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The Application of AI Technology in Vocational High School Curriculum Design Based on Individual Student Skills in Facing the Challenges of the 21st Century Industry Liza Efriyanti; Firdaus Annas
JOIN (Jurnal Online Informatika) Vol 10 No 2 (2025)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v10i2.1516

Abstract

Vocational high schools (SMK) are confronted with the challenge of adapting their curricula to align with the demands of industrial development in the 21st century. An inappropriate curriculum may result in students being inadequately prepared to navigate the demands of the professional world. Consequently, the objective of this research is to optimize the SMK curriculum through the utilization of an AI-based system, thereby enabling students the curriculum to be tailored to the specific skill requirements of individual. The methodology employed is Design-Based Research (DBR), which entails the analysis of student skill data, the design of an adaptive curriculum, and the evaluation of said curriculum through trials. The research comprised several phases, beginning with data collection and student skills analysis and concluding with an evaluation of student satisfaction with the implemented curriculum. The findings indicated that the introduction of an AI-assisted personalized curriculum resulted in an average improvement of 15% in students' practical skills over a six-month period. Furthermore, student satisfaction with the implemented curriculum increased by 25%, from 70% at the outset of implementation to 95% following the introduction of the AI-based system. This research can serve as a reference point for the development of more adaptive and responsive SMK curricula.
Pengembangan Media Pembelajaran Kimia Berbasis Komik Strip Digital untuk Meningkatkan Pemahaman Konseptual Siswa Mariani, Asmida; Darmawati, Gusnita; Annas, Firdaus; Yuspita, Yulifda Elin
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1457

Abstract

Chemistry learning at MAN 2 Kota Payakumbuh is still predominantly conducted using lecture-based methods, which results in low student engagement and difficulties in understanding abstract concepts, particularly in atomic structure topics. This condition indicates the need for the development of innovative learning media that align with students’ learning characteristics. This study aims to develop digital strip comic–based learning media to enhance students’ conceptual understanding and learning motivation in Chemistry. The study employed a Research and Development (R&D) approach using the 4D development model, which consists of the Define, Design, Develop, and Disseminate stages, supported by the Luther–Sutopo multimedia development model. The research subjects included media experts, subject-matter experts, Chemistry teachers, and students at MAN 2 Kota Payakumbuh. Data were collected through validity, practicality, and effectiveness questionnaires. The results indicate that the developed digital strip comic learning media achieved a validity score of 0.76, a practicality score of 96.67, and an effectiveness score of 0.80, which fall within the high category. These findings demonstrate that digital strip comic–based learning media are feasible as an alternative instructional medium for Chemistry learning and are effective in improving students’ motivation and conceptual understanding of atomic concepts. The contribution of this study lies in providing empirical evidence for the development of visual narrative–based learning media to support Chemistry education at the secondary school level. Abstrak Pembelajaran Kimia di MAN 2 Kota Payakumbuh masih didominasi metode ceramah yang berdampak pada rendahnya keterlibatan siswa dan kesulitan dalam memahami konsep abstrak, khususnya pada materi struktur atom. Kondisi ini menunjukkan perlunya pengembangan media pembelajaran yang inovatif dan sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis komik strip digital guna meningkatkan pemahaman konsep dan motivasi belajar siswa pada mata pelajaran Kimia. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap Define, Design, Develop, dan Disseminate, serta didukung oleh model pengembangan multimedia Luther–Sutopo. Subjek penelitian melibatkan ahli media, ahli materi, guru Kimia, dan siswa MAN 2 Kota Payakumbuh. Data dikumpulkan melalui angket validitas, praktikalitas, dan efektivitas. Hasil penelitian menunjukkan bahwa media pembelajaran komik strip digital memiliki tingkat validitas sebesar 0,76, tingkat praktikalitas sebesar 96,67, serta tingkat efektivitas sebesar 0,80 yang termasuk dalam kategori tinggi. Temuan ini menunjukkan bahwa media pembelajaran berbasis komik strip digital layak digunakan sebagai alternatif media pembelajaran Kimia dan efektif dalam meningkatkan motivasi serta pemahaman siswa terhadap konsep atom. Kontribusi penelitian ini terletak pada penyediaan bukti empiris pengembangan media pembelajaran berbasis visual naratif yang mendukung pembelajaran Kimia pada jenjang pendidikan menengah.
Pengembangan dan Evaluasi Bahan Ajar Elektronik Berbasis iSpring Suite untuk Pembelajaran Informatika Hawani, Siti; Darmawati, Gusnita; Annas, Firdaus; Yuspita, Yulifda Elin
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1473

