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Journal : Inteligensi : Jurnal Ilmu Pendidikan

PENGEMBANGAN MEDIA PEMBELAJARAN BOARD GAME MATERI STRUKTUR DAN FUNGSI TUMBUHAN UNTUK SISWA TINGKAT MENENGAH PERTAMA Aldya, Riantina Fitra; Umbu, Alce Bili Samuel; Istikomayanti, Yuswa; Pantiwati, Yuni
Inteligensi : Jurnal Ilmu Pendidikan Vol 6, No 1 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v6i1.4422

Abstract

This research aims to determine the validity of developing learning media in the form of board games on the structure and function of plant tissue, using ADDIE model development research which will be validated by media experts, material experts, teachers and 20 class VIII students of SMP Negeri 16 Malang. The data collection technique used a questionnaire to test the appearance, material, and ease of use of the board game learning media being developed. The results of the research showed that at the analysis stage there were still some students who had not actively participated independently, so a design was carried out to develop a board game by adapting the components of the Ministry of National Education (2008), followed by media development where the validation results from media experts, material experts and teachers showed the average scores were 4.84, 4.91, and 4.75 in the valid category, while the test results from students showed a result of 4.82 in the feasible category. This is because the board game contains pictures that match the material and are able to increase student activity through active participation of students in the game.
ARTIFICIAL INTELLIGENCE DAN PENDIDIKAN ERA SOCIETY 5.0 Oktavian, Riskey; Aldya, Riantina Fitra; Arifendi, Rio Febrianto
Inteligensi : Jurnal Ilmu Pendidikan Vol 6, No 2 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v6i2.5798

Abstract

This study aims to describe artificial intelligence (AI) and education in the era of society 5.0. This research is a descriptive-qualitative research with a method in the form of journal meta-analysis by complementing and comparing previous information through literature review using data from 22 journal articles to be collected then further studied and analyzed related to the results of their findings and draw a conclusion. This study examines about: (1) artificial intelligence (AI) in the field of education; (2) the role and position of artificial intelligence (AI) in the field of education; (3) the advantages and disadvantages of artificial intelligence (AI) in the field of education; and (4) artificial intelligence (AI) in the field of education to face the era of Society 5.0., which is to overcome the challenges and problems of the times quickly. AI has the advantage of being able to quickly create and score content, automate tasks in education, but it also has the disadvantage of having risks in handling privacy issues, algorithmic bias, and transparency controls. AI itself cannot replace the position of teachers because it cannot monitor student development significantly, how character morally and emotionally, so it would be better if AI is used as a tool that can help teachers do learning and also an emotional approach in building student character to face the era of Society 5.0.
PENGEMBANGAN KATALOG BERBASIS QR-CODE TUMBUHAN FAMILI EUPHORBIACEAE DI KAWASAN KONSERVASI Buku, Yohana Tari; Aldya, Riantina Fitra; Pantiwati, Yuni
Inteligensi : Jurnal Ilmu Pendidikan Vol 6, No 2 (2023)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v6i2.5808

Abstract

This study aims to determine the feasibility of developing QR-Code-based catalogs, especially in the plant group of the Euphorbiaceae family. This research was an RD development research with the ADDIE method. This research included the analysis stage to assess the needs of the P-WEC conservation area, followed by the design stage to design a QR-Code-based catalog, then the development stage to create products in the form of QR-Code-based catalogs, especially for the plant group of the Euphorbiaceae family continued with validation by media experts and material experts and ended with the implementation phase in the form of a trial of catalog assessment by 20 visitors to the P-WEC conservation area. The results showed that based on the results of validation by media experts, they scored 4.17 and based on validation by material experts, they scored 3.95 with each having a decent category, then the trial results got a value of 4.16 with a decent category. QR-Code-based catalog development can be used because it has benefits in the form of efficiency because it prevents visitors from wasting time on search engines and being exposed to irrelevant information, this catalog can be accessed by mobile devices independently by visitors using a scanner application on Android to find out the variety and benefits of the Euphorbiaceae plant group.
UTILIZATION OF VARIOUS TYPE OF LEARNING MEDIA TO ENGAGE STUDENTS’ LEARNING INTEREST IN EDUCATION DEPARTMENT Aldya, Riantina Fitra; Arifendi, Rio Febrianto; Pantiwati, Yuni; Chamisijatin, Lise
Inteligensi : Jurnal Ilmu Pendidikan Vol 7, No 2 (2024)
Publisher : Universitas Tribhuwana Tunggadewi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33366/ilg.v7i2.6483

Abstract

This study aims to determine the student’s perceptions about utilization of various type of learning media to engage students’ learning interest. Data collection using a survey with a population of all Mathematics Education and Biology Education students of the 2022 and 2023 intakes, with a sample size of 60 students using stratified random sampling. This survey is related to perceptions related to students learning interest based on based on various of media and students learning interest  from Mitchel (1993), consists of 15 items with 5 aspects such as attention, curiosity, excitement, meaningfulness, and involvement. The results showed that mostly students choose games media and games application, with 25 students (41,6%) gave highest score, mean that games media gave those students more attention because of the attraction in it, while another learning media  that showed less of interest, were picture with 2 students (3,3%), power point with 6 students (10%), and learning torso with 8 students (13,3%), because visual media not fully explaining the complex material.Another survey about learning interest showed that excitement aspect, game applications gave the highest score, which was 36.6%, chosen by 22 students, followed by game media chosen by 20 students (33.3%). In the meaningfulness and involvement aspects, the learning module gave the highest score, which was 13.3% (8 students) and 35% (21 students), this is because the learning module accommodates students' independent learning so that learning becomes more meaningful. So learning modules and games based media mostly can engage students’ learning interest in education department.