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Intervensi Aplikasi ChatGPT dalam Proses Pembelajaran Pemrograman Komputer di Sekolah Kejuruan Herlambang, Admaja Dwi; Purnawirawan, Okta; Alam, Ghasa Faraasyatul
Proceedings Series of Educational Studies 2025: Seminar Nasional Departemen Administrasi Pendidikan "Transformasi Manajemen Pendidikan: Memban
Publisher : Universitas Negeri Malang

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

Abstract

Penelitian ini mengkaji integrasi ChatGPT dalam pembelajaran pemrograman komputer melalui rancangan penelitian eksperimental di lima sekolah menengah kejuruan di Malang, Indonesia. Penelitian menggunakan rancangan jenis static group pretest-posttest dengan 142 peserta didik pada jurusan rekayasa perangkat lunak dan jaringan komputer. Penelitian ini membuktikan seperti apa pengaruh ChatGPT terhadap performa kognitif, kolaborasi tim, dan pemecahan masalah kreatif dalam pembelajaran pemrograman komputer. Hasil penelitian menunjukkan perbedaan signifikan dalam performa kognitif antara kelompok eksperimen dan kontrol (Cohen’s d = 0,94, p < 0,01), dengan tim menunjukkan peningkatan 52,00% dalam efisiensi kegiatan kolaboratif (Cohen’s d = 0,85, p < 0,01). Tim yang menggunakan ChatGPT menunjukkan peningkatan 41,00% dalam pemecahan masalah kreatif (Cohen’s d = 0,82, p < 0,01), khususnya dalam pemikiran algoritmik dan optimasi kode. Namun, 34,00% subjek penelitian menunjukkan penurunan kemampuan pengkodean praktis meskipun pemahaman teoretis meningkat. Temuan ini berkontribusi pada diskursus integrasi teknologi kecerdasan buatan dalam pembelajaran pemrograman, dan menyoroti pentingnya keseimbangan antara bantuan teknologi dan pengembangan kompetensi yang otentik. Implikasinya dapat diberlakukan pada konteks perancangan kurikulum, strategi pedagogis, serta integrasi kecerdasan buatan yang lebih terstruktur untuk mendorong kreativitas dan kompetensi kolaboratif yang esensial bagi industri teknologi informasi.
Development of Media Learning for Facial Makeup Based on Google Sites Application Software to Improve Students' Abilities Maghfiroh, Anik; Tumangger, Mia Hafizah; Ihsani, Ade Novi Nurul; Purnawirawan, Okta
Jurnal Penelitian Pendidikan Vol. 42 No. 1 (2025): April 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v42i1.27571

Abstract

This study aims to improve students' skills through software-based make-up learning media with the help of the Google Site application. The research method used is research and development (R&D) with the ADDIE model. The approach used is a quantitative approach. The results of this study were obtained from the values ​​of 8 media expert validators, by obtaining data with an average coefficient value of 0.90-0.95. Valid data related to learning media was obtained based on the results of expert validators getting high valid values. The trial in this study amounted to 70 beauty education student participants getting high average values, so it can be concluded that make-up media can improve students' abilities.
Development E- module Based on Flipbook for Increase Ability Students in Learning Layout Cikatri Makeup Maghfiroh, Anik; Ihsani, Ade Novi Nurul; Purnawirawan, Okta; Saputro, Godham Eko; Tumangger, Mia Hafizah; Afifah, Indah Indi
Jurnal Penelitian Pendidikan Vol. 42 No. 2 (2025): October 2025
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jpp.v41i2.27738

