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PENGEMBANGAN GLOSARIUM DIGITAL BERBASIS ANDROID MATA PELAJARAN INFORMATIKA Sulistiyarini, Dewi; Ramadhani, Dochi; Syahla, Selvi Aghnaita; Sabirin, Febrianto
Jurnal Khatulistiwa Informatika Vol 13, No 1 (2025): Periode Juni 2025
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/jki.v13i1.25124

Abstract

Media glosarium digital untuk mata pelajaran informatika adalah alat yang memuat kumpulan istilah-istilah terkait bidang studi informatika. Mata pelajaran ini berfokus pada teknologi komputer dan perangkat lunak, sehingga sering kali menggunakan istilah asing yang dianggap sulit dipahami. Glosarium digital ini diharapkan dapat membantu siswa dengan memberikan definisi yang jelas dan sederhana untuk setiap istilah. Pengembangan media ini menggunakan model ADDIE yang mencakup lima tahap: analisis, desain, pengembangan, implementasi, dan evaluasi. Penilaian terhadap glosarium melibatkan tinjauan dari ahli desain, ahli media, ahli materi, serta umpan balik dari siswa. Data diperoleh melalui wawancara, kuesioner validasi, dan kuesioner tanggapan dengan menggunakan skala Likert. Data yang terkumpul dianalisis secara deskriptif. Hasil penelitian menunjukkan bahwa validasi desain memperoleh rata-rata skor 4,76 dengan kategori "sangat layak". Validasi oleh ahli media dan ahli materi masing-masing mendapatkan skor rata-rata 4,56 dan 4,50, juga dalam kategori "sangat layak". Selain itu, tanggapan siswa terhadap glosarium digital berbasis Android menunjukkan rata-rata skor 4,49, yang dikategorikan sebagai "sangat baik". Glosarium digital berbasis Android untuk mata pelajaran informatika dinilai sangat layak dan mendapatkan respons positif dari siswa, menjadikannya alat yang efektif untuk membantu memahami istilah teknis atau spesifik.
Innovation Of Mobile Virtual Laboratory As a Learning Facility Sabirin, Febrianto; Marlianto, Ferry; Sulistiyarini, Dewi; Saputro, Marhadi
JETL (Journal of Education, Teaching and Learning) Vol 10, No 1 (2025): Volume 10 Number 1, 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v10i1.5910

Abstract

The presence of Informatics subjects is a response to preparing human resources (HR) who can adapt to the industrial revolution 4.0 and society 5.0. Unfortunately, there are obstacles in implementation, especially related to computer laboratory facilities. So innovation is needed that can help schools implement Informatics subjects so that students can have adequate digital literacy in facing the industrial revolution 4.0 and society 5.0. The aim of the research is to develop and test the feasibility of being an Informatics learning facility for high school students in Pontianak City, as well as seeing the students' response to the mobile virtual laboratory. The method used is Research and Development (R&D), with a development design using DDD-E. Research subjects consist of development subjects, namely design experts, media experts and material experts and students to determine the response to the media being developed. Data analysis techniques use a data analysis approach Qualitative and quantitative. The results of the research are that the media was developed using DDD-E, the suitability of the media based on material experts and media experts is in the very good category and suitable for use. Student responses to the media that have been developed are very good for use.
Development and Evaluation of Massive Open Online Courses to Support Sustainable Learning for Informatics Teachers in Indonesia Sulistiyarini, Dewi; Feladi, Vindo; Sabirin, Febrianto; Wahab, Noorjima Abd
Jurnal Pendidikan MIPA Vol 26, No 3 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i3.pp1813-1837

Abstract

Informatics teachers in West Kalimantan face challenges in continuously updating their knowledge and pedagogical skills due to the rapid development of information technology and the implementation of a new curriculum that makes informatics compulsory. However, there is a lack of structured learning facilities to support their professional development. This study aims to develop and evaluate the feasibility of a Massive Open Online Course (MOOC) as a platform for continuous professional development of informatics teachers. This study employed a Research and Development approach using the ADDIE model involving two design experts, two system experts, and thirty informatics teachers. The MOOC was developed using the Moodle platform and integrated features aligned with teacher needs, UI/UX design, and expert validation, including diverse learning materials, quizzes, and discussion forums. Validation was carried out by experts, while teacher responses and learning outcomes were evaluated using questionnaires and pre-test/post-test analysis. Expert validations indicated that the MOOC was of very high quality, and teacher responses showed strong enthusiasm and satisfaction. Furthermore, post-implementation evaluation revealed significant improvements in both teachers’ knowledge and motivation (p-value less than 0.05). The normalized gain score reached 47.91% for competence, indicating a moderate improvement, and 29.96% for motivation, indicating a low improvement. This demonstrates that the MOOC effectively supports both cognitive and affective growth. The developed MOOC has proven to be both feasible and effective as a professional learning platform for informatics teachers. Beyond improving knowledge and motivation, it offers scalability and accessibility, providing a sustainable solution for professional development in remote or under-resourced regions. Its implementation has the potential to bridge gaps in continuous education, particularly in Indonesia’s 3T (frontier, outermost, disadvantaged) areas, while also serving as a pilot model for other subject teachers.    Keywords: MOOC, lifelong learning, teacher competencies, informatics teachers.
Developing Serious Video Games for Data Communication Courses Dewi Sulistiyarini; Dochi Ramadhani; Sabirin, Febrianto
JTP - Jurnal Teknologi Pendidikan Vol. 23 No. 1 (2021): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v23i1.18324

