan ini membuktikan bahwa penerapan metode Game Based Learning Meningkatkan hasil belajar siswa merupakan salah satu manfaat penggunaan Wordwall. Menurut penelitian ini, Wordwall dapat meningkatkan keterlibatan siswa, menciptakan lingkungan belajar yang dinamis, dan membantu pencapaian tujuan pembelajaran.
A Dual-Validation Mobile Attendance Application for Discipline-Oriented Vocational Schools: Development and Evaluation Using the Waterfall Kurnia, Hasbi; Farell, Geovanne; Kurniadi, Denny; Marta, Rizkayeni
Journal of Hypermedia & Technology-Enhanced Learning Vol. 3 No. 3 (2025): Journal of Hypermedia & Technology-Enhanced Learning—Next Horizon
Publisher : Sagamedia Teknologi Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58536/j-hytel.200

Abstract

Manual attendance systems in educational institutions, particularly in highly disciplined environments such as vocational schools with cadet programs, present significant challenges, including inaccuracy, administrative burden, and susceptibility to fraud. This study addresses these issues by designing and developing a secure mobile attendance application for the Android platform. The development process followed the Waterfall software development model, providing a structured framework from requirements analysis through testing. The proposed solution incorporates a dual-validation mechanism combining Quick Response (QR) Codes for session-specific identification with Geolocation technology to verify users’ physical presence within the designated school area. The application supports multiple user roles, including students, teachers, administrators, and parents, and offers automated attendance tracking for daily roll calls and extracurricular activities. It enables teachers to input attendance for in-class sessions manually. Empirical evaluation confirmed that the application effectively mitigates vulnerabilities inherent in the manual system. The dual-validation approach substantially enhances both the integrity and efficiency of the attendance process, offering a reliable and secure tool for monitoring student discipline. This study provides a practical model for integrating accessible digital technologies to strengthen administrative processes in secondary education contexts.
Rancang Bangun Augmented Reality Sebagai Media Informasi dan Promosi Pada Kebun Binatang Kasang Kulim Kabupaten Kampar Berbasis Android Aresta, Meysella Khanza; Dewi, Ika Parma; Delianti, Vera Irma; Marta, Rizkayeni
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 3 (2025): Agustus - October
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i3.2158

Abstract

Perkembangan teknologi informasi terus memberikan kemudahan dan dukungan bagi manusia di berbagai sektor kehidupan, termasuk sektor pariwisata. Sektor pariwisata menjadi salah satu bidang yang sangat terbantu oleh kemajuan teknologi informasi dan komunikasi, salah satunya melalui pemanfaatan Augmented Reality. Penelitian ini bertujuan untuk merancang dan membangun media informasi dan promosi berbasis Augmented Reality pada Kebun Binatang Kasang Kulim. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle (MDLC) dengan enam tahapan, yaitu Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Metode MDLC adalah metode yang sesuai untuk digunakan dalam penelitian ini. Hasil dari penelitian ini adalah berupa aplikasi Augmented Reality sebagai media informasi dan promosi pada Kebun Binatang Kasang Kulim. Aplikasi ini menampikan visualisasi objek 3D yang dilengkapi dengan informasi dan storytelling dari berbagai jenis satwa yang dipindai melalui marker, serta dilengkapi dengan fitur game interaktif sebagai daya tarik promosi.
Kontribusi Kemampuan Berpikir Kritis Dan Lingkungan Sekolah Terhadap Hasil Belajar Siswa Pada Matapelajaran Dasar-Dasar Program Keahlian Di Smkn 1 Rao Selatan Nurlatipah, Nurlatipah; Marta, Rizkayeni; Delianti, Vera Irma; Asmara, Delvi
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 3 (2025): Agustus - October
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i3.2818

Abstract

Penelitian ini bertujuan untuk mengetahui kontribusi kemampuan berpikir kritis dan lingkungan sekolah terhadap hasil belajar siswa pada mata pelajaran Dasar-Dasar Program Keahlian (DDPK) di SMK N 1 Rao Selatan. Latar belakang penelitian ini didasari oleh rendahnya capaian hasil belajar siswa, khususnya pada jurusan Teknik Komputer dan Jaringan (TKJ), di mana sebagian besar siswa belum mencapai kriteria ketuntasan minimal. Penelitian kuantitatif adalah penelitian yang berdasarkan pada filsafat positivisme, digunakan untuk meneliti pada populasi atau sampel tertentu, dengan pengumpulan data menggunakan instrument penelitian, analisis data bersifat kuantitatif/statistic dengan tujuan untuk menguji hipotesis yang ditetapkan. Metode penelitian yang digunakan adalah kuantitatif korelasional dengan pendekatan ex-post facto. Populasi penelitian adalah seluruh siswa kelas X TKJ tahun ajaran 2025/2026 dengan jumlah sampel 58 orang. Instrumen penelitian berupa angket untuk mengukur kemampuan berpikir kritis dan persepsi terhadap lingkungan sekolah, serta dokumentasi hasil belajar siswa. Data dianalisis menggunakan uji statistik deskriptif, uji prasyarat, dan uji hipotesis melalui SPSS. Hasil penelitian menunjukkan bahwa kemampuan berpikir kritis memberikan kontribusi sebesar 3,7% terhadap hasil belajar, lingkungan sekolah memberikan kontribusi sebesar 6,7%, sedangkan keduanya secara bersama-sama memberikan kontribusi sebesar 6,9%. Temuan ini mengindikasikan bahwa meskipunkemampuan berpikir kritis dan lingkungan sekolah memberikan kontribusinamun masih relatif kecil, dibanding faktor lain yang lebih dominan dalam memengaruhi hasil belajar siswa.    
Analisis Efektivitas Model Pembelajaran Problem Based Learning Dalam Pendidikan Vokasi Berbasis Meta-Analysis Marta, Rizkayeni; Ambiyar; Wulansari, Rizky Ema; Yulianti, Rosi
The Indonesian Journal of Computer Science Vol. 13 No. 3 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i3.4056

