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THE VALIDITY OF INTERACTIVE MULTIMEDIA ON IONIC BOND MATERIAL Ilyasa, Deiya Gama; Dwiningsih, Kusumawati
JCER (Journal of Chemistry Education Research) Vol 3, No 2 (2019): Volume 3 No. 2 December 2019
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jcer.v3n2.p51-57

Abstract

Abstract. Interactive multimedia is needed to improve student's understanding of certain material. The purpose of this study is to analyze the validity of interactive multimedia on ionic bonding material. The type of research used in this study is 4P research model (Define, Design, Development, and Dissaminate) but in this study only limited on Development step which adapted from Ibrahim (2014). The validity results showed that: (1) The content validity and construct validity obtained highly valid criteria with average percentage range gradually 90% and 91,04%. From the results, it can be conclude that the developed media was declared valid to be used as interactive multimedia on ionic bond materials.
MODEL MULTIMEDIA INTERAKTIF BERBASIS UNITY UNTUK MENINGKATKAN HASIL BELAJAR IKATAN ION Ilyasa, Deiya Gama; Dwiningsih, Kusumawati
Jurnal Inovasi Pendidikan Kimia Vol 14, No 2 (2020): July (2020)
Publisher : Universitas Negeri Semarang

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Abstract

Chemistry is categorized as a subject that is quite difficult for high school students. To understand chemistry, students must have representational abilities. There is a positive correlation between spatial visual ability and learning outcomes on material that uses the ability of the imagination of objects in space. This capability can be supported by the presence of interactive multimedia. Interactive multimedia is needed as a learning media to improve student understanding of certain materials. The purpose of this study is to analyze the effectiveness of interactive multimedia on ionic bonding material in terms of student learning outcomes. The research design used in this study is one group pretest - posttest design system. The instrument was a learning achievement test sheet that tested on 12 high school students. The results showed that the test of learning outcomes obtained N-gain value with a range of 0.8-1.0 with high score criteria. This result proves that the interactive multimedia ionic bond material is effective in improving student learning outcomes.
THE VALIDITY OF INTERACTIVE MULTIMEDIA ON IONIC BOND MATERIAL Ilyasa, Deiya Gama; Dwiningsih, Kusumawati
JCER (Journal of Chemistry Education Research) Vol 3, No 2 (2019): Volume 3 No. 2 December 2019
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jcer.v3n2.p51-57

Abstract

Abstract. Interactive multimedia is needed to improve student's understanding of certain material. The purpose of this study is to analyze the validity of interactive multimedia on ionic bonding material. The type of research used in this study is 4P research model (Define, Design, Development, and Dissaminate) but in this study only limited on Development step which adapted from Ibrahim (2014). The validity results showed that: (1) The content validity and construct validity obtained highly valid criteria with average percentage range gradually 90% and 91,04%. From the results, it can be conclude that the developed media was declared valid to be used as interactive multimedia on ionic bond materials.
A Bibliometric Analysis of AI Plagiarism in Education Ilyasa, Deiya Gama; Setyono, Noer Fitria Putra; Laili, Ummiy Fauziyah; Ni’mah, Ainun; Prayogi, Ilyas Bintang; Nazy, Sles
Proceeding International Conference on Education Volume 03, Agustus Tahun 2025: International Conference on Education
Publisher : Faculty of Tarbiyah, Institut Agama Islam Negeri (IAIN) Kediri, Indonesia

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Abstract

This study aims to map the development of research on plagiarism related to the use of Artificial Intelligence (AI) in the field of education through a bibliometric approach. A total of 250 scientific articles with the keyword AI Plagiarism in education published between 2015 and 2025 were analyzed. Data extraction was conducted using Publish or Perish 8 software, sorting data by author keywords and abstract using Mendeley software, and bibliometric visualization using VOSviewer software. The findings reveal that plagiarism in educational contexts significantly affects academic integrity. The issue has become increasingly complex with the widespread use of generative AI platforms such as ChatGPT. The analysis also shows a strong correlation between plagiarism cases and academic integrity, ethics, and policy. Most of the studies in this field originate from Europe, North America, and certain parts of Asia, indicating a high level of academic concern regarding digital ethics. This research is expected to serve as a comprehensive mapping of research trends, collaboration networks, and emerging themes, providing valuable insights for the formulation of academic policies that are responsive to technological advancements.