Abstract

Informatics learning at MTsN 6 Agam still faces challenges related to the limited availability of innovative, technology-based instructional materials and the dominance of conventional teaching methods, which negatively affect students’ learning interest and conceptual understanding. These conditions indicate the need for the development of interactive electronic teaching materials that are aligned with students’ characteristics. This study aims to develop electronic teaching materials based on iSpring Suite that are valid, practical, and effective for Grade VIII Informatics learning at MTsN 6 Agam. The study employed a Research and Development (R&D) approach using the 4D development model, consisting of the Define, Design, Develop, and Disseminate stages. The research subjects included media experts, subject-matter experts, Informatics teachers, and Grade VIII students. Data were collected through validity, practicality, and effectiveness questionnaires. The results indicate that the developed electronic teaching materials are valid, with an average validity score of 0.84, highly practical with an average practicality score of 0.94, and effective for learning implementation with an effectiveness score of 0.91. These findings demonstrate that electronic teaching materials based on iSpring Suite are suitable for use in Informatics learning and are capable of enhancing students’ motivation and learning engagement. The contribution of this study lies in providing empirical evidence on the development of application-based electronic teaching materials integrated with interactive multimedia at the madrasah tsanawiyah level, thereby enriching research on Informatics learning media development in the context of digital education. Abstrak Pembelajaran Informatika di MTsN 6 Agam masih menghadapi kendala berupa keterbatasan bahan ajar inovatif berbasis teknologi serta dominasi metode pembelajaran konvensional yang berdampak pada rendahnya minat dan pemahaman siswa. Kondisi tersebut menunjukkan perlunya pengembangan bahan ajar elektronik yang interaktif dan sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan untuk mengembangkan bahan ajar elektronik berbasis iSpring Suite yang valid, praktis, dan efektif pada mata pelajaran Informatika kelas VIII MTsN 6 Agam. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap Define, Design, Develop, dan Disseminate. Subjek penelitian melibatkan ahli media, ahli materi, guru Informatika, serta siswa kelas VIII. Data dikumpulkan melalui angket validitas, praktikalitas, dan efektivitas. Hasil penelitian menunjukkan bahwa bahan ajar elektronik yang dikembangkan dinyatakan valid dengan nilai rata-rata 0,84, memiliki tingkat praktikalitas sangat tinggi dengan nilai rata-rata 0,94, serta efektif digunakan dalam pembelajaran dengan nilai efektivitas sebesar 0,91. Temuan ini menunjukkan bahwa bahan ajar elektronik berbasis iSpring Suite layak digunakan sebagai media pembelajaran Informatika dan mampu meningkatkan motivasi serta keterlibatan belajar siswa. Kontribusi penelitian ini terletak pada penyediaan bukti empiris pengembangan bahan ajar elektronik berbasis aplikasi yang terintegrasi dengan multimedia interaktif pada jenjang madrasah tsanawiyah, serta memperkaya kajian penelitian pengembangan media pembelajaran Informatika di era pembelajaran digital.
Perancangan Sistem Informasi Manajement Schedule Kegiatan Di Pondok Pesantren Muallimin Muhammadiyah Sawah Dangka Husni, Sidratul; Darmawati, Gusnita; Okra, Riri; Annas, Firdaus
Jurnal Sains Informatika Terapan Vol. 5 No. 1 (2026): Jurnal Sains Informatika Terapan (Februari, 2026)
Publisher : Riset Sinergi Indonesia (RISINDO)

