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Utilizing DeepFace for Emotion Detection to Enhance User Experience in a School Library Application Hasibuan, Rizqy Sultan Pujangga; Purwawijaya, Ellanda; Rambe, Aripin
Journal of Technology and Computer Vol. 2 No. 4 (2025): November 2025 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

The library is an essential facility that supports teaching and learning activities in schools. However, the library at SMP Pertiwi Medan still uses a manual system for book loan administration and has experienced a decline in students’ interest in visiting the library for reading. This study aims to design and develop a digital-based library application integrated with a visitor comfort detection system using the DeepFace method on a desktop platform. The application not only provides efficient features for managing book data, borrowing, and returning, but also measures visitors’ nonverbal comfort levels while they are in the library. This measurement aims to obtain data that can serve as a basis for evaluating comfort levels and designing strategies to increase students’ reading interest. The implementation of this application is expected to improve the efficiency of library management and provide a solution to enhance the quality of service as well as the attractiveness of the library for students.
Optimizing Poetry Writing and Creative Thinking Skills through the Integration of AI-Assisted CTL with ChatGPT-4 Panggabean, Dewi Sartika; Rambe, Aripin; Tampubolon, Tesalonika Br.; Gea, Trisno Benaya
Jurnal Pembelajaran Bahasa dan Sastra Vol. 5 No. 1 (2026): Januari 2026
Publisher : Raja Zulkarnain Education Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55909/jpbs.v5i1.814

Abstract

This study aims to examine the effectiveness of integrating the Contextual Teaching and Learning (CTL) model assisted by ChatGPT-4 artificial intelligence in optimizing elementary school students' poetry writing and creative thinking skills. A quantitative approach with a quasi-experimental Non-Equivalent Control Group Design was used in this study, involving two classes as the experimental and control groups. The research instruments were developed based on the dimensions of poetry writing and creative thinking, validated for content and reliability through statistical approaches. Data collection was conducted through pretest and posttest, then analyzed using JAMOVI and JASP for independent t-tests, normality, homogeneity, and effectiveness calculation through N-Gain. The results of the study indicate a highly significant difference (p < 0.001) in all ability indicators between the experimental and control groups, with a substantial increase in average scores in the group that received the CTL and ChatGPT-4 intervention. This integration was proven to encourage high achievement in aspects of poetry structure, diction, originality, and creative thinking dimensions such as fluency, elaboration, and flexibility. These findings indicate that contextual learning enriched with generative technology can create a reflective, adaptive, and transformative learning ecosystem. The conclusions of this study affirm that the integrative approach of CTL and generative AI is not only pedagogically effective but also makes a significant contribution to strengthening creative literacy and the development of the Pancasila Student Profile. This study recommends the widespread implementation of this model in learning based on the Merdeka Curriculum
Designing an Interactive Educational Game for Class IV Students of Cahaya Azhari Primary School Gunawan, Syahrizal Ilham; Purwawijaya, Ellanda; Rambe, Aripin
Journal of Technology and Computer Vol. 3 No. 1 (2026): February 2026 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

One of the main problems in mathematics learning at the elementary level, especially in fourth grade, is the low learning motivation of students. Game-based learning using interactive media is believed to enhance students’ engagement and understanding through appealing visuals and enjoyable game mechanics. This study aims to design and develop an interactive educational game based on GameMaker Studio 2 as a mathematics learning medium for fourth-grade students at SD Cahaya Azhari, aligned with the learning outcomes of the Merdeka Curriculum. The research employed the Research and Development (R&D) method with stages including needs analysis, design, development, implementation, and evaluation. Research instruments consisted of expert validation, student and teacher response questionnaires, and pretest–posttest assessments. Validation results showed an excellent category (material 94.5%, media 96.2%). Student and teacher responses reached 92.8% and 94.1%, respectively. Effectiveness testing indicated an improvement in learning outcomes with an N-Gain value of 0.78 (high category). Thus, the developed educational game is declared feasible and effective as an engaging and interactive mathematics learning medium for fourth-grade students.