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The effect of articulate storyline-based interactive learning media to facilitate student learning independence Nita, Wahyuni; Meilisa, Ranny; Imamudin; Pebrianti, Roza; Su Nandar, Hlaing
Journal of Computer-based Instructional Media Vol. 1 No. 1 (2023): Regular Issue
Publisher : Researcher and Lecturer Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58712/jcim.v1i1.18

Abstract

The problem in this study is whether there is an influence of interactive learning media-based articulate storyline to facilitate student learning self-reliance at SMKN 3 Serang City. This study aims to determine the effect of interactive learning media based on an articulate storyline to facilitate student learning self-reliance at SMKN 3 Serang City. The study was conducted in SMKN 3 Serang City, with samples of 35 students in Multimedia class XI. In this study, writers have used correlational quantitative methods, with data collection techniques of observation, questionnaires and documentation and based on the results of correlation analysis, using the T-test. Where the tcount is 40,282, and the table value is 2,035. Then tcount > ttable means that interactive learning media is influenced based on articulate storylines to facilitate student learning independence. The contribution of variable x to variable y is 98.01%, whereas 1.99% is affected by other factors, such as the internal being reviewed from physiological and psychological factors.
Combination of rough set and cosine similarity approaches in student graduation prediction Go, Ratna Yulika; Asianto, Tinuk Andriyanti; Setiowati, Dewi; Meilisa, Ranny; Munthe, Christine Cecylia; Kusumawardhana, R. Hendra
International Journal of Electrical and Computer Engineering (IJECE) Vol 15, No 6: December 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v15i6.pp6001-6011

Abstract

Higher education institutions must deliver high-quality education that produces graduates who are knowledgeable, skilled, creative, and competitive. In this system, students are a vital asset, and their timely graduation rate is an important factor to consider. In the department of computer science, a challenge arises in distinguishing between students who graduate on time and those who do not. With a low on-time graduation rate of just 1.90% out of 158 graduates, this issue could negatively affect the institution's accreditation evaluation. This research employs the Case-Based Reasoning method, enhanced with an indexing process using rough sets and a prediction process utilizing cosine similarity. The testing, conducted using k-fold validation with 60%, 70%, and 80% of the data, produced average accuracy rates of 64.2%, 66.3%, and 65.6%, respectively. The test results indicate that the highest average accuracy of 66.3% was achieved with 70% of the cases.
The Development of Augmented Reality to Improve Critical Thinking and Digital Literacy Skills of Elementary School Students Fajari, Laksmi Evasufi Widi; Meilisa, Ranny
DWIJA CENDEKIA: Jurnal Riset Pedagogik Vol 6, No 3 (2022): DWIJA CENDEKIA: Jurnal Riset Pedagogik
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (539.908 KB) | DOI: 10.20961/jdc.v6i3.65687

Abstract

Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran berbasis augmented reality untuk meningkatkan keterampilan berpikir kritis dan literasi digital siswa sekolah dasar. Metode penelitian ini adalah Research and Development (R&D) dengan model ADDIE. Adapun hasil penelitian menunjukkan: (1) tahap analysis dilaksanakan dengan analisis media, analisis kurikulum dan analisis materi sebagai pedoman perancangan media yang efisien dan efektif; (2) tahap design dilaksanakan dengan merancang kerangka media augmented reality serta pembuatan instrumen penelitian; (3) tahap development dilaksanakan dengan mengembangkan rancangan media pembelajaran dan instrumen penelitian, penilaian dari para ahli dengan hasil sangat layak serta merevisi media berdasarkan kritik dan saran; (4) tahap implementation dilaksanakan melalui uji coba pengembangan media AR serta analisis pretest-posttest keterampilan berpikir kritis dan literasi digital menggunakan uji normalitas, N-gain score dan uji independent t-test; (5) tahap evaluasi dilaksanakan dengan revisi akhir dan analisis angket respon siswa yang menunjukkan bahwa tingkat kepraktisan produk dikategorikan sangat praktis. Simpulan penelitian ini adalah media AR efektif untuk meningkatkan keterampilan berpikir kritis dan literasi digital siswa sekolah dasar.