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

Abstract

Penelitian ini berfokus pada perancangan dan implementasi sistem informasi manajemen schedule kegiatan berbasis web yang diterapkan di Pondok Pesantren Muallimin Muhammadiyah Sawah Dangka. Latar belakang penelitian ini adalah proses pengelolaan jadwal kegiatan yang masih dilakukan secara manual sehingga berpotensi menimbulkan benturan jadwal, keterlambatan penyampaian informasi, serta rendahnya efisiensi administrasi. Tujuan penelitian ini adalah menghasilkan sistem informasi yang mampu mengelola jadwal kegiatan secara terintegrasi, terstruktur, dan mudah diakses oleh pihak terkait. Penelitian menggunakan metode Research and Development (R&D) dengan model pengembangan Agile yang meliputi tahapan perencanaan, perancangan, pengkodean, pengujian, dan rilis sistem. Pengembangan sistem didasarkan pada data kegiatan, jadwal, serta pengguna yang diperoleh dari lingkungan pondok pesantren dan disesuaikan dengan kebutuhan pengelolaan kegiatan pesantren. Pengujian sistem dilakukan berdasarkan standar ISO/IEC 25010 pada aspek functional suitability, compatibility, dan usability. Hasil pengujian menunjukkan bahwa aspek functional suitability dan compatibility memperoleh nilai 100% dengan kategori sangat layak, sedangkan aspek usability memperoleh nilai 84,31% dengan kategori sangat layak. Hasil tersebut menunjukkan bahwa sistem yang dikembangkan mampu meningkatkan efisiensi, akurasi, serta kemudahan dalam pengelolaan jadwal kegiatan pesantren.
PERANCANGAN MEDIA PEMBELAJARAN BAHASA INGGRIS MENGGUNAKAN MIT APP INVENTOR DI SMPN 4 BUKITTINGGI Muhammad Wido Hadi Kusuma; Gusnita Darmawati; Firdaus Annas; Yulifda Elin Yuspita
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Publish
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12541

Abstract

This study aims to design an Android-based English learning media using MIT App Inventor at SMPN 4 Bukittinggi. The background of this study is low student learning interest, the use of conventional learning media, and the lack of technology utilization in the teaching and learning process. The purpose of this study is to design valid, practical, and effective English learning media using the MIT App Inventor application at SMPN 4 Bukittinggi. This study used the Research and Development (R&D) method using the Hannafin and Peck model, which consists of three stages: needs analysis (Needs Assessment), design (Design), development, and implementation (Develop/Implement). Product testing used in the study consisted of validity, effectiveness, and practicality. The results showed that the designed learning media can help improve student motivation and understanding of English material. The validity test obtained an average score of 0.92 (valid), the practicality test obtained an average score of 0.88 (very practical), and the effectiveness test showed an average score of 0.81 (effective). This media is expected to be an innovative learning solution and support teachers in delivering material in an interactive and engaging manner.
A PERANCANGAN MEDIA PEMBELAJARAN PRAKARYA KELAS VII MENGGUNAKAN GOOGLE SITES Indrianti, Zulka; Darmawati, Gusnita; Yuspita, Yulifda Elin; Annas, Firdaus
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i1.2453

Abstract

This research is motivated by the difficulty of teachers in the learning process of workshops due to limited facilities and infrastructure, as well as higher student interest in technology-based learning media due to its accessibility. The purpose of this research is to design a workshop learning media for class VII using Google Sites at SMP Negeri 1 Lubuk Sikaping. The method used in this research is Research and Development (R&D) with Luther Sutopo's Multimedia Development Life Cycle (MDLC) development model. This model consists of six stages: conception, design, material collection, assembly, testing, and distribution. The results showed that the designed learning media was declared valid, practical, and effective based on the product test results. The validity test resulted in an average score of 0.82 (valid category), the practicality test obtained an average score of 0.89 (very high category), and the effectiveness test obtained an average score of 0.84 (high effectiveness category). It is expected that this learning media can improve the quality of workshop learning, provide convenience for teachers, and motivate students in the learning process. The implication of this research is that the integration of technology in learning can be an innovative solution to overcome the limitations of facilities and infrastructure, while encouraging the creation of more interesting and effective learning.
Strategic Utilization of Google Sites to Support ICT Learning Management in Madrasah Education Rahma Alia; Annas, Firdaus
Journal of Educational Management and Strategy Vol. 4 No. 2 (2025): July-December 2025
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/jemast.v4i2.1646

