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Peningkatan Digitalisasi Pembelajaran SD melalui Komunitas Belajar Yadi; Shola Arsyad
Jurnal Pengabdian Kepada Masyarakat Vol 1 No 01 (2024): Jurnal Pengabdian Kepada Masyarakat
Publisher : Alihsanpublisher

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Abstract

Digitalisasi dalam pembelajaran membawa dampak yang sangat baik bagi para peserta didik hal ini menjadi salah satu motivasi agar peserta didik memiliki minat untuk belajar menjadi semakin baik, pengetahuan pendidik harus terus di tingkatkan terlebih pada penguasaan teknologi. Berbagai macam media interaktif dapat dimanfaatkan dalam proses pembelajaran, akan tetapi kondisi saat ini masih banyak pendidik yang belum seutuhnya memanfaatkan media interaktif sebagai strategi pendekatan dalam proses pembelajaran. Kegiatan pengabdian kepadamasyarakat ini bertujuan untuk meningkatkan digitalisasi pembelajaran di tingkat SD melalui pendekatan kolaboratif melalui komunitas belajar, dalam kegiatan ini pendekatan kolaboratif sangat bermanfaat bagi guru dalam meningkatkan digitalisasi proses pembelajaran di kelas. Metode pelaksanaan kegiatan mencakup workshop, pelatihan dan pembentukan kelompok diskusi serta evaluasi yang dilakukan untuk mengukur peningkatan penggunaan teknologi dalam pembelajaran dan partisipasi aktif dalam komunitas belajar. Hasil dari kegiatan ini diharapkan mampu meningkatkan kualitas pembelajaran di tingkat SD melalui penerapan teknologi dan kolaborasi antar berbagai pihak terkait melalui komunitas belajar.
PERAN MACHINE LEARNING DALAM PENINGKATAN PENDIDIKAN INKLUSIF: TINJAUAN LITERATUR Yadi
Jurnal Informatika Vol. 1 No. 02 (2024): Jurnal Informatika (Juri)
Publisher : Al Ihsan Smart Cendekia

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Abstract

Inclusive education aims to provide an equitable and supportive learning environment for all students, including those with special needs. In recent years, machine learning (ML) has become one of the technologies offering innovative solutions to enhance the quality of inclusive education. This study aims to review the role of machine learning in inclusive education through a systematic analysis of literature published in the last five years. The Systematic Literature Review (SLR) methodology is applied to identify, evaluate, and synthesize findings from various related studies. The results of the review show that ML algorithms such as decision trees, support vector machines, and neural networks are widely used to detect student needs, personalize learning, and improve accessibility and learning outcomes. However, challenges such as algorithmic bias, lack of quality data, and implementation barriers still require further attention. This review provides insights into the opportunities and challenges of using machine learning to support inclusive education and offers recommendations for future research and development.
Sosialisasi Pengenalan Media Interaktif Berbasis Web Sebagai Media Ajar Siswa Sekolah Dasar Yadi, Yadi; Distiliana, Distiliana; Hardiyanti, Hardiyanti
Jurnal Pengabdian Kepada Masyarakat Vol 2 No 02 (2025): Jurnal Pengabdian Kepada Masyarakat
Publisher : Alihsanpublisher

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Abstract

 Perkembangan teknologi informasi memberikan peluang besar bagi peningkatan kualitas pembelajaran, khususnya melalui pemanfaatan media interaktif berbasis web. Namun, pada tingkat sekolah dasar, pemanfaatan teknologi sebagai media ajar masih terbatas karena kurangnya pengetahuan dan keterampilan guru. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pemahaman dan kompetensi guru dalam menggunakan media interaktif berbasis web sebagai pendukung proses pembelajaran. Kegiatan dilaksanakan di SD Negeri 122 Kota Palembang melalui tahapan observasi, pelatihan, pendampingan, monitoring, dan evaluasi. Evaluasi dilakukan melalui pemberian pretest dan posttest untuk mengukur peningkatan pengetahuan guru. Hasil menunjukkan bahwa rata-rata nilai pretest sebesar 50,1 meningkat menjadi 81,1 pada posttest, sehingga terdapat peningkatan kompetensi sebesar 31 poin. Peningkatan ini menunjukkan bahwa pelatihan dan pendampingan yang diberikan sangat efektif dalam memperkuat kemampuan guru dalam memanfaatkan media interaktif berbasis web. Secara keseluruhan, kegiatan ini memberikan dampak positif yang signifikan dalam mendukung pembelajaran yang lebih inovatif, menarik, dan sesuai dengan tuntutan era digital.
Analisis Reaksi Emosional Siswa terhadap Pembelajaran SAVI Menggunakan Support Vector Machine Yadi; Siti Aminah
BETRIK Vol. 16 No. 03 (2025): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/msbn6g22

