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Journal : Madani: Multidisciplinary Scientific Journal

Pembelajaran Interaktif (Game What The Code) : Pengembangan Aplikasi Quiz Untuk Meningkatkan Kemampuan Pemrograman Pengguna Dengan Berbagai Bahasa Pemrograman Ashadi, Ninik Rahayu
Madani: Jurnal Ilmiah Multidisiplin Vol 3, No 5 (2025): Volume 3, Nomor 5, June 2025
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.15621998

Abstract

The purpose of this study is to determine the results of the development of the Quiz Game Application what the code to improve user programming skills with various programming languages. The research method used is research and development (Research and Development / R & D) which aims to design, develop, and test the effectiveness of an interactive quiz game application called What the Code in improving user programming skills in various programming languages. Research Results The results of the study are arranged based on the ADDIE development model, but the development model does not reach the Evaluation stage. The following are the results: (1) Analysis: based on the results of the analysis of user needs, curriculum, and general difficulties in learning programming, (2) Design: Designing game structures, question scenarios, multi-language features using programming languages (Java, JavaScript), and gamification systems. (3) Development: Application development with technology frameworks according to needs (React Native and Flutter). Based on the results of the study, it can be concluded that the quiz application developed using the ADDIE method can improve user programming skills with various programming languages.
Pengembangan Aplikasi Exampro Sebagai Model Evaluasi Pembelajaran Berbasis Digital Ashadi, Ninik Rahayu
Madani: Jurnal Ilmiah Multidisiplin Vol 3, No 5 (2025): Volume 3, Nomor 5, June 2025
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.15666322

Abstract

The purpose of this Study is to find out How the development of the Exampro app as a digital-based learning evaluation model resulted. The method of this study is This research uses a Research and Development/R&D approach with a modified Borg & Gall model of development. This model consists of ten steps, however in this study it is simplified to six main stages, namely: (1) potential and problems, (2) data collection, (3) product design, (4) design validation, (5) design revision, (6) product testing. Research Results (1) based on the validation assessment of the Subject Matter Expert showed a feasibility score of 88%, falling into the "Very Good" category. The experts assessed the content of the evaluation material on the application already relevant to the prevailing principles of learning evaluation and curriculum. Media Expert Validation earned a score of 85%, also in the "Very Good" category. The user interface was assessed as intuitive, functional, and in accordance with the principles of digital media design, (2) comparison of the results of each stage of validation and testing. All scores were in the range of 8288%, signifying that the ExamPro app was generally feasible and effectively used as a model of digital-based learning evaluation (3) students in small group examinations, which were asked to use the app in examination simulation. The questionnaire results showed an average satisfaction score of 82%. Students felt it was easier to access and complete the evaluation using this system compared to the conventional paper-based method.Based on the results of the study it can be concluded the development of the Exampro app as a digital-based learning evaluation model using the Borg & Gall development model of validation and comparison has been tested. try. The whole score was in the range of 8288%, signifying that the ExamPro app was generally feasible and effectively used as a digital-based learning evaluation model.
Implementation of a Cybergogy-Based Learning Model to Improve Learning Outcomes of Generation Z Students in the Mechanical Engineering Education Departmen Ashadi, Ninik Rahayu
Madani: Jurnal Ilmiah Multidisiplin Vol 3, No 10 (2025): November
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.17586361

Abstract

The objectives of this study are to: (1) examine the implementation of the Cybergogy-based learning model in the Mechanical Engineering Education Department, particularly in the Fabrication course; and (2) analyze students’ perceptions of its application in the learning process. This research employs a descriptive quantitative approach. Rather than testing hypotheses on relationships among variables, it aims to describe the extent to which the Cybergogy model has been implemented and how students perceive its effectiveness in learning activities. The findings reveal that: (1) the implementation of the Cybergogy model was carried out through three main stages based on the 3E Framework (Engagement, Empowerment, and Enhancement) across nine instructional steps. Each stage was evaluated in terms of student engagement, collaborative activities, and learning outcomes using observation sheets, questionnaires, and learning achievement tests. (2) Students’ perceptions of the Cybergogy-based learning model were assessed through three dimensions: (a) digital learning engagement, (b) learning autonomy (empowerment), and (c) learning improvement and satisfaction (enhancement), with an average score of 4.28. Based on the results, it can be concluded that: (1) the overall average score of 4.24 indicates that the implementation of the Cybergogy learning model falls into the good to very good category; and (2) students’ perceptions of the Cybergogy-based learning model are highly positive. Most students reported that learning became more flexible, collaborative, and motivating, encouraging them to engage in more independent learning.
Utilizing ChatGPT within the Cybergogy Model to Optimize Self-Directed Learning in the Instructional Multimedia Course at PTIK Ashadi, Ninik Rahayu
Madani: Jurnal Ilmiah Multidisiplin Vol 3, No 10 (2025): November
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.17778994

Abstract

This study aims to identify how ChatGPT, as an artificial intelligence technology, is utilized to support students’ self-directed learning in the Instructional Multimedia course. The research employed a descriptive quantitative approach, which systematically and factually describes the phenomenon of ChatGPT utilization within the Cybergogy model to support self-directed learning among PTIK students in the Multimedia Learning course. The population in the class serving as the research subject consisted of 32 students. Based on the results, viewed from several aspects: Engagement (Digital Involvement) shows that ChatGPT is highly helpful in understanding Multimedia Learning materials (mean 4.55) and increases learning motivation due to quick access to explanations and examples. In the aspect of Empowerment (Self-Directed Learning Empowerment), ChatGPT is very effective in generating ideas and inspiration for multimedia design (mean 4.48) and helps students complete tasks independently while still ensuring personal understanding. In the Enhancement (Improvement and Reflection) aspect, ChatGPT enhances the depth of understanding regarding multimedia design principles. In the aspect of Ethical & Critical Use, students are aware of using ChatGPT as a support tool rather than a substitute for their own thinking.The study concludes that the utilization of ChatGPT within the Cybergogy Model effectively optimizes self-directed learning in the Instructional Multimedia course at PTIK, viewed through four aspects: (1) Engagement, (2) Empowerment, (3) Enhancement, and (4) Ethical & Critical Use. The overall mean score obtained was 4.316, with the majority category being very high.