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Pengaruh Implementasi Model Pembelajaran Teams Games Tournament Berbantu Aplikasi Wayground Terhadap Motivasi dan Hasil Belajar Nurvitasari, Yuvina; Purnawirawan, Okta; Rahman, Khalid
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 10 No 5 (2026): Mei 2026
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Penelitian ini dilakukan untuk menganalisis pengaruh penerapan model pembelajaran kooperatif tipe Teams Games Tournament (TGT) berbantuan aplikasi Wayground terhadap motivasi serta capaian belajar peserta didik, sekaligus membandingkannya dengan penggunaan aplikasi Wordwall pada model pembelajaran yang sama. Penelitian menggunakan pendekatan kuasi eksperimen dengan rancangan Non-equivalent Pre-test Post-test Control Group Design. Subjek penelitian melibatkan kelas X.4 sebagai kelompok eksperimen yang menggunakan Wayground dan kelas X.3 sebagai kelompok kontrol yang menggunakan Wordwall. Pengumpulan data dilakukan melalui angket motivasi belajar, tes kemampuan kognitif, serta lembar observasi aspek afektif siswa. Hasil penelitian menunjukkan bahwa penerapan model TGT berbantuan Wayground mampu meningkatkan hasil belajar kognitif siswa secara signifikan pada taraf signifikansi 0,05. Meskipun demikian, peningkatan motivasi belajar dan hasil belajar secara umum tidak menunjukkan perbedaan yang jauh dibandingkan dengan penggunaan Wordwall pada mata pelajaran Informatika.
Designing and Evaluating the User Interface of a Socratic Dialogue Chatbot to Enhance Student Engagement in Online Learning Platforms Widjanarko, Alexander; Haq, Isri Amirul; Mubarok, Berlian Davis Dwi; Purnawirawan, Okta
Journal of Information Technology and Computer Science Vol. 11 No. 1: April 2026
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jitecs.111886

Abstract

History education in Phase F is often perceived as monotonous and dominated by rote memorization, with 92.9% of students feeling burdened and 89.3% feeling bored. Standard generative AI tools may worsen this issue by functioning as instant answering machines, fostering cognitive dependency. This study aims to describe the User Interface (UI) and User Experience (UX) design process of “Kak Sarah,” a Learning Management System (LMS) platform featuring a chatbot designed to act as a Socratic facilitator through historical role-play, and to evaluate its usability and impact on student engagement. The UI/UX development employed the Successive Approximation Model (SAM) integrated with the Design Thinking approach, consisting of empathize, define, ideate, prototype, and test stages. The platform’s usability was evaluated using the System Usability Scale (SUS) with 136 respondents, while its impact on engagement was tested on 312 Grade XI students across five high schools. Results indicate that the UI design successfully translated four narrative learning stages into an interactive interface. The usability evaluation produced a SUS score of 86.09 (Excellent / Grade A). Observation data and conversation logs showed that all students engaged in reflective thinking rather than accepting direct answers, supported by a 35.03-point increase in critical thinking scores (p = 0.005). These findings suggest that integrating SAM and Design Thinking can produce an effective Socratic chatbot interface that enhances student engagement in history learning.