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MEMBANGUN SEKOLAH RAMAH TEKNOLOGI DENGAN PENERAPAN KELAS CODING TEMATIK DI SDN DOLOKGEDE Cuhanazriansyah, Muhammad Rinov; Amir, Day Ramadhani; Irhadtanto, Boedy; Amin, Ahmad Kholiqul; Zuhad, Zuhad; Malyana, Malyana; Saputra, Lois Kumala
Jurnal Pengabdian Kolaborasi dan Inovasi IPTEKS Vol. 3 No. 3 (2025): Juni
Publisher : CV. Alina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59407/jpki2.v3i3.2585

Abstract

Kemampuan literasi digital menjadi kebutuhan utama dalam membekali generasi muda menghadapi era teknologi informasi. Namun, banyak sekolah dasar di wilayah rural masih menghadapi keterbatasan dalam mengenalkan teknologi secara edukatif, termasuk SDN Dolokgede di Kabupaten Bojonegoro. Pengabdian ini bertujuan untuk membangun sekolah ramah teknologi melalui kelas coding tematik berbasis Scratch. Metode kegiatan terdiri dari observasi awal, desain modul pembelajaran, pelatihan bagi guru, pelaksanaan kelas coding interaktif selama empat minggu, serta evaluasi hasil belajar dan kepuasan siswa. Hasil menunjukkan peningkatan signifikan dalam minat belajar, pemahaman logika pemrograman, serta keaktifan siswa. Guru juga menunjukkan antusiasme dan kesiapan untuk mengembangkan kegiatan serupa secara mandiri. Kegiatan ini menjadi langkah strategis dalam mendukung transformasi digital pendidikan dasar yang menyenangkan dan inklusif.
Dari Gamer ke Guardian: Peningkatan Kesadaran Generasi Muda dalam Keamanan Dunia Siber Cuhanazriansyah, Muhammad Rinov
Technologica Vol. 4 No. 2 (2025): Technologica
Publisher : Green Engineering Society

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55043/technologica.v4i2.271

Abstract

Penelitian ini mengkaji peningkatan kesadaran keamanan dunia siber pada generasi muda yang awalnya berperan sebagai gamer (pemain game) dan kemudian bertransformasi menjadi pelindung keamanan siber. Latar belakangnya adalah tingginya penggunaan teknologi digital oleh generasi muda dan meningkatnya ancaman siber yang menuntut peran aktif mereka dalam menjaga keamanan informasi. Tujuan penelitian adalah memahami faktor-faktor yang mempengaruhi perubahan sikap dan perilaku serta mengidentifikasi strategi edukasi efektif untuk meningkatkan kesadaran tersebut. Metode yang digunakan adalah pendekatan campuran, menggabungkan survei kuantitatif dan wawancara kualitatif dengan gamer aktif. Hasil menunjukkan peningkatan signifikan dalam pemahaman dan kesadaran setelah intervensi edukasi yang disesuaikan dengan karakteristik komunitas gamer sebanyak 28% dalam konteks pengetahuan keamanan siber dan 37% dalam konteks penggunaan praktik keamanan. Penelitian ini juga menekankan pentingnya literasi digital dan pendekatan berbasis komunitas. Rekomendasi praktis diberikan untuk pengembangan program edukasi yang inklusif dan adaptif terhadap budaya digital generasi muda
Sinergi Antara Fenomena “Tiktok Brain” dalam Pembelajaran Matematika di Sekolah Menengah Pertama Cuhanazriansyah, Muhammad Rinov; Anggraeni, Risma Dea; Irhadtanto, Boedy
Polinomial : Jurnal Pendidikan Matematika Vol. 4 No. 3 (2025)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v4i3.2125

