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Respon Guru Dan Siswa Terhadap Implementasi Aplikasi Pembelajaran Offline Pada Materi Kegiatan Ekonomi Berbantuan Artificial Intelligence Rahmadhanningsih, Sri; A’laily, Nurlia Anna; Swandi, Ahmad; Nurhayati, Nurhayati
Jurnal Ilmiah Ecosystem Vol. 25 No. 2 (2025): Ecosystem Vol. 25 No 2, Mei - Agustus Tahun 2025
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35965/eco.v25i2.7068

Abstract

Penelitian bertujuan untuk mendeskripsikan respon guru dan siswa terhadap implementasi aplikasi pembelajaran offline berbasis kecerdasan buatan (AI) pada materi Kegiatan Ekonomi di SMP Negeri 13 Pontianak. Latar belakang penelitian berangkat dari keterbatasan infrastruktur internet yang masih menjadi kendala dalam pemerataan pendidikan digital, sehingga dibutuhkan solusi alternatif berupa aplikasi luring yang praktis dan adaptif. Metode penelitian menggunakan pendekatan deskriptif kualitatif dengan studi kasus yang melibatkan seorang guru IPS dan 34 siswa kelas VII. Data dikumpulkan melalui observasi, wawancara, serta dokumentasi hasil kerja siswa berupa LKPD digital dan kuis pretest-posttest. Hasil penelitian menunjukkan bahwa aplikasi offline berbasis AI mendapat respon positif dari guru maupun siswa. Guru menilai aplikasi ini efisien, mudah diakses melalui peramban tanpa instalasi, serta bermanfaat sebagai alternatif buku paket dan LKS, termasuk dalam mempermudah dokumentasi hasil belajar melalui format PDF. Siswa merasa lebih fokus dan antusias karena aplikasi dijalankan dalam mode offline, dilengkapi simulasi sederhana, serta mendukung diskusi kelompok melalui LKPD digital. Kendati demikian, ditemukan kendala berupa sebagian siswa yang belum konsisten mematuhi instruksi penggunaan mode pesawat, yang mencerminkan perlunya peran guru dalam memberikan scaffolding untuk menanamkan disiplin digital. Penelitian ini menyimpulkan bahwa aplikasi pembelajaran offline berbasis AI berpotensi menjadi inovasi penting dalam mendukung pemerataan pendidikan, meskipun masih diperlukan pengembangan lanjutan dan uji implementasi yang lebih luas. This study aims to describe teacher and student responses to the implementation of an offline learning application assisted by artificial intelligence (AI) in the topic of Economic Activities at SMP Negeri 13 Pontianak. The research background is based on the limited internet infrastructure that remains a barrier to equitable digital education, thus requiring an alternative solution in the form of a practical and adaptive offline application. A qualitative descriptive case study was employed, involving one Social Studies teacher and 34 seventh-grade students. Data were collected through classroom observations, teacher and student interviews, as well as documentation of student work using digital worksheets (LKPD) and pretest–posttest quizzes. The findings indicate that the offline AI-based application received positive responses from both teacher and students. The teacher considered the application efficient, accessible through a browser without installation, and useful as an alternative to textbooks and printed worksheets, while also facilitating systematic documentation of learning outcomes in PDF format. Students reported feeling more focused and enthusiastic, as the application operated in offline mode, included simple simulations to aid understanding, and supported interactive group discussions through digital worksheets. However, a challenge was found in the inconsistency of some students in following the offline instructions, highlighting the need for teacher scaffolding to instill digital discipline. This study concludes that AI-assisted offline learning applications have significant potential to support equitable education, although further development and broader implementation are required.
DEVELOPMENT OF PHYSICS LEARNING TOOLS WITH GUIDED DISCOVERY MODELS ASSISTED BY INTERACTIVE SIMULATION Patandean, Agustinus Jarak; Swandi, Ahmad; Rahmadhanningsih, Sri
KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE Vol 5 No 3 (2023): Klasikal: Journal of Education, Language Teaching and Science
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52208/klasikal.v5i3.1036

Abstract

This research aims to develop learning tools with Guided Discovery Model Assisted by Interactive Simulation (GDM-IS) on static fluid concepts. This research uses the 4D development method to produce learning tools but only carries out 3 stages, namely Define, Design and Development. At the development stage, validation is carried out on the GDM-IS learning tools that have been developed which include RPP, Student Worksheets (LKPD), Learning Media. Limited trial using a One Shoot Case Study research design. In this design, the learning instruments that have been developed are used in one class as a sample of 38 students. Data on science process skills was taken through observation by two observers. Based on the analysis of the validation results, the assessment of the RPP, LKPD and media is in a percentage above 80% which is in the valid (good) category.
PENERAPAN ARTIFICIAL INTELLEGENCE (AI) BERBASIS EDAPP DAN WEBSITE PEMBELAJARAN UNTUK MENINGKATKAN LITERASI DIGITAL DAN MEDIA PEMBELAJARAN DI UPT SMPN 2 MAROS Lutfin, Nursamsilis; Arsyad, Susalti Nur; Nurwidyayanti, Nurwidyayanti; Swandi, Ahmad; Rahmadhanningsih, Sri
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 5 (2024): Vol. 5 No. 5 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i5.35166