Abstract

The development of information and communication technology has enabled the implementation of more interactive and personalized learning methods, one of which is the SAVI (Somatic, Auditory, Visual, Intellectual) learning model. This study aims to analyze students' emotional responses to SAVI-based learning using the Support Vector Machine (SVM) algorithm for sentiment classification. The study involved 100 student respondents who provided opinions regarding their learning experiences. Prior to analysis, the opinion data underwent preprocessing, including case folding, cleaning, tokenization, stopword removal, and stemming, to ensure high-quality features for the SVM model. The classification results indicate that the majority of students (65%) showed positive sentiment, while 20% expressed negative sentiment and 15% neutral. Integration of the SAVI model revealed that students with Somatic learning styles tended to show positive sentiment, whereas students with Visual and Intellectual learning styles exhibited a more varied sentiment, including negative and neutral. The SVM model performance evaluation demonstrated high precision, recall, and F1-score, particularly for the majority class, indicating the model's accuracy in classifying student opinions. These findings highlight the importance of considering students' emotional responses in SAVI-based learning, as emotional factors significantly influence motivation and learning outcomes. The integration of SVM and SAVI provides comprehensive insights for designing adaptive, responsive, and data-driven learning strategies to enhance learning effectiveness.
Peningkatan Literasi Siswa Sekolah Dasar Melalui Pengembangan Media Interaktif Berbasis Web Lesi Anggraini; Yadi
BETRIK Vol. 16 No. 03 (2025): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/yhvedf03

Abstract

Literacy is a key aspect in the learning process because all students need to have good literacy skills to be able to process information optimally. Literacy is not only limited to reading ability, but also includes the ability to analyze, understand, and translate information based on written text. Improving student literacy in schools is crucial to support the achievement of literacy competencies as a whole. However, the limited learning media that can attract students' interest in literacy remains an obstacle, as seen from the learning process that is still predominantly using the lecture method. This study aims to determine the improvement of student literacy through the use of web-based interactive media. Media development was carried out using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of the study showed an increase in student literacy scores based on a comparison of pretest and posttest scores given to 35 respondents, with an increase of 35%. In addition, the practicality test showed a score of 93.47% with a practical category. Thus, web-based interactive media can be an effective approach in improving student literacy because it can stimulate optimal cognitive development.
ANIMASI MOTION GRAPHICS PENGENALAN BASIC SKINCARE Kalfin Helvandu; Ferry Putrawansyah; Nanda S. Prawira; Yadi Yadi; Fitria Rahmadayanti
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 10 No. 3 (2026): JATI Vol. 10 No. 3
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v10i3.18027

Abstract

Perkembangan teknologi informasi dan komunikasi mendorong pemanfaatan media digital sebagai sarana edukasi yang lebih efektif, khususnya bagi remaja. Salah satu media yang berkembang adalah animasi motion graphics yang mampu menyajikan informasi secara visual, menarik, dan mudah dipahami. Di sisi lain, rendahnya pemahaman remaja mengenai basic skincare sering menyebabkan kesalahan dalam memilih dan menggunakan produk perawatan kulit. Oleh karena itu, diperlukan media edukasi yang dapat meningkatkan literasi skincare di kalangan remaja.Penelitian ini bertujuan untuk mengembangkan media edukasi berupa video animasi motion graphics pengenalan basic skincare. Metode penelitian yang digunakan adalah model pengembangan ADDIE yang meliputi tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Pengumpulan data dilakukan melalui wawancara, observasi, studi literatur, serta kuesioner yang melibatkan responden dan uji ahli (expert review).Hasil validasi menunjukkan bahwa media memperoleh tingkat kelayakan sebesar 100% dari ahli materi, 100% dari ahli media, dan 80% dari ahli bahasa, sehingga termasuk dalam kategori sangat layak. Pengujian kepada 30 responden melalui pretest dan posttest menunjukkan adanya peningkatan pemahaman dengan nilai rata-rata N-Gain sebesar 0,87 yang berada pada kategori tinggi. Hasil tersebut menunjukkan bahwa media animasi motion graphics yang dikembangkan efektif dalam meningkatkan pemahaman remaja mengenai basic skincare.
Penerapan Algoritma K-Means pada Pengelompokkan Dampak Bermain Game Online Terhadap Minat Belajar Anda Tri Hidayat; Efan Efan; Yadi Yadi
EXPLORER Vol 6 No 2 (2026): July 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v6i2.2738

