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The effectiveness of augmented reality-based e-modules in improving computer system learning outcomes Vivi Gesilanda; Nurkhamid Nurkhamid
Inovasi Kurikulum Vol. 22 No. 4 (2025): Inovasi Kurikulum, November 2025
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64014/jik.v22i4.194

Abstract

Conventional learning on computer systems material in informatics often makes students passive, making it difficult for them to understand abstract concepts and leading to suboptimal learning outcomes. This study aims to analyze the effect of applying the Problem-Based Learning (PBL) model, assisted by Augmented Reality (AR), on the informatics learning outcomes of Grade 10 students. The research method used was a quasi-experiment with a pretest-posttest control group design. The sample consisted of several students divided into two groups: an experimental class that received the PBL-AR treatment and a control class that used conventional learning. Learning outcome tests were used as instruments, and data were analyzed using the N-Gain test after passing normality tests. The results showed a significant difference. The average posttest score of the experimental class significantly exceeded that of the control class, despite both groups having relatively comparable pretest scores. N-Gain analysis confirmed that the experimental class achieved improvement within the 'moderately effective' category, whereas the control class only reached the 'ineffective' category. It was concluded that the PBL model assisted by AR is significantly more effective in improving student learning outcomes on computer systems material. This innovative approach successfully increased active engagement and understanding of abstract concepts through interactive visualizations, thereby motivating students in the learning process.   Abstrak Pembelajaran konvensional pada materi sistem komputer informatika seringkali membuat murid pasif dan sulit memahami konsep abstrak, sehingga berdampak pada hasil belajar yang kurang optimal. Penelitian ini bertujuan untuk menganalisis pengaruh penerapan model Problem Based Learning (PBL) berbantuan Augmented Reality (AR) terhadap hasil belajar informatika murid kelas X. Metode penelitian yang digunakan adalah kuasi-eksperimen dengan desain pretest-posttest control group. Sampel terdiri dari sejumlah murid yang dibagi menjadi dua kelompok: kelas eksperimen yang menerima perlakuan PBL-AR dan kelas kontrol yang menggunakan pembelajaran konvensional. Instrumen penelitian menggunakan tes hasil belajar, dan data dianalisis menggunakan uji N-Gain setelah lolos uji normalitas. Hasil penelitian menunjukkan perbedaan yang sangat signifikan. Rata-rata nilai posttest kelas eksperimen jauh melampaui kelas kontrol, setelah sebelumnya kedua kelompok memiliki nilai pretest yang relatif setara. Analisis N-Gain mengonfirmasi bahwa kelas eksperimen mencapai peningkatan dalam kategori cukup efektif, sedangkan kelas kontrol hanya mencapai kategori tidak efektif. Disimpulkan bahwa model PBL berbantuan AR secara signifikan lebih efektif meningkatkan hasil belajar murid pada materi sistem komputer. Pendekatan inovatif ini berhasil meningkatkan keterlibatan aktif dan pemahaman konsep abstrak melalui visualisasi interaktif, menjadikan murid lebih termotivasi dalam proses pembelajaran. Kata Kunci: AR; hasil belajar; realitas tertambah; sistem komputer
Enhancing Mushroom Yield Productivity and Cultivation Efficiency with Fuzzy Logic and Internet of Things Satya Adhiyaksa Ardy; Nurkhamid
Journal of Information Engineering and Technology Vol. 2 No. 2 (2024): September 2024
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v2i2.264

