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A Bibliometric Analysis of AI Plagiarism in Education Ilyasa, Deiya Gama; Setyono, Noer Fitria Putra; Laili, Ummiy Fauziyah; Ni’mah, Ainun; Prayogi, Ilyas Bintang; Nazy, Sles
Proceeding International Conference on Education Volume 03, Agustus Tahun 2025: International Conference on Education
Publisher : Fakultas Tarbiyah dan Ilmu Keguruan, Universitas Islam Negeri (UIN) Syekh Wasil Kediri, Indonesia

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Abstract

This study aims to map the development of research on plagiarism related to the use of Artificial Intelligence (AI) in the field of education through a bibliometric approach. A total of 250 scientific articles with the keyword AI Plagiarism in education published between 2015 and 2025 were analyzed. Data extraction was conducted using Publish or Perish 8 software, sorting data by author keywords and abstract using Mendeley software, and bibliometric visualization using VOSviewer software. The findings reveal that plagiarism in educational contexts significantly affects academic integrity. The issue has become increasingly complex with the widespread use of generative AI platforms such as ChatGPT. The analysis also shows a strong correlation between plagiarism cases and academic integrity, ethics, and policy. Most of the studies in this field originate from Europe, North America, and certain parts of Asia, indicating a high level of academic concern regarding digital ethics. This research is expected to serve as a comprehensive mapping of research trends, collaboration networks, and emerging themes, providing valuable insights for the formulation of academic policies that are responsive to technological advancements.
A Bibliometric Analysis of Artificial Intelligence Plagiarism in Education Deiya Gama Ilyasa; Setyono, Noer Fitria Putra; Laili, Ummiy Fauziyah; Ni'mah, Ainun; Prayogi, Ilyas Bintang; Nazy, Sles
Allimna: Jurnal Pendidikan Profesi Guru Vol. 4 No. 02 (2025): Allimna Vol. 04 No. 02
Publisher : LPTK UIN Syekh Wasil Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30762/allimna.v4i02.6796

Abstract

This study aims to map the development of research on plagiarism related to the use of Artificial Intelligence (AI) in education using a bibliometric approach. A total of 250 scientific articles with the keyword AI Plagiarism in education published between 2015 and 2025 were analyzed. Data extraction was conducted using Publish or Perish 8 software, sorting data by author keywords and abstract using Mendeley software, and bibliometric visualization using VOSviewer software. The findings reveal that plagiarism in educational contexts significantly affects academic integrity. The issue has become increasingly complex with the widespread use of generative AI platforms such as ChatGPT. The analysis also shows a strong correlation between plagiarism cases and academic integrity, ethics, and policy. Most studies in this field originate in Europe, North America, and certain parts of Asia, indicating a high level of academic concern about digital ethics. This research is expected to provide a comprehensive mapping of research trends, collaboration networks, and emerging themes, offering valuable insights for the formulation of academic policies responsive to technological advancements.
Development of Snakes and Ladders Learning Media on Vector Material: Analysis Using the Rasch Model Elfiana, Dwi Endah; Mufida, Shobrina Nurul; Oktaningtyas, Oky Dua; Mustaghfiroh, Qoimatul; Laili, Ummiy Fauziyah; Sari, Dyah Permata; Najib, Iqbal Ainun; Nuraini, Melan; Sholiha, Sela Rizkiyatus; Azzahra, Arin Amelia; Sa’ban, M. Satria Alif
Studies in Philosophy of Science and Education Vol. 6 No. 1 (2025): March
Publisher : National Dong Hwa University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46627/sipose.v6i1.820

Abstract

This study aims to develop snakes and ladders learning media for vector materials in physics and to assess its feasibility using the Rasch Model. The research uses a research and development approach with the ADDIE model, emphasizing limited feasibility testing. The study involved 35 high school students (12 male and 23 female) at the implementation stage. Research data were obtained through expert validation sheets and student response questionnaires. Media validation consisted of three subject matter experts, three learning media experts, and three physics education experts. The collected data were analyzed using the Many Facet Rasch Model to evaluate item fit, rater consistency, and the reliability of the assessment instruments. The results showed that the validation data met the fit statistics and acceptable reliability criteria, indicating uniformity of assessment among the validators across various evaluated aspects. Analysis of student responses revealed that the snakes and ladders learning media developed met the practicality criteria from a student perspective after being implemented in vector learning activities. Students assessed this media as easy to use and suitable for supporting physics learning. These findings indicate that the developed learning media is feasible in terms of content, design, and learning aspects. The application of the Rasch Model strengthens the objectivity of the feasibility analysis by controlling the level of assessor rigor and item characteristics.
Analisis Implementasi Pembelajaran SKI Berbasis Game Kahoot dalam Mengatasi Kejenuhan Belajar Siswa di MAN 3 Nganjuk Zuliyanti, Nia; Laili, Ummiy Fauziyah; Pradana, Mochamad Desta
EduInovasi:  Journal of Basic Educational Studies Vol. 6 No. 1 (2026): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