Abstract

The Problem-Based Learning (PBL) model has become a major focus in vocational education, promising an integrated and contextual approach to problem-oriented learning. This research aims to conduct a meta-analysis of existing scientific publications to gain a deeper understanding of the effectiveness of the PBL model in vocational education. The results of the analysis indicate that the success of PBL implementation in vocational education is significantly influenced by several variables, including appropriate learning design, support from instructors/facilitators, and interactions among learners. With a deeper understanding of the factors affecting the effectiveness of PBL in vocational education, it is expected that this learning model can be improved and developed more optimally, thereby making a more significant contribution to enhancing learning outcomes, skills, and the readiness of learners to enter the workforceThe Problem-Based Learning (PBL) model has become a major focus in vocational education, promising an integrated and contextual approach to problem-oriented learning. This research aims to conduct a meta-analysis of existing scientific publications to gain a deeper understanding of the effectiveness of the PBL model in vocational education. The results of the analysis indicate that the success of PBL implementation in vocational education is significantly influenced by several variables, including appropriate learning design, support from instructors/facilitators, and interactions among learners. With a deeper understanding of the factors affecting the effectiveness of PBL in vocational education, it is expected that this learning model can be improved and developed more optimally, thereby making a more significant contribution to enhancing learning outcomes, skills, and the readiness of learners to enter the workforce
Analisis Efektivitas dan Implikasi Penerapan Metode Pembelajaran Project Based Learning dalam Konteks Pendidikan Vokasional di Sekolah Menengah Kejuruan: Sebuah Meta-Analisis yang Komprehensif Marta, Rizkayeni; Ambiyar
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4057

Abstract

This research aims to thoroughly analyze the influence and implications of Project-Based Learning (PBL) on students' critical thinking abilities in the context of vocational education in vocational high schools (SMK). The research method employed is meta-analysis, utilizing a sample of 20 articles from national journals. The instrument used consists of systematically arranged coding categories. The results of the meta-analysis indicate that the impact of Project-Based Learning on students' critical thinking abilities in both vocational high schools (SMK) and general high schools (SMA) is generally positive, but more effective when implemented by students at the SMA level. Additionally, the analysis demonstrates that the use of both real and virtual media in the context of project-based learning has a positive impact on the development of students' critical thinking skills. The implications of these findings are highly relevant for the development of curricula and more effective learning strategies in preparing students to meet the increasingly complex and dynamic demands of the workforce
Learning Analytics Terhadap Perilaku Akses Digital Mahasiswa Pada Learning Management System Universitas Negeri Padang Adam, Al; Farell, Geovanne; Marta, Rizkayeni; Asmara, Delvi
Jurnal Pendidikan Tambusai Vol. 9 No. 3 (2025): Desember
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Transformasi digital pendidikan mendorong pemanfaatan Learning Management System (LMS) sebagai media utama pembelajaran daring dan blended learning. Di Universitas Negeri Padang, LMS digunakan secara luas, namun data log aktivitas mahasiswa belum dimanfaatkan secara optimal untuk analisis perilaku belajar. Penelitian ini bertujuan menganalisis perilaku akses digital mahasiswa menggunakan pendekatan Learning Analytics dengan analisis deskriptif dan diagnostik. Metode penelitian bersifat kuantitatif dengan teknik clustering (K-Means), association rules (Apriori), dan time-series. Data log mencakup aktivitas login, akses materi, partisipasi forum, dan pengumpulan tugas selama satu semester. Subjek penelitian adalah mahasiswa Departemen Teknik Elektronika Universitas Negeri Padang. Hasil penelitian menunjukkan tiga klaster perilaku mahasiswa, yaitu aktif tinggi, sedang, dan rendah. Ditemukan hubungan positif antara akses materi dan ketepatan pengumpulan tugas, serta korelasi antara keaktifan forum dan konsistensi login. Analisis time-series menunjukkan pola aktivitas meningkat menjelang tenggat tugas, mencerminkan perilaku deadline-driven. Penelitian ini membuktikan bahwa Learning Analytics mampu menggambarkan keterlibatan mahasiswa secara komprehensif dan menjadi dasar pengembangan sistem pembelajaran adaptif serta sistem peringatan dini bagi mahasiswa berisiko rendah keterlibatan.