Abstract

This study aims to analyze the impact of the "TikTok Brain" phenomenon on enhancing mathematics learning at SMP Negeri 1 Kapas. The term "TikTok Brain" refers to students' decreasing attention spans due to frequent exposure to short-form video content on the TikTok platform. the data analysis technique employed a quantitative approach with a quasi-experimental design, specifically a one-group pretest-posttest design. A random sample of 66 seventh-grade students was selected from a population of 193. The research instruments included questionnaires, pre-tests and post-tests, as well as interviews to support qualitative insights. The results indicate that the use of educational TikTok content significantly improved students’ mathematics learning outcomes, as evidenced by the difference between pre-test and post-test scores through a paired sample t-test. Additionally, structured use of TikTok increased student motivation, engagement, and helped address challenges such as reduced attention span and the Fear of Missing Out (FOMO). This study recommends integrating social media as an innovative learning medium aligned with the characteristics of today's digital generation.
Revitalisasi Pembelajaran Bangun Ruang melalui Kolaborasi Kontekstual RME dan STEAM Irhadtanto, Boedy; Cuhanazriansyah, Muhammad Rinov; Pratama, Avita Widya
Polinomial : Jurnal Pendidikan Matematika Vol. 4 No. 3 (2025)
Publisher : Papanda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jp.v4i3.2130

Abstract

This study aims to examine the effectiveness of integrating Realistic Mathematics Education (RME) and the STEAM approach in enhancing students’ conceptual understanding of three-dimensional geometry at the Madrasah Tsanawiyah level. The research employed a qualitative approach with a case study design. The subjects were ninth-grade students at MTs Plus An-Nahdliyah. Data were collected through observation, interviews, and written tests, and analyzed using qualitative descriptive methods. The results indicate that the integration of RME and STEAM improves students’ conceptual understanding, spatial visualization, and critical and creative thinking skills. Furthermore, students showed increased learning motivation, mathematical communication, as well as collaboration and contextual problem-solving abilities. These findings suggest that RME-STEAM integration is an effective and relevant approach in modern mathematics education, particularly for teaching solid geometry.
Level Up Your Learning: Gamification as an Effective Strategy to Increase Student Engagement in Algorithm Classes Cuhanazriansyah, Muhammad Rinov; Bahmiati, Sri; Anggraini, Dina Meilina; Nur Octavian, Zacky
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 12 (2025) No.2
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v12i2.251

Abstract

Student engagement is a crucial factor for learning success, particularly in the Algorithm course, which requires abstract thinking, problem-solving, and persistence. This study aimed to compare student engagement between gamified learning and traditional methods through a quasi-experimental design involving two groups: the experimental class (n = 36) applying gamification and the control class (n = 36) receiving conventional instruction. A student engagement questionnaire covering behavioral, emotional, and cognitive dimensions was employed, supported by classroom observations and Learning Management System logs. The findings revealed that both groups had similar pre-test scores (3.12 and 3.09), but at post-test the experimental class improved significantly to 4.21, while the control class only reached 3.34. Dimension analysis showed the experimental group outperforming the control in behavioral engagement (4.35 vs. 3.41), emotional engagement (4.18 vs. 3.29), and cognitive engagement (4.09 vs. 3.32), with a large effect size (d = 0.85). Student perceptions also highlighted leaderboards (78%) and step-based missions (70%) as the most effective gamification elements, followed by achievement badges (65%). In conclusion, this study demonstrates that well-designed gamification aligned with students’ needs can serve as a more effective pedagogical strategy than traditional methods in enhancing student engagement in the Algorithm course
Pelatihan Pembelajaran Tematik Pada Sekolah Menengah Pertama Menggunakan Kolaborasi Pendekatan Teaching At The Right Level (TARL) Dan Model Problem Based Learning (PBL) Puspananda, Dian Ratna; Cuhanazriansyah, Muhammad Rinov; Amir, Day Ramadhani; Puspitaningsih, Siska; Rohman, Nur; Zetia Ramadani, Salsabila
JPM: Jurnal Pengabdian Masyarakat Vol 3 No 1 (2024): Jurnal Pengabdian Masyarakat
Publisher : Universitas Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52434/jpm.v3i1.3551

