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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.