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Pengembangan Buku Ajar Sistem Operasi Komputer Berbasis Graphical User Interface untuk Meningkatkan Kompetensi Mahasiswa Program Studi Pendidikan Teknologi Informasi Imansyah, M. Nur; Nurjannah, Nurjannah
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 4 No. 6 (2021): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (581.341 KB) | DOI: 10.54371/jiip.v4i6.287

Abstract

Penelitian ini bertujuan untuk Mengembangkan  perangkat pembelajaran berbasis buku ajar untuk  matakuliah Sistem Operasi. Penelitian ini adalah penelitian pengembangan dengan menggunakan  model 4-D yang terdiri dari 4 tahapan, yakni a) Define, b) Design, c) Develop, and Disemination. Penelitian ini akan dilaksanakan dalam kurun waktu 1 (satu) tahun dengan target khusus yang ingin dicapai, yaitu; 1) Buku Ajar Sistem Operasi Komputer Berbasis Graphical User Interface (GUI), 2) Luaran yang dihasilkan dalam penelitian ini adalah publikasi jurnal nasional terakreditasi, dan buku ajar ter-ISBN. Tahap Kesiapan Teknologi atau Tingkat Kesiapan Teknologi (TKT) adalah ukuran tingkat kesiapan teknologi yang diartikan sebagai indikator yang menunjukkan seberapa siap atau matang suatu teknologi agar dapat diterapkan. Teknologi yang diukur dalam penelitian ini adalah Buku ajar ber-ISBN, RPS, Worksheet, dan Soal tes dengan kategori indikator TKTnya adalah bidang Sosial Humaniora dan Pendidikan, Hasil penelitian menunjukan bahwa Perangkat pembelajaran yang dikembangkan berada pada kategori Layak untuk digunakan untuk meningkatkan kompetensi mahasiswa.
Pemanfaatan Media Pembelajaran Berbasis Digital dalam Pembelajaran Menulis Puisi di SMP Negeri 2 Woja Taufik, Taufik; Ismail, Ismail; Imansyah, M. Nur; Kasmita, Mayang Putri
NUSRA : Jurnal Penelitian dan Ilmu Pendidikan Vol. 5 No. 2 (2024): NUSRA: Jurnal Penelitian dan Ilmu Pendidikan, Mei 2024
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/nusra.v5i2.2731

Abstract

Research has been conducted entitled the use of digital-based learning media in learning to write poetry at SMP Negeri 2 Woja, Dompu Regency. The main objective of this research is to carry out an in-depth analysis of the use of learning media that utilizes the use of technology in the process of learning to write poetry. This research uses a descriptive qualitative approach with the data collection techniques used are observation and writing performance. Meanwhile, the data analysis technique used in qualitative analysis has four stages, namely data collection, data reduction, data presentation and the final step is drawing conclusions and verification. The research results show that the use of learning media, especially technology-based learning media such as digital learning media, has proven effective in improving learning outcomes, especially in learning to write poetry. Digital learning media allows educators to present material in a more interesting and interactive way, motivating students to be more active in the learning process. Various learning media, such as Quizziz, PowerPoint, poetry anthologies, YouTube channels, and Instagram social media, can be used for various purposes in learning to write poetry, from understanding basic concepts to producing poetry and publishing it.
Digital Learning Media in Learning to Write Poetry for Middle School Students Taufik, Taufik; Ismail, Ismail; Imansyah, M. Nur; Putri Kasmita, Mayang
JUPE : Jurnal Pendidikan Mandala Vol 9, No 2 (2024): JUPE : Jurnal Pendidikan Mandala (Juni)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v9i2.7058

Abstract

Research has been carried out entitled Digital Learning Media in Learning to Write Poetry for Middle School Students. This research aims to determine the influence of digital learning media on the learning outcomes of class VIII students at SMPN 02 Woja. This type of research is quantitative research using the Quasi Experimental Design method, especially the non-equivalent control group design type. From the learning results obtained before treatment, both the experimental class and the control class showed the same abilities. Next, the posttest value data was tested. The results of the posttest analysis show that the average score for the experimental class is 51.21, while the average score for the control class is 41.70. Based on inferential statistical analysis of the posttest scores, it was found that the calculated t value (t_count) was 1.99 greater than the t table value (t-table) of 1.669. This shows that H0 (null hypothesis) is rejected and H1 (alternative hypothesis) is accepted.
Mpa'a Gopa Game-Based Physical Education Learning Media to Improve the Kinesthetic Abilities of Special Needs Students Fauqi, Amal; Ilham, Ilham; Imansyah, M. Nur; Kurniawan, Syafaruddin; Ferdiansyah, Ferdiansyah
Jurnal Porkes Vol 8 No 3 (2025): December: Article in Progress
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/porkes.v8i3.31867

Abstract

This study developed a valid, practical, and effective traditional Mpa'a Gopa game-based physical education learning medium to improve the kinesthetic abilities of students with special needs at SLBN 1 Dompu. The method used was Research and Development (R&D) with a 4-D model, involving 20 students as samples. The Define stage revealed that 50% of students were passive and that there were limitations in adaptive media through observation and interviews with teachers. The Design stage produced a prototype of Mpa'a Gopa with modified rules and visual guidelines. The Develop stage involved expert validation and practicality and effectiveness tests using teacher-student response questionnaires and kinesthetic tests. The expert validation results showed that the media was highly valid with a score of 87.01%. Practicality tests proved the media to be very practical, as shown by positive responses from teachers (91.33%) and students (88%). Meanwhile, effectiveness tests showed a significant increase in kinesthetic abilities of 26.15% (from an average score of 65 to 82), exceeding the target of 20%. These findings indicate that Mpa'a Gopa is capable of encouraging active participation and developing gross motor skills. This media is innovative, contextual, and provides a solution to the monotony of PJOK learning in SLB.
Analysis of the Effectiveness of Artificial Intelligence as a Learning Medium Imansyah, M. Nur; Supriyadin, Supriyadin; Prayudi, Andi
Jurnal Ilmiah Mandala Education (JIME) Vol 12 No 1 (2026): Jurnal Ilmiah Mandala Education (Januari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jime.v12i1.10165

Abstract

The rapid development of Artificial Intelligence (AI) has driven significant transformation in the education sector, particularly in its application as a learning medium. AI offers the potential to enhance learning quality through personalization, automated feedback, and real-time learning analytics. This article aims to analyze the effectiveness of AI as a learning medium based on empirical research findings and systematic reviews published over the last five years. The research employs a literature review method by examining relevant national and international journal articles. The results indicate that AI-based learning media are generally effective in improving learning outcomes, student motivation, and engagement, especially when integrated with appropriate instructional design. However, AI implementation also faces challenges related to infrastructure limitations, teacher readiness, and ethical and data privacy issues. Therefore, comprehensive implementation strategies are required to ensure that AI can be optimally and sustainably utilized as a learning medium.