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The Utilization of Generative AI in Designing Data Analytics and Visualization Workshop (Case Study: GDGoC at Universitas Negeri Malang) Refiana Andiyah; Ence Surahman; Herlina Ike Oktaviani
International Journal of Computer Science and Humanitarian AI Vol. 2 No. 2 (2025): IJCSHAI
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijcshai.v2i2.13519

Abstract

This study explores the use of Generative Artificial Intelligence (Generative AI) in designing a Data Analytics and Visualization workshop within the Google Developer Groups on Campus (GDGoC) community at the State University of Malang. Employing a qualitative case study approach, data were gathered through in-depth interviews, observations, and document analysis involving key informants directly engaged in the planning and execution of the workshop. The findings reveal that Generative AI significantly enhanced the efficiency, effectiveness, and quality of the workshop program. The technology was utilized across various stages, from conceptualizing the event and gathering references to preparing presentation materials. Respondents noted that Generative AI facilitated faster and more systematic material organization, supporting prior research on its ability to improve productivity and efficiency in educational settings. Nevertheless, the study also identified challenges, including reliance on AI, difficulties in generating appropriate prompts, and the necessity of validating AI-generated content. In the context of Human-Computer Interaction (HCI), Generative AI was perceived to offer favorable usability and user experience, although adequate digital literacy is essential to ensure its ethical and effective use. In conclusion, Generative AI presents considerable potential as a tool for developing training programs, with human involvement remaining critical to ensure the relevance and accuracy of the generated information.
Gamified Flipped Classroom and Effective Learning Outcomes Through Bibliometric and Systematic Literature Review Toward SDGs 4 Elizabeth Lobo; Yerry Soepriyanto; Ence Surahman
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.13314

Abstract

The use of appropriate approaches or methods in learning can increase the effectiveness of learning outcomes in accordance with the goals of quality education in SDGs 4. The development of flipped classroom or flipped learning and gamification is increasing year by year. So it is necessary to know the application of flipped classroom with the help of gamification in learning for effective learning outcomes toward SDGs 4. The research on gamified flipped classroom uses systematic methods of literature review and bibliometrics to determine the development of trends GFC over a period of 10 years from 2015- October 26, 2025. Data was taken from the Scopus database with the inclusion criteria of English-language journal articles and was all open access. The results of bibliometric analysis show that research on gamification and flipped classroom or flipped learning began in 2016, while research on flipped classroom with the help of gamification began in 2018. Several countries conduct GFC research quantitatively, such as Spain, Thailand, Hong Kong, Indonesia. GFC is mostly carried out at the university level and is widely applied to the subject areas of social science (30.20%) and computer science (22.60%).
Pemberdayaan Siswa Berkebutuhan Khusus dalam Mengakses Open Access System Guna Meningkatkan Capability Learner Pradipta, Rizqi Fajar; Surahman, Ence; Ummah, Umi Saiful
Jurnal Praksis dan Dedikasi Sosial Vol. 2 No. 2 (2019)
Publisher : Universitas Negeri Malang

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Abstract

Kegiatan pengabdian pada masyarakat ini merupakan upaya kegiatan pengabdian masyarakat yang dilakukan dalam bentuk pelatihan bagi siswa-siswa berkebutuhan khusus di Sekolah Luar Biasa Putra Mandiri Kabupaten Sidoarjo. Adapun metode yang digunakan dalam pelatihan meliputi; 1) Ceramah dan Tanya jawab untuk menyampaikan wawasan dunia kerja dan tentang persiapan masuk dalam dunia kerja sebagai sarana membentuk etos kerja atau mental kerja dalam dunia kerja; 2) Praktik; 3) Diskusi untuk melakukan evaluasi rekomendasi pada seluruh peserta Pemberdayaan. Pada akhir kegiatan pemberdayaan ini diharapkan siswa berkebutuhan khusus di Sekolah Luar Biasa Putra Mandiri Kabupaten Sidoarjo memiliki peningkatan kapabilitas yang nantinya dapat terwujud menjadi figur siswa berkebutuhan khusus yang mandiri dan memiliki kecakapan hidup yang baik.
Peningkatan Keterampilan Mengajar Dosen Muda Melalui Lesson Study Ence Surahman; Achmad Supriyanto
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 3 No. 1 (2018)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

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Abstract

This article aims to describe the author's observations on improving the teaching skills of young lecturers at the Faculty of Education through lesson study practice. The data collection method was carried out through observation at each stage of the plan, do and see stages in the three cycles of the Lesson Study process that were carried out. Lesson Study enables the process of improving the teaching skills of young lecturers. This happened as a result of the planning, implementation, and reflection of learning processes that were carried out together. So that feedback can occur directly and authentically for continuous learning improvement. Criticism, suggestions and input submitted by the observer can raise awareness of the practitioner to correct deficiencies and weaknesses in planning, implementing and assessing learning.
Development of Interactive Web-Based Augmented Reality for Human Digestive System in Class XI Yanuar Rizky Prasetyo; Ence Surahman; Made Duananda Kartika Degeng
Edcomtech: Jurnal Kajian Teknologi Pendidikan Vol. 9 No. 1 (2024)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um039v9i12024p43-56