Abstract

This study aims to group students' level of learning interest based on the intensity of playing online games using the K-Means Clustering algorithm. The issue being addressed is the increasing activity of gaming, which can potentially affect students' learning behavior, but there hasn't been a structured mapping of student characteristics yet. The data used comes from questionnaires filled out by 65 respondents with 6 main variables, including playing frequency, playing duration, playing time, and learning interest indicators. The method used is K-Means with steps of preprocessing, normalization using StandardScaler, and testing the number of clusters using the Elbow method. The study results show that the optimal number of clusters is 3, with a silhouette score of 0.323 and a Davies-Bouldin Index of 1.465. It produced three groups, namely: (1) low learning interest, (2) medium learning interest, and (3) high learning interest. The clustering results showed that the majority of students were in the Medium Learning Interest category with 37 students (56.92%), followed by Low Learning Interest with 16 students (24.62%), and High Learning Interest with 12 students (18.46%). The silhouette score yielded a value of 0.323303, indicating a fairly good cluster structure. This study shows that most students are in a medium condition, meaning they still play games without significantly affecting their learning interest. The contribution of this research is providing a data-based approach to categorize students' learning interest levels related to online gaming activities, and it also serves as a basis for schools to design more effective monitoring and educational strategies. The research provides a mapping of student characteristics based on data that can be used as a basis for making decisions in academic guidance.
Implementasi Naive Bayes untuk Mengklasifikasi Pembelajaran Inovatif Terhadap Motivasi Belajar Damar Firdaus; Efan Efan; Yadi Yadi
EXPLORER Vol 6 No 2 (2026): July 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v6i2.2741

Abstract

Learning motivation is a key factor in determining students' success in the educational process. Innovative learning methods are believed to increase motivation through interactive and engaging approaches. However, identifying the level of student motivation based on learning activities still becomes a challenge. This study aims to classify the influence of innovative learning on student motivation using the Naïve Bayes algorithm. The research method applies the CRISP-DM framework, which consists of business understanding, data understanding, data preparation, modeling, evaluation, and deployment. Data were collected through observation, interviews, questionnaires, and literature studies conducted at MTS Guppi Pagar Alam. The dataset consists of 70 students with attributes including teaching methods, learning media, classroom interaction, task creativity, and learning independence. The classification process divides data into training (80%) and testing (20%) sets. The results show that the Naïve Bayes model achieves an accuracy of 87%, indicating that the algorithm performs effectively in classifying student motivation levels. The findings reveal that classroom interaction and task creativity significantly influence learning motivation. This study contributes to providing insights for educators in designing more effective and adaptive learning strategies.
Web-Based Interactive Digital Media to Improve Elementary School Students' Literacy Lesi Anggraini; Yadi
JST (Jurnal Sains dan Teknologi) Vol. 15 No. 1 (2026): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jst-undiksha.v15i1.104316

Abstract

Literacy competence encompasses not only the ability to read and write, but also the capacity to comprehend information and apply knowledge across various life contexts. However, the literacy level of elementary school students remains relatively low, particularly in terms of reading comprehension and writing skills. Therefore, strengthening literacy competence is essential to support students’ understanding and communication abilities. This study aims to develop web-based interactive digital media to enhance students’ literacy skills in Indonesian language learning. The research employs a Research and Development (R&D) approach using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. The study involves 30 elementary school students and two Indonesian language teachers as participants. Data were collected through expert validation and practicality tests using questionnaires and were analyzed using descriptive quantitative analysis. The main findings indicate that the development of web-based interactive digital media using the ADDIE model successfully produces a high-quality, valid, and practical product for literacy learning in elementary schools. Based on these findings, it can be concluded that the developed media is both valid and practical in improving students’ literacy skills. Furthermore, the implications of this study reinforce constructivist learning theory, which emphasizes that learning becomes more effective when students are actively engaged in the learning process. Interactive media has proven to support student-centered learning.