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PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID MENGGUNAKAN ISPRING MATERI MICROSOFT WORD KELAS VIII DI SMP NEGERI 6 SAMARINDA Hasiholan, Raphael Dwiputra; Rusdiana, Rusdiana; Romisa, Fahmi
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 2 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i2.219

Abstract

This research aims to develop Android-based interactive learning media for Informatics subjects in Grade VIII at SMP N 6 Samarinda, and to determine the feasibility of using Android-based interactive learning media as a learning tool for Informatics in Grade VIII at SMP N 6 Samarinda. This type of research applies the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). Data collection techniques used include observation, interviews, and questionnaires. The data analysis techniques applied were descriptive qualitative analysis and quantitative analysis. The research subjects involved were 1 subject matter expert, 3 media experts, and 24 eighth-grade students at SMP N 6 Samarinda, while the object studied was the feasibility of developing Android-based learning media for Grade VIII at SMP N 6 Samarinda. The research results obtained based on validation show that the material expert validation achieved a score of 4.7 in the “Highly Feasible” category, the validation by 3 media experts achieved a score of 4.6 in the “Highly Feasible” category, and the student trials achieved a score of 4.5 in the “Highly Feasible” category. From these results, it can be concluded that the learning media developed using PowerPoint is “Highly Feasible” to be used as a learning medium for Microsoft Word material.
Pengembangan Media Pembelajaran Augmented Reality Berbasis Android pada Materi Tata Surya Kelas VII di SMP Negeri 2 Samarinda Lutfi, Muhamad Noor Azuwar; Romisa, Fahmi
Adopsi Teknologi dan Sistem Informasi (ATASI) Vol. 5 No. 1 (2026): Adopsi Teknologi dan Sistem Informasi (ATASI)
Publisher : Mulawarman University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/atasi.v5i1.3539

Abstract

Pembelajaran Ilmu Pengetahuan Alam (IPA) di SMP Negeri 2 Samarinda masih didominasi metode konvensional seperti ceramah dan presentasi PowerPoint, yang berdampak pada rendahnya minat dan pemahaman siswa terhadap materi abstrak seperti Tata Surya. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Augmented Reality (AR) berbasis Android untuk meningkatkan interaktivitas dan pemahaman konsep. Metode yang digunakan adalah model pengembangan 4D (Define, Design, Develop, Disseminate). Aplikasi dikembangkan menggunakan Unity dan Vuforia Engine, kemudian divalidasi oleh ahli materi dan ahli media, serta diuji coba respon kepada guru dan peserta didik kelas VII SMP Negeri 2 Samarinda. Hasil validasi menunjukkan tingkat kelayakan sangat tinggi dengan rata-rata skor 95,89% (Sangat Layak). Sementara itu, hasil uji respon pengguna memperoleh skor rata-rata 92,16% (Sangat Baik), mengindikasikan bahwa media ini sangat baik dan layak digunakan. Media ini dinilai mampu meningkatkan minat belajar siswa serta memudahkan pemahaman terhadap materi Tata Surya. Berdasarkan penilaian tersebut dapat disimpulkan bahwa pengembangan media pembelajaran AR ini efektif dan layak digunakan sebagai alternatif inovatif dalam pembelajaran IPA di tingkat SMP.
ANALISIS TINGKAT LITERASI KEAMANAN SIBER SISWA DI SMP MUHAMMADIYAH 3 SAMARINDA BERDASARKAN PENGGUNAAN MEDIA SOSIAL Rizqullah; Romisa, Fahmi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.57909

Abstract

This study aims to analyze the level of cybersecurity literacy among students at SMP Muhammadiyah 3 Samarinda based on social media usage, identify related factors, and provide recommendations for improvement. This research employed a quantitative descriptive approach using a survey method. Data were collected through questionnaires distributed to 111 students and analyzed using descriptive statistics, including percentages, mean scores, and standard deviations with SPSS. The results indicate that students' cybersecurity literacy is categorized as very high, with an overall percentage of 83.34%. The highest percentage was found in the cyber threat awareness indicator (87.8%), while the lowest was in actions in responding to cyber threats (78.8%). Mean analysis showed that cyber threat awareness obtained the highest average score (3.51), whereas actions in responding to cyber threats obtained the lowest average score (3.14). The findings suggest that students generally possess good knowledge and awareness. Based on these findings, schools are encouraged to strengthen cybersecurity literacy through digital security education, seminars, workshops, and active involvement of teachers and parents in guiding students' digital activities.