Abstract

This research presents the development and implementation of an intelligent assistant system to enhance the productivity and efficiency of oyster mushroom cultivation. The system utilizes Fuzzy Logic and IoT technologies to optimize environmental conditions in mushroom cultivation chambers. The research objectives include developing the intelligent assistant system and evaluating its impact on oyster mushroom productivity and efficiency. The study employs a Research and Development (R&D) approach, utilizing the Waterfall model for systematic development. The conceptual framework encompasses the analysis of existing challenges in mushroom cultivation, leading to the identification of solutions through the integration of Fuzzy Logic and IoT. The system comprises sensor nodes for data collection, a collector node for data processing, and an automated watering mechanism controlled by Fuzzy Logic algorithms. Deployment of the intelligent assistant system involves installing and configuring system components in mushroom cultivation chambers. Testing is conducted through black box testing, ensuring the functionality and effectiveness of the system. The implementation of this system demonstrated a significant improvement in yield productivity, with a 37.4% increase in total mushroom yield and notable enhancements in time and labor efficiency, both by 60%. These improvements highlight the system's effectiveness in achieving consistent and optimal growth conditions, underscoring the potential of combining IoT and Fuzzy Logic in agriculture. In conclusion, the research successfully achieves its objectives by developing an intelligent assistant system that enhances oyster mushroom cultivation productivity and efficiency. The findings suggest promising implications for integrating advanced technologies in agricultural practices.
Optimalisasi Website SD Muhammadiyah Karangkajen Yogyakarta dengan Framework Gatsby: Analisis Perbandingan Kualitas dengan Indikator Lighthouse Fadhil Akbar Husaini; Nurkhamid
Journal of Information Engineering and Technology Vol. 2 No. 2 (2024): September 2024
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v2i2.266

Abstract

Tujuan penelitian ini adalah: (1) Mengembangkan website SD Muhammadiyah Karangkajen Yogyakarta menggunakan framework Gatsby. (2) Menjamin kualitas website dengan melakukan pengujian sebelum dan sesudah menggunakan framework Gatsby dengan Lighthouse. Metode penelitian yang digunakan pada penelitian ini adalah research and development (R&D). Hasil penelitian ini adalah: (1) website SD Muhammadiyah Karangkajen Yogyakarta berhasil dikembangkan dengan framework Gatsby (2) pengujian website dengan Lighthouse menunjukkan peningkatan kualitas, dengan skor performance mode mobile 54.3125 menjadi 86.375 (perlu perbaikan), mode Desktop 74.9375 menjadi 100 (baik), accessibility mode mobile 72.0625 dan desktop 73.75 menjadi 100 (baik), best practices 68 menjadi 100 (baik), dan SEO mode mobile 82.75 dan desktop 83.5875 menjadi 100 (baik).
Pengembangan Chatbot dengan Pendekatan Natural Language Processing sebagai Layanan Informasi tentang Masjid Jogokariyan Yogyakarta Labibuddin Alfin Afifi; Nurkhamid
Journal of Information Engineering and Technology Vol. 2 No. 2 (2024): September 2024
Publisher : Department of Electronics and Informatics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jiety.v2i2.267

Abstract

Tujuan dari penelitian ini adalah mengembangkan perangkat lunak berbasis chatbot dengan pendekatan Natural Language Processing sebagai layanan informasi tentang Masjid Jogokariyan Yogyakarta dan menguji kualitas chatbot tersebut. Metode penelitian yang digunakan pada penelitian ini adalah research and development (R&D) dengan model pengembangan perangkat lunak waterfall dan pengujian perangkat lunaknya menggunakan ISO 25010. Tempat penelitian di Masjid Jogokariyan Yogyakarta. Subjek penelitian terdiri dari pengurus masjid dan masyarakat untuk pengujian aspek usability, ahli perangkat lunak untuk pengujian aspek functional suitability. Teknik pengumpulan data melalui wawancara dan kuesioner. Instrumen penelitian yaitu dengan menggunakan Matriks Features Completeness (functional suitability), Sistem Usalibity Scale (usability), Time Behavior (performance efficiency), dan Cross-browser Testing (compatibility). Hasil dari penelitian ini adalah (1) perangkat lunak berbasis chatbot berhasil dikembangkan. (2) Kualitas chatbot telah memenuhi standar ISO/IEC 25010 dengan karakteristik functional suitability mendapatkan nilai 100% (Sangat Layak), compatibility mendapatkan nilai 100% (Sangat Layak), usability mendapatkan nilai 83,8% (Sangat Layak), dan performance efficiency mendapatkan nilai 2,89 detik untuk waktu rata-rata respons chatbot.