Abstract

Kegiatan pengabdian ini bertujuan untuk mendampingi guru-guru di SMAN 1 Pinrang dalam mengoptimalkan penerapan Artificial Intelligence (AI) dalam meningkatkan literasi digital dan mengembangkan media pembelajaran digital berbasis AI. Penggunaan teknologi AI dalam pendidikan semakin berkembang dan dapat menjadi alat bantu yang efektif dalam meningkatkan kualitas pembelajaran, mempersonalisasi materi, serta memberikan umpan balik yang cepat dan akurat kepada siswa. Selain itu, media pembelajaran digital memungkinkan proses pembelajaran menjadi lebih interaktif, fleksibel, dan mudah diakses oleh siswa kapan saja. Metode yang digunakan dalam kegiatan ini meliputi 5 tahapan yaitu sosialisasi, pelatihan, pendampingan teknis, transfer teknologi, dan evaluasi penerapan AI serta media pembelajaran digital. Hasil dari kegiatan ini menunjukkan adanya peningkatan pemahaman guru terhadap penerapan teknologi AI dalam pembelajaran, serta peningkatan efektivitas dan efisiensi proses belajar-mengajar di kelas. Dampak positif juga dirasakan oleh siswa, terutama dalam hal keterlibatan dan partisipasi aktif mereka selama proses pembelajaran. Secara keseluruhan, kegiatan PKM ini berhasil mendorong integrasi teknologi yang lebih baik dalam lingkungan pendidikan di SMPN 2 Maros, serta memberikan model pembelajaran yang lebih modern dan relevan dengan perkembangan zaman. Selain dihasilkannya 45 media pembelajaran digital berbasis AI, juga terjadi peningkatan literasi digital guru berdasarkan tes awal dan akhir dengan masing-masing nilai yaitu 84,44 dan 96,00 berdasarkan hasil analisis diperoleh nilai gain yaitu 0,74 yang berada pada kategori sedang.
Uji Coba Gim Edukasi dalam Meningkatkan Hasil Belajar Bahasa Inggris Arsyad, Susalti Nur; Runniarsiti, Runniarsiti; Swandi, Ahmad; Fauzan, Arief; Viridi, Sparisoma; Burhan, Burhan; Rahmadhanningsih, Sri
JOEAI (Journal of Education and Instruction) Vol. 6 No. 1 (2023): JOEAI (Journal of Education and Instruction)
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/joeai.v6i1.4954

Abstract

ABSTRACT This study aims to test the effectiveness of educational game-based digital learning media in improving grade IV elementary school English learning outcomes. The pre-experimental design and One Group Pretest-Posttest were used in this study with a sample of 20 students in a school in Makassar. Pretests and posttests are given to learners to obtain data on improving learning outcomes, which are then analyzed using t-tests and N-Gain. The results showed that there was a significant difference in test results between pretest and posttest seen from the sig.2-tailed value of 0.000, where this result was smaller than 0.05. In addition, an N-Gain of 0.49 indicates a moderate category and indicates that the trial of educational game-based digital learning media can improve student learning outcomes. Educational games can be used as an effective learning medium in the learning process and need to be developed in a better direction. Keywords: Learning Media, Educational Games, Learning Outcomes.
Technology-enabled active learning simulations (TEALSim) on distance learning of physics Ahmad Swandi; Sri Rahmadhanningsih; Sparisoma Viridi
THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING Vol 6, No 1 (2023): THABIEA : JOURNAL OF NATURAL SCIENCE TEACHING
Publisher : Institut Agama Islam Negeri Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/thabiea.v6i1.9754

Abstract

The effect of the spread of the Coronavirus 2019 has an impact on the implementation of face-to-face learning to distance learning. So that the learning that applies in Indonesia today needs to be supported by the right technology and supporting teaching materials. The selection of appropriate and interesting media will have a good impact on the quality of distance learning. This study aims to determine students' perceptions of the use of Technology-Enabled Active Learning Simulation (TEALSim) which is rich in interactive simulations and videos in physics learning and to determine the correlation between student perceptions of learning outcomes. With 26 students as respondents who were selected by random sampling. After using TEALSim, students fill out a questionnaire via google form that has been developed and validated by experts and then students take a concept understanding test. Based on the analysis, it shows that the majority of students have a perception with a percentage above 80% which is in the good category and in general is in the very good category. Besides, there is a good correlation between student perceptions and learning outcome data which is indicated by a correlation value of 0.7.