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Abstract

This study examines the teaching of Islamic Cultural History (SKI) in Islamic Senior High Schools, which frequently encounters issues of school burnout, particularly when the instructional process still relies heavily on oral delivery and conventional presentations. This condition results in a lack of focus, learning motivation, and active student engagement throughout the teaching and learning activities. Based on preliminary observations and interviews conducted at MAN 3 Nganjuk, it was found that eleventh-grade students exhibited relatively high levels of school burnout in the SKI subject. Therefore, this study aims to analyze the implementation of Kahoot-based game learning in SKI to overcome students’ school burnout, as well as to examine the factors that facilitate and hinder the implementation of this learning activity at MAN 3 Nganjuk. This study employed a qualitative approach with a descriptive research design. The research subjects included the SKI subject teacher, the vice principal for curriculum affairs, and students of classes XI-1 and XI-2 at MAN 3 Nganjuk. Data were collected through observation, interviews, and documentation. Data analysis was carried out through the stages of data reduction, data display, and conclusion drawing. Data validity was ensured through source and technique triangulation to confirm the trustworthiness of the research findings. The research findings indicate that: (1) The implementation of game-based SKI learning using Kahoot at MAN 3 Nganjuk was carried out properly and systematically. The learning process began with the opening session, followed by group presentations, a question-and-answer session, reinforcement of the material, and continued with the implementation of Kahoot using team mode, concluding with closing activities and the distribution of rewards. (2) The use of Kahoot has proven to be effective in reducing students’ school burnout, increasing their participation, focus, and learning motivation in SKI classes. Learning through team mode creates a more active and engaging classroom environment while encouraging positive competition. In addition, there was an improvement in students’ understanding of the material, as reflected in their involvement in discussions and their learning evaluation results. (3) The supporting factors for the implementation of Kahoot include the availability of facilities and infrastructure, students’ technological literacy, teachers’ competence, technical readiness and collaborative culture, platform flexibility, as well as effective learning management and motivation. Meanwhile, the inhibiting factors include unstable internet connections, device and infrastructure constraints, technical limitations of the platform, time constraints, and the pedagogical preferences of some teachers.
Development Module Practical Based Experiments in Basic Science Courses Anggraini, Atika; Laili, Ummiy Fauziyah; Septiarini, Rizki Dwika; Malika, Nia Ellia; Saaf, Arifin; Hasyim, Shahabuddin bin
Journal of Natural Science and Integration Vol 9, No 1 (2026): Journal of Natural Science and Integration
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/jnsi.v9i1.39018

Abstract

Basic Science learning requires practicum modules that facilitate systematic, structured, and learning-outcome-oriented experimental experiences. However, the modules used so far have not fully met the aspects of independent learning, clarity of work steps, and integration between concepts and practice. This study aims to develop experiment-based practicum modules for Basic Biology, Basic Physics, and Basic Chemistry using the 4D development model (Define, Design, Develop, and Disseminate). The development stage involved validation by five experts, namely experts in biology, physics, chemistry, media, and language, as well as student response tests. The data analysis method used in this study was descriptive quantitative analysis, involving calculating percentages of validation scores and student responses, which were then interpreted against predetermined validity criteria. The validation results showed a highly valid category across almost all aspects, with 88–93% in material validation, 88–95% in media validation, and 81% in student responses. The student response test involved 25 respondents, who were selected to assess the practicality and usability of the developed practicum module. Revisions were made based on validator input, such as improving image quality, refining language, and standardizing the practicum structure. Overall, the developed module was deemed feasible and effective as teaching material to support Basic Science practicum learning. This study also recommends further development through the integration of interactive digital media and trials on a larger scale. Keywords: development, experimental modules, basic science