Abstract

Information and Communication Technology (ICT) learning requires effective digital media utilization strategies to support flexible and adaptive learning management. However, studies examining strategic use of web-based platforms, particularly Google Sites, in the context of madrasah education remain limited. This study aims to describe the strategy of utilizing Google Sites as a digital learning medium to support ICT learning management at MA Asy Syarif Sidang Koto Laweh. This study employed a descriptive approach involving 15 students as participants. The implementation strategy included needs analysis, design of media structure and interface, organization of learning content such as materials, videos, and PDF documents, and integration of evaluation through Google Forms with automated scoring. Data were collected through observation and student response questionnaires and analyzed descriptively to illustrate both the process and outcomes of the implemented learning strategy. The results indicate that the use of Google Sites as part of a digital learning strategy supports more structured learning management, provides easy access across multiple devices, and enhances student engagement. Students demonstrated positive responses, particularly toward video-based materials and the automated evaluation system, which facilitated the learning process. This study focuses on the implementation of learning strategies rather than effectiveness testing. The findings offer practical contributions for teachers in designing web-based learning strategies and provide academic insights into the development of digital learning management and strategy in madrasah contexts.
Implementasi Metode SAW dalam Sistem Pendukung Keputusan Pemilihan Mata Pelajaran Kurikulum Merdeka Rahmadani, Nessa; Yuspita, Yulifda Elin; Darmawati, Gusnita; Annas, Firdaus
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1459

Abstract

This study aims to implement the Simple Additive Weighting (SAW) method as a decision support system for determining elective subjects under the Merdeka Curriculum at SMAN 1 Harau. The study is motivated by the high level of uncertainty experienced by Grade X students in selecting elective subjects. Although the school provides nine elective options and has conducted socialization programs for students and parents, questionnaire results indicate that 83.7% of students remain uncertain in making their choices. This uncertainty is primarily influenced by peer pressure, recommendations from senior students, and students’ lack of confidence in identifying their own interests and academic abilities. The research employs the Simple Additive Weighting (SAW) method, which involves determining criteria and alternatives, assigning weights to each criterion, constructing and normalizing the decision matrix, calculating preference values (Vi), and ranking the alternatives, where the alternative with the highest Vi is selected as the primary recommendation. The results show that the SAW method achieves a sensitivity value of 0.0011 and an accuracy rate of 98.85%, indicating a high level of stability and reliability. Based on the sensitivity and accuracy tests, it can be concluded that the SAW method is effective and feasible for determining elective subjects. This study contributes by providing an objective, measurable, and transparent decision-making approach, with practical implications for improving academic guidance and decision support services in secondary education. Abstrak Penelitian ini bertujuan untuk mengimplementasikan metode Simple Additive Weighting (SAW) sebagai sistem pendukung keputusan dalam menentukan mata pelajaran pilihan Kurikulum Merdeka di SMAN 1 Harau. Latar belakang penelitian ini didasarkan pada tingginya tingkat keraguan siswa kelas X dalam memilih mata pelajaran pilihan. Meskipun sekolah telah menyediakan sembilan mata pelajaran pilihan serta melakukan sosialisasi kepada siswa dan orang tua, hasil angket menunjukkan bahwa 83,7% siswa masih mengalami kebingungan dalam pengambilan keputusan. Faktor utama yang memengaruhi kondisi tersebut meliputi pengaruh teman sebaya, rekomendasi senior, serta ketidakpastian siswa terhadap minat dan kemampuan diri. Metode penelitian yang digunakan adalah Simple Additive Weighting (SAW), yang meliputi penentuan kriteria dan alternatif, pemberian bobot kriteria, penyusunan dan normalisasi matriks keputusan, perhitungan nilai preferensi (Vi), serta proses perangkingan alternatif. Alternatif dengan nilai Vi tertinggi ditetapkan sebagai rekomendasi utama. Hasil penelitian menunjukkan bahwa metode SAW memiliki tingkat sensitivitas sebesar 0,0011 dan tingkat akurasi sebesar 98,85%, yang mengindikasikan stabilitas dan keandalan metode dalam menghasilkan rekomendasi. Berdasarkan hasil uji sensitivitas dan akurasi, dapat disimpulkan bahwa metode SAW layak dan efektif digunakan dalam menentukan mata pelajaran pilihan. Kontribusi penelitian ini terletak pada penyediaan pendekatan pengambilan keputusan yang objektif, terukur, dan transparan, serta berimplikasi pada peningkatan kualitas layanan bimbingan akademik di sekolah.
Pengembangan Media Pembelajaran IPA Berbasis Augmented Reality Menggunakan Unity Untuk Siswa Kelas VII Oktrio, Jihan; Darmawati, Gusnita; Yuspita, Yulifda Elin; Annas, Firdaus; Zahara, Valentina
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1521