Abstract

Education in the digital era demands increased digital integration in the world of education. This requires innovative learning media that can increase student engagement and achievement. However, this condition also presents challenges and demands for educators to have the ability to integrate information technology interactively during the learning process, so that learning objectives can be achieved optimally. Therefore, learning media are needed that support the learning process both classically and independently. This study aims to develop a flipbook-based e-module as an interactive learning tool for the Makeup course in the Beauty Education Study Program, Semarang State University. This study uses the Research and Development R&D (Research and Development) approach with the ADDIE model, which consists of five stages: analyze, design, development, implementation, and evaluation. Data collection was carried out through interviews, observation sheets, and tests. The validation results using the observation sheet showed an average score of 87.33%, while validation by material experts obtained an average score of 90.66%. Both results indicate that the developed e-module is valid and very feasible to use. The trial using the one group pretest-posttest model resulted in an average pretest score of 58.4% and an average posttest score of 86%. Meanwhile, the results of the student questionnaire showed that the use of the flipbook-based e-module obtained an average score of 77%, which is included in the very feasible category. Based on the results of the validation, trial, and student responses, it can be concluded that the developed flipbook-based e-module meets the criteria of being very valid and feasible to use as a supporting medium in a directed and effective learning process.
National education policy: Implementation of Artificial Intelligence in higher education 'Alam, Ghasa Faraasyatul; Purnawirawan, Okta; Herlambang, Admaja Dwi; Batita, Maurish Sofie Rahmi
Journal of Smart Education and Learning Vol. 2 No. 1 (2025): Journal of Smart Education and Learning
Publisher : Nur Science Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53088/jsel.v2i1.1925

Abstract

The application of Artificial Intelligence (AI) in higher education continues to experience rapid development along with the digital transformation in various aspects of life. Universities are required to adapt to technological advances in order to strengthen institutional competitiveness and reputation. This study aims to analyze national education policies in the digital era related to the implementation of AI in universities to build institutional reputation. The methods used are policy analysis and literature study, with the help of Publish or Perish software for searching scientific articles, and VOSviewer for visualization and bibliometric analysis. Results of the study show that national education policy has created a basis for the use of digital technologies such as AI by encouraging adaptive learning, increasing administrative efficiency, and adjusting education services. However, several challenges still hinder the implementation of AI in higher education. To support digital transformation in education, the government, universities, and the industrial sector must work together by creating a supportive ecosystem. Implementation of AI use in higher education can change the paradigm of digital-era education in Indonesia into a more inclusive, responsive, and data-based system.
Sistem Kerja Artificial Intelligence Software Aplikasi Clo 3d Pada Proses Pembuatan Produk Fashion Design Purnawirawan, Okta; Surya Darma Santoso, Muhdlor
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 12 No 4: Agustus 2025
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.124

Abstract

Penggunaan teknologi berbasis artificial intelligence menjadi prioritas utama industri, karena tuntutan efektifitas produksi. Industri desain fashion berupaya mengefektifitaskan proses produksi desain berbasis digital menggunakan software aplikasi berbasis artificial intelligence. Software aplikasi CLO 3D merupakan salah satu software yang dapat memvisualisasikan desain fashion dalam bentuk virtual reality dengan menggunakan konsep kerja artificial intelligence. Penelitian ini merupakan jenis penelitian kualitatif studi kasus berfokus mendeskripsikan sistem kerja artificial intelligence pada prosedur pembuatan desain fashion menggunakan software aplikasi CLO 3D. Teknik pengumpulan data dengan wawancara dan observasi. Teknik pemilihan sampel menggunakan purposive sampling. Hasil penelitian bahwa prosedur pembuatan desain fashion menggunakan software aplikasi CLO 3D terdiri dari delapan tahap. Konsep kerja artificial intelligence terdapat pada tahap pertama dan delapan. Tahap pertama dapat membuat avatar berbasis virtual reality dengan menentukan spesifikasi ketentuan bentuk tubuh yang dinginkan. Tahap delapan membuat dan mengubah desain fashion dua dimensi menjadi tiga dimensi berdasarkan pola tubuh avatar yang sebelumnya sudah dibuat. Berdasarkan penelitian tersebut bahwa software aplikasi CLO 3D menerapkan konsep kerja artificial intelligence. Teknologi artificial intelligence pada software aplikasi CLO 3D dapat mempermudah dalam membuat desain fashion dalam bentuk virtual reality dan memberikan efektifitas waktu proses pembuatannya.   Abstract The use of artificial intelligence-based technology is a top priority for the industry, due to the demands of production effectiveness. The fashion design industry seeks to make the digital-based design production process effective using artificial intelligence-based application software. The CLO 3D application software is one of the software that can visualize fashion designs in virtual reality using the concept of artificial intelligence work. This research is a type of qualitative case study research focused on describing the artificial intelligence work system in the fashion design creation procedure using the CLO 3D application software. Data collection techniques with interviews and observations. The sample selection technique uses purposive sampling. The results of the study show that the fashion design creation procedure using the CLO 3D application software consists of eight stages. The concept of artificial intelligence work is in the first and eighth stages. The first stage can create a virtual reality-based avatar by determining the specifications of the desired body shape. The eighth stage creates and changes two-dimensional fashion designs into three dimensions based on the avatar body pattern that has been previously created. Based on this research, the CLO 3D application software applies the concept of artificial intelligence work. Artificial intelligence technology in the CLO 3D application software can make it easier to create fashion designs in virtual reality and provide effectiveness in the manufacturing process time.
Implementasi Algoritma Fuzzi Mamdani pada Sistem Pakar Menggunakan Software Aplikasi Matlab R2007B, Studi Kasus: Tanaman Hidroponik Selada Air Purnawirawan, Okta; Afirianto, Tri
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 11 No 5: Oktober 2024
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2024117977

