Claim Missing Document
Check
Articles

Found 17 Documents
Search

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.
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.
Pengembangan Media Aplikasi Permainan Monopoli Mata Pelajaran MIPA (MOMIPA) Berbasis Teknologi Android Di Sekolah Menengah Kejuruan Muhammad Rinov Cuhanazriansyah; Fahmi Rizal; Dedy Irfan; Rijal Abdullah
JRTI (Jurnal Riset Tindakan Indonesia) Vol. 7 No. 2 (2022): JRTI (Jurnal Riset Tindakan Indonesia)
Publisher : IICET (Indonesian Institute for Counseling, Education and Therapy)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/30031716000

Abstract

Permasalahan pada penelitian ini adalah belum adanya implementasi media pembelajaran permainan yang efektif dan menarik dalam kegiatan belajar mengajar yang berlangsungdi SMK Negeri 01 Kota Bengkulu yang mengakibatkan belum optimalnya hasil belajar siswa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran permainan dan menghasilkan media yang valid, praktis dan efektif pada mata pelajaran MIPA (Matematika dan Ilmu Pengetahuan Alam) untuk siswa kelas X PPLG (Pengembangan Perangkat Lunak dan Game) di SMK Negeri 01 Kota Bengkulu.Penelitian ini menggunakan desain Research and Development (R&D), dengan model pengembangan 4-D. Prosedur pengembangan 4-D yaitu Define (Pendefinisian), Design (Perancangan), Development (Pengembangan) dan Disseminate (Penyebaran). Teknik analisis data yang digunakan dengan mendekripsikan kevalidan, kepraktisan dan keefektifan pada media pembelajaran permainan yang dikembangkan.Hasil yang diperoleh dari penelitian pengembangan ini adalah media pembelajaran permainan monopoli berbasis Android. Berdasarkan hasil penelitian ini dapat disimpulkan bahwa media yang dikembangkan dinyatakan valid pada aspek media 88%, aspek materi dengan hasil sebesar 95%. Media yang dikembangkan praktis dengan nilai kepraktisan dari respon guru dengan hasil sebesar 97,92% dan respon siswa 85,50%, serta media pembelajaran permainan berbasis Android yang dihasilkan efektif digunakan dengan hasil posttest dilihat dari ketuntasan klasikan siswa sebesar 87,5% dan nilai gain score sebesar 0,32 dengan kategori sedang. Kesimpulannya adalah media pembelajaran berbasis Android yang dikembangkan dapat digunakan dan layak pada proses pembelajaran untuk meningkatkan hasil belajar siswa.
Transformasi Digital Layanan Akademik Melalui Sistem Informasi Pengajuan Tugas Akhir Online Berbasis Design Science Research Cuhanazriansyah, Muhammad Rinov; Yuliyanti, Marlina; Misbakhul Umam, Ahmad Aniko; Awaliyah, Ayu Miftakhatul
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1487

Abstract

The need for increased efficiency, transparency, and quality of academic services is one of the main implications of digital transformation in higher education. This study aims to develop and implement an Online Final Project Submission Information System (SIM Skripsi) as part of efforts to transform digital academic services at IKIP PGRI Bojonegoro. The approach used is Design Science Research (DSR), which includes the stages of problem identification, system design and implementation, and artefact evaluation. The system was developed using Laravel and MySQL with a modular architecture based on microservices and Docker, then tested through trials involving students, supervisors, and academic administration staff. The results of the study show that the implementation of SIM Skripsi significantly accelerated the final project submission process, with an average duration reduction from 7–8 working days to 1–2 working days. The level of user satisfaction, measured using the System Usability Scale (SUS), obtained an average score of 82.4, which is classified as very good, while the system reliability level reached 97.8 per cent. These findings indicate that the Thesis Management System is capable of supporting academic administration efficiency, increasing user acceptance, and strengthening the transparency of the service process. Considering the readiness of technological infrastructure, institutional policy support, and human resource capacity, this system has the potential to be adapted and implemented in other higher education institutions with comparable characteristics. Abstrak Kebutuhan untuk meningkatkan efisiensi, transparansi, dan kualitas layanan akademik merupakan hasil dari transformasi digital di lingkungan pendidikan tinggi. Tujuan penelitian ini adalah untuk mengembangkan dan mengimplementasikan Sistem Informasi Pengajuan Tugas Akhir Online (SIM Skripsi) sebagai bagian dari transformasi akademik digital di IKIP PGRI Bojonegoro. Metodologi yang digunakan adalah Design Science Research (DSR), yang meliputi identifikasi masalah, implementasi sistem menggunakan Laravel dan MySQL, arsitektur sistem berbasis microservices dan Docker, serta evaluasi melalui uji coba kepada mahasiswa, dosen, dan staf administrasi. Temuan penelitian menunjukkan bahwa durasi proses pembelajaran tugas akhir berkurang secara signifikan dari rata-rata 7-8 hari menjadi 1-2 hari. Berdasarkan Skala Usability Sistem (SUS), kepuasan pengguna mencapai skor rata-rata 82,4, yang masuk dalam kategori “sangat baik”, sementara keandalan sistem mencapai 97,8%. Hal ini menunjukkan bahwa implementasi SIM Skripsi dapat meningkatkan proses, meningkatkan kepuasan pengguna, dan meningkatkan transparansi layanan akademik. Melalui optimasi jaringan dan peningkatan fitur tambahan, sistem ini berpotensi untuk diterapkan secara luas oleh perguruan tinggi lainnya.