Abstract

Science instruction at MTsN 6 Lima Puluh Kota was still dominated by lectures and textbooks, resulting in students’ limited understanding of abstract scientific concepts. This study aimed to develop a Unity-based Augmented Reality (AR) learning medium and to examine its validity, practicality, and effectiveness in science learning. The study employed a Research and Development method using the ADDIE model, which consists of Analysis, Design, Development, Implementation, and Evaluation stages. The participants involved media experts, subject matter experts, teachers, and students. The results showed that the developed media achieved a validity score of 0.89, a practicality score of 0.92, and an effectiveness score of 0.90, all of which were categorized as very high. These findings indicate that the Unity-based AR learning media is feasible for use in science instruction and has the potential to support students’ understanding of abstract concepts. Abstrak Pembelajaran IPA di MTsN 6 Lima Puluh Kota masih didominasi metode ceramah dan penggunaan buku teks, yang menyebabkan rendahnya pemahaman siswa terhadap konsep-konsep abstrak. Penelitian ini bertujuan untuk mengembangkan media pembelajaran Augmented Reality (AR) berbasis Unity serta menilai validitas, praktikalitas, dan efektivitasnya dalam pembelajaran IPA. Penelitian ini menggunakan metode Research and Development dengan model ADDIE yang meliputi Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian melibatkan ahli media, ahli materi, guru, dan siswa. Hasil penelitian menunjukkan bahwa media yang dikembangkan memperoleh skor validitas 0,89, praktikalitas 0,92, dan efektivitas 0,90, yang seluruhnya berada pada kategori sangat tinggi. Temuan ini menunjukkan bahwa media pembelajaran AR berbasis Unity layak digunakan dalam pembelajaran IPA dan berpotensi mendukung pemahaman siswa terhadap konsep-konsep abstrak.
Transforming Conventional Teaching Materials into Digital Visual Media: Graphic Design Training Program for MTsN Teachers Liza Efriyanti, Liza Efriyanti; Sarwo Derta; Firdaus Annas
Salus Publica: Journal of Community Service Vol. 4 No. 2 (2026): August 2026
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58905/saluspublica.v4i2.551

Abstract

This Community Service Program (PKM) aimed to enhance teachers’ competencies in basic graphic design to support the development of digital learning materials at MTsN Labor Garegeh, Bukittinggi, West Sumatra. The program was motivated by the limited use of visual digital media in classroom instruction and the lack of teachers’ confidence in utilizing graphic design applications. Preliminary needs analysis indicated that more than 70% of participating teachers had never received formal training in instructional graphic design and experienced difficulties integrating visual digital media into student-centered learning activities. The activities were conducted through several stages, including needs analysis, training workshops, hands-on practice, mentoring, and evaluation. Participants were introduced to fundamental visual design principles and guided in using graphic design tools to create interactive teaching materials. The results showed a significant improvement in teachers’ understanding of graphic design concepts and their ability to produce creative digital learning resources. Teachers were able to develop visually engaging teaching materials that are more suitable for student-centered learning. In addition, participants demonstrated increased motivation to integrate technology into their instructional practices. This program contributes to strengthening teachers’ professional capacity and fostering innovation in learning. It is expected that the outcomes of this PKM will support sustainable improvements in teaching quality and encourage the wider adoption of digital media in schools.