Abstract

Hidroponik merupakan teknik bertanam dengan media tanam selain tanah. Jenis tanaman yang ditanam dengan teknik hidroponik, salah satunya menggunakan media tanam berupa air (hidro). Tanaman yang dapat tumbuh dengan menggunakan media tanam air yaitu Selada Air (Nasturtium Officinale). Berdasarkan hasil observasi dengan petani perkebunan selada air, bahwa tanaman tersebut dipengaruhi oleh beberapa faktor yaitu kadar nutrisi, tingkat keasaman dan suhu pada media air. Faktor tersebut dijadikan sebagai variabel data masukan sistem pakar untuk memprediksi tingkat nilai pertumbuhan dan perkembangan tanaman. Proses kerja sistem pakar dengan menerapkan algoritma fuzzy mamdani. Sistem pakar dibangun menggunakan fungsi dari Sistem Inferensi Fuzzy (Fuzzy Inference System/FIS) yang terdapat pada Fuzzy Logic Toolbox (FLT) dalam software aplikasi MATLAB R2007b. Selain itu untuk mengetahui pengaruh dari variabel masukan terhadap pertumbuhan dan perkembangan tanaman selada air dapat divisualisasikan dengan fungsi diagram keluaran surface FIS yang berbentuk tiga dimensi. Hasil analisis dari diagram keluaran surface FIS bahwa menunjukkan tanaman hidroponik selada air dapat tumbuh dan berkembang dalam kondisi: (1) tingkat kadar nutrisi 1000 sampai 1800 PPM; (2) tingkat keasaman 3 sampai 6 H+/liter; dan (3) tingkat suhu air 24o sampai 29o C.   Abstract   Hydroponics is a planting technique using growing media other than soil. Types of plants that are grown using hydroponic techniques, one of which uses a planting medium in the form of water (hydro). Plants that can grow using water growing media are Watercress (Nasturtium Officinale). Based on the results of observations with watercress plantation farmers, that the plant is influenced by several factors, namely nutrient levels, acidity levels and temperature in the water medium. These factors are used as masukan data variables for expert systems to predict the level of plant growth and development values. Expert system work process by applying the fuzzy mamdani algorithm. The expert system was built using the functions of the Fuzzy Inference System (FIS) contained in the Fuzzy Logic Toolbox (FLT) in the MATLAB R2007b application software. In addition, to determine the effect of the masukan variables on the growth and development of watercress plants, it can be visualized using the three-dimensional FIS keluaran surface diagram function. The results of the analysis of the FIS keluaran surface diagram show that watercress hydroponic plants can grow and develop under the following conditions: (1) nutrient levels of 1000 to 1800 PPM; (2) acidity level 3 to 6 H+/liter; and (3) temperature water level of 24o to 29o C.
Pengembangan Video Pembelajaran dan Buku Elektronik Dasar-Dasar AutoCAD 2021 Carina, Annisa'; M, Ratna Fajarwati; Purnawirawan, Okta; R, Najih Gilang
Jurnal Pendidikan Teknik Sipil Vol. 4 No. 1 (2022): Juni
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpts.v4i1.48591