Abstract

The development of educational games for data communication courses aims to help students understand data communication subject matter. The research method used in the development of educational games for the Data Communication course is Research and Development (R&D) with the DDD-E development model. The instruments used in the development of educational games are documentation and questionnaires. The research subjects consisted of 2 media experts, 2 material experts, 2 linguists and 30 potential users. The test results show that the educational games for the data communication course get good categories from media experts, material experts, and linguists, while the responses of potential users get very good categories.
Innovative Islamic Education Learning Media For Internalizing Islamic Perspectives on Technological Developments Sabirin, Febrianto; Liwayanti, Umi; Ramadhani, Dochi; Sulistiyarini, Dewi
Juwara: Jurnal Wawasan dan Aksara Vol. 5 No. 2 (2025)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/juwara.v5i2.707

Abstract

This study employed a Research and Development (R&D) approach to create ICT-based interactive learning media for the Islamic Religious Education (PAI) course, integrating game-based and quiz features on the topic of Islamic perspectives on technology. The development followed the ADDIE model, covering analysis, design, development, implementation, and evaluation stages. Validation involved two media experts and two material experts, while limited implementation engaged 30 undergraduate students from the Information Technology Education Study Program. Data were collected through document analysis and questionnaires assessing both feasibility and user responses. The results indicated that the learning media was highly feasible, with scores of 95.83% from media experts and 90.63% from material experts. Student responses also reflected strong acceptance, falling into the very good category with an average score of 83.19%. These findings suggest that the developed media is both effective and user-friendly, providing a valuable tool to enhance PAI learning in higher education. The study demonstrates that integrating ICT, gamification, and interactive features can significantly support students’ engagement and comprehension in religious education, offering a practical model for developing innovative learning resources in tertiary education contexts.
Enhancing High School Students’ Basic Programming Skills and Self-Efficacy: A Drill-and-Practice Game-Based Approach Isnania Lestari; Ferry Marlianto; Dewi Sulistiyarini; Febrianto Sabirin; Noorjima Abd Wahab
Jurnal Pendidikan Progresif Vol 16, No 1 (2026): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v16i1.pp345-366

Abstract

Drill-and-practice educational games combine repetitive practice with gamification through rewards, achievements, challenges, feedback, and progress tracking to support gradual skill development. In this study, the drill-and-practice element focuses on repeated, structured practice of basic programming exercises with immediate corrective feedback and multiple attempts until mastery. This study examined the effect of a drill-and-practice educational game on basic programming skills and programming self-efficacy among senior high school students. This quasi-experimental study used a Non-Equivalent Control Group Design. The sample comprised 179 tenth-grade students from six intact classes, selected via cluster random sampling. Three classes constituted the control group, with 89 students, and three classes constituted the experimental group, with 90 students. Students completed a basic programming pretest and posttest, as well as a self-efficacy questionnaire. Data were analyzed using descriptive statistics and MANCOVA with pretest scores as covariates. Descriptively, students’ overall basic programming scores increased from a mean of 38.70 to 70.49 in the posttest, while self-efficacy increased from a mean of 59.82 to 74.05. The multivariate test showed a significant group effect (Pillai’s Trace = 0.528; F = 97.442; p < 0.001; Partial η² = 0.528). Between-subjects tests indicated significant improvements in basic programming skills (F = 115.102; p < 0.001; Partial η² = 0.397) and self-efficacy (F = 86.697; p < 0.001; Partial η² = 0.331), with the experimental group achieving higher posttest outcomes than the control group. A drill-and-practice educational game can enhance both cognitive outcomes in basic programming and affective outcomes in self-efficacy, and can be considered an interactive learning alternative for programming topics at the high school level. Future studies should add performance-based coding tasks and broader samples to validate and extend these results. Keywords: educational games, drill and practice, basic programming skills, self-efficacy.
Gamification as a Pedagogical Strategy for Religious Moderation: Evidence from a Quasi-Experiment on Generation Z Students Umi Liwayanti; Ratih Widya Nurcahyo; Febrianto Sabirin; Dewi Sulistiyarini; Norazila binti Abdul Talip
Jurnal Pendidikan MIPA Vol 27, No 1 (2026): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v27i1.pp539-561

Abstract

Religious moderation is an essential competency for Generation Z students to maintain social cohesion in the digital era. Despite this importance, students may demonstrate tolerant dispositions without strong conceptual literacy. This study examined the effectiveness of gamification in Islamic Religious Education (IRE) as a strategy to strengthen the internalization of religious moderation by improving both religious moderation knowledge (MK) and religious moderation attitude (MA). The study employed a quasi-experimental, non-equivalent control group design involving 128 undergraduate students at Universitas PGRI Pontianak (experimental group, n = 63; control group, n = 65). MK was measured using a knowledge test, and MA was assessed using an attitude questionnaire. Data were analyzed using descriptive statistics and multivariate analysis of covariance (MANCOVA), with pretest scores treated as covariates. Descriptive findings showed that MA increased from high to very high in both groups (control: M = 59.28 to 70.92; experimental: M = 58.86 to 73.43). MK also increased from very low to high (control: M = 43.08 to 71.54; experimental: M = 42.30 to 78.49). After controlling for baseline scores, the multivariate analysis indicated a significant group difference on the combined outcomes (p < .001) with a very large effect size (partial η² = 0.543). Follow-up univariate tests confirmed significant effects of gamification on MK (p < .001; partial η² = 0.508) and MA (p < .001; partial η² = 0.255), indicating that the gamified class achieved higher posttest outcomes than the control class. These results suggest that gamification is a promising strategy for IRE learning in the digital era because it supports conceptual mastery of moderation while also strengthening moderation attitudes among Generation Z students.   Keywords: gamification, religious moderation, islamic religious education, generation Z students.