Abstract

This research explores the potential improvement of thematic learning quality in Junior High School (JHS) through the collaboration of the Teaching at the Right Level (TaRL) approach and the Problem-Based Learning (PBL) model. TaRL is employed to identify students' understanding levels of specific concepts within the thematic curriculum, while PBL is utilized to design challenging and real-world relevant learning activities. The collaboration aims to personalize learning, develop high-order thinking skills, and enhance student motivation and engagement.
Optimalisasi Performa Sistem Operasi melalui Integrasi Arsitektur Heterogen dan Virtualisasi di Era Komputasi Awan Cuhanazriansyah, Muhammad Rinov; Agustina, Shelomita Putri; Raharjo, Sigit Gilang Pamungkas; Ichwana, Achmad Sultoni
JIKOMTI : Jurnal Ilmiah Ilmu Komputer dan Teknologi Informasi Vol. 2 No. 2 (2025): JIKOMTI: DESEMBER 2025
Publisher : Universitas Sains Indonesia Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

As cloud computing continues to grow, more stable and efficient operating systems are required to manage increasingly complex workloads. To improve system performance and flexibility, the integration of virtualization technology and heterogeneous architectures such as CPUs, GPUs, and FPGAs is essential. To determine how effective the applied optimization techniques and architectures are, this study employs qualitative and quantitative methods using literature analysis, interviews, and surveys. The findings indicate that dynamic virtual machine consolidation and memory optimization can enhance data center resource utilization and reduce latency by up to 25%. Technologies such as edge and fog computing also improve response speed and service availability. Overall, the combination of virtualization and heterogeneous architectures serves as an effective strategy for maximizing operating system performance in cloud computing environments.
Revolusi Desain Sistem Berbasis AI Generatif dalam Transformasi Kreativitas dan Inovasi Teknologi Modern Cuhanazriansyah, Muhammad Rinov; Sutanto, Edy; Ningrum, Karin Setia; Alzubair, Engga Alwi Shihab
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/%x

Abstract

This study aims to descriptively examine the influence of generative Artificial Intelligence (AI) on efficiency and creativity in system design in Indonesia, as well as its implications for the field of Computer Architecture and Organization (CAO). A qualitative descriptive method was employed, using data sources from 16 recent journals and scientific publications discussing the application of generative AI in various fields such as graphic design, product design, digital education, and information systems. The results of the study indicate that the implementation of generative AI has a significant positive impact on design processes and technological learning. On average, time efficiency increased by 56.3%, while creativity improved by 47.8%. This technology not only accelerates production processes and idea exploration but also strengthens collaboration between humans and machines in creating innovative works. In the context of CAO education, generative AI helps students understand computer system concepts through adaptive simulations and interactive visualizations, making learning more dynamic and applicable. However, the study also identifies ethical challenges and copyright issues that require serious attention. Therefore, digital literacy, regulation, and ethical policies are needed to ensure responsible use of AI. Overall, this research concludes that generative AI serves as a key catalyst for transforming design and technological learning in Indonesia, with great potential to enhance efficiency, creativity, and innovation quality in the modern digital era.Kata kunci: Artificial Intelligence, AI Generatif, Desain Sistem,  Efisiensi, Kreativitas, Arsitektur dan Organisasi Komputer
The Effect of Flipbook-Assisted Discovery Learning on Student Learning Achievement Suriyah, Puput; Sujiran; Indriani, Ari; Irhadtanto, Boedy; Noeruddin, Ali; Cuhanazriansyah, Muhammad Rinov; Mariana, Dina
Jurnal Pendidikan Edutama Vol 13 No 1 (2026): January 2026
Publisher : IKIP PGRI Bojonegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30734/jpe.v13i1.5293

Abstract

Low mathematics learning achievement and minimal use of learning media are problems in mathematics learning, especially in the subject of quadrilateral shapes. This study aims to determine the effect of the discovery learning model assisted by flipbooks on the mathematics learning achievement of seventh-grade students at SMP Negeri 1 Rengel. This study used a quasi-experimental method with a non-equivalent control group design. The research subjects consisted of class VII C as the experimental class and class VII A as the control class. Data were collected through learning achievement tests and analysed using the t-test. The results showed that the learning achievement of students who participated in discovery learning assisted by flipbooks was higher than that of students who participated in conventional learning. Thus, the discovery learning model assisted by flipbooks had a positive effect on students' mathematics learning achievement.