Abstract

ABSTRACTAutoCAD is a very important application, especially in engineering, one of which is Architecture. However, there are no specific courses that teach design using AutoCAD. Thus causing some problems found in the implementation of teaching and learning. First, there are not a few students who do not understand the functions and uses of AutoCAD itself, thus making lecturers have to provide basic material about AutoCAD outside of the subjects that should be delivered. Second, the limitations of students who have personal computers, so that students are less than optimal in independent learning regarding the functions and uses of AutoCAD and rely more on learning in the computer laboratory. Third, the low interest of students in reading books related to AutoCAD knowledge. This study uses the R&D method with the Alessi & Trollip development model with a sample of STT STIKMA International students. In this study, the development of this learning is validated by expert lecturers who will validate the overall content of the product in the form of a learning video. In addition to validation sheets, data collection was also carried out through questionnaires or questionnaires distributed to students. This questionnaire instrument uses a Likert scale. From the research validation process, it shows that the results of the material test have a value of 68.75% which is categorized in quite good criteria, the media test has a value of 90.38% which is categorized in very good criteria and the test to students has a value of 79.54% which is categorized in very good criteria, so that the development of learning the basics of AutoCAD is feasible to be used in the learning process. Keywords: Learning videos, E-books, AutoCADABSTRAKAutocad adalah aplikasi yang sangat penting, terutama di bidang teknik, salah satunya Arsitektur. Akan tetapi tidak ada matakuliah spesifik yang mengajarkan desain menggunakan Autocad. Sehingga menyebabkan beberapa permasalahan yang ditemukan dalam pelaksanaan belajar mengajar. Pertama, tidak sedikit mahasiswa yang kurang paham akan fungsi dan kegunaan dari Autocad itu sendiri, sehingga membuat dosen harus memberi materi dasar tentang Autocad diluar mata pelajaran yang seharusnya disampaikan. Kedua, keterbatasan mahasiswa yang memiliki komputer pribadi, sehingga mahasiswa kurang maksimal dalam pembelajaran secara mandiri terkait fungsi dan kegunaan Autocad dan lebih mengandalkan belajar saat di laboratorium komputer. Ketiga, rendahnya minat mahasiswa membaca buku terkait pengetahuan Autocad. Untuk itu peneliti akan membuat video pembelajaran dan buku elektronik tentang dasar-dasar Autocad, selain itu dengan adanya video pembelajaran ini nantinya akan memudahkan para Dosen untuk melakukan penugasan matakuliahnya sesuai materi matakuliahnya namun membutuhkan Autocad sehingga tidak terkendala kemampuan mahasiswa yang masih belum memahami fungsi dan kegunaan Autocad. Penelitian ini menggunakan metode R&D dengan model pengembangan Alessi & Trollip dengan sampel mahasiswa STT STIKMA Internasional. Dalam penelitian ini, pengembangan pembelajaran ini divalidasi oleh Dosen ahli yang akan memvalidasi tentang isi keseluruhan dari produk yang berupa video pembelajaran. Selain lembar validasi pengumpulan  data  juga  dilakukan  melalui kuesioner  atau  angket  yang  dibagikan  ke mahasiswa. Instrumen angket  ini menggunakan skala  Likert. Dari proses validasi penelitian menunjukkan bahwa hasil uji materi memiliki nilai 68,75% yang dikategorikan dalam kriteria cukup baik, uji media memiliki nilai 90,38% yang dikategorikan dalam kriteria sangat baik dan uji coba kepada mahasiswa memiliki nilai 79,54% yang dikategorikan dalam kriteria sangat baik, sehingga pengembangan pembelajaran dasar-dasar Autocad layak untuk dipergunakan dalam proses pembelajaran.