Abstract

This study aims to develop interactive, web-based augmented reality (AR) learning media for teaching the human digestive system to 11th-grade Biology students, addressing the practical limitations of application-based media. The goal is to enhance student engagement, material visualization, and learning outcomes without requiring additional app installations. The research followed the Sadiman development model, involving seven stages from needs analysis to product testing. Validation results for content and media indicated that the developed media is highly effective and suitable for use in the classroom. Trials were conducted with a small group of five students and a field test involving 30 students. The field test results showed a significant improvement in learning outcomes, with an average increase of 20.70%. Additionally, questionnaires revealed an approval rate of 83.41%, indicating that students found the media effective in understanding abstract concepts. In conclusion, the interactive, web-based AR learning media proved effective in improving students’ learning outcomes and interest in Biology. This media not only offers a valuable tool for enhancing education but also serves as a model for the development of future technology-based learning resources.
Developing Ethic Game (Ethnomathematics Game): The Instructional Media of Culture Mathematics with Tringo by Ki Hadjar Dewantara Sayyidati Fatimah Az-Zahroh; Zahid Zufar At Thaariq; Ence Surahman; Chania M. Widyasari; Muhammad Syifa’ul Qolbi; Risma Chulashotud Diana
JPP (Jurnal Pendidikan dan Pembelajaran) Vol. 26 No. 2 (2019)
Publisher : Lembaga Pengembangan Pendidikan dan Pembelajaran, Universitas Negeri Malang in Collaboration with Asosiasi Pendidik dan Pengembang Pendidikan Indonesia (APPI)

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Abstract

One of the most important steps in having educational process with the media. The media itself represents the component of Language Leaning. In researchers’ context, which is Math, the subject matter represents the content itself. Most of the times, our students face difficulty in learning the content—Math subject. Therefore, the objective of this study is to produce an instructional media that might ease the students in learning Mathematics easier and meaningful. Our interest is developing an instructional media that help students to also learn culture as its additional material. We develop ETHIC GAME (Ethnomathematics Game) as an integrated and augmented reality-based (AR) instructional media that combine mathematics and culture. Based on Edgar Dale’s theory on learning, the students can undergo the meaningful learning experience when they learn, observe, and listen to the media by themselves. We decide then to make an instructional media that also use such kind of principle that is TRINGO (Ngerti, Ngrasa, Nglakoni – or Understanding, Experiencing, Doing) by Ki Hadjar Dewantara. The development method used in this study refers to Lee Owen model of development. In the end, by having ETHIC GAME as instructional media, students learn more insightful and meaningful Mathmatics and culture—not only to make the learning process more authentic, but also to make the learners preserve the national culture. Indicates how easy the users in using the application which shows 100% of the users stated that there is no difficulty in using it. So, this instructional media can be used easily and fun
Pelatihan Micro Learning Object Berbasis TPACK bagi Guru-Guru SMA di Garut Ence Surahman; Sulthoni Sulthoni; Saida Ulfa; Arafah Husna; Hilman Ramdiana; Zahid Zufar At Thaariq; Antoni Bagas Setiawan; Muhammad Syifa’ul Qolbi
Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 3 No. 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um050v3i12020p1-14

Abstract

Perkembangan teknologi mobile device di kalangan pengguna Sekolah Menengah Atas (SMA) dan sederajat belum dioptimalkan secara maksimal untuk mendukung pencapaian tujuan pembelajaran yang efektif dan efisien. Tujuan dari kegiatan pengabdian ini yaitu memberikan pelatihan kepada para guru SMA/MA/SMK berupa kemampuan untuk mengenali, memahami dan mengembangkan bahan ajar mikro (microlearning object). Kegiatan pelatihan dilakukan dengan menggunakan model blended training yakni perpaduan antara kegiatan pelatihan secara tatap muka dan pelatihan secara online. Kegiatan tatap muka menggunakan metode ceramah, diskusi dan game online, sedangkan pelatihan online berupa kegiatan kajian bahan pelatihan dan latihan mandiri. Hasil yang diperoleh berupa kemampuan peserta dalam memahami, merancang dan mengembangkan bahan ajar mikro menggunakan perangkat mobile device yang dimilikinya.
Pelatihan Pengembangan Bahan Ajar Interaktif dengan Mengoptimalkan Fitur Interactive Flat Panel Yerry Soepriyanto; Dyah Lestari; Ence Surahman; Efi Dian Ariska; Dany Wijaya Kesuma; Mochammad Hilman Amirudin Nahri
Abdimas Pedagogi: Jurnal Ilmiah Pengabdian kepada Masyarakat Vol. 9 No. 1 (2026)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um050v9i12026p1-5

Abstract

Sebuah sekolah telah memiliki perangkat Interactive Flat Panel lebih dari tiga tahun, akan tetapi guru hanya memanfaatkan bahan ajar berbasis perangkat tersebut yang disediakan baik oleh perangkat, lembaga maupun Internet. Sementara itu jumlah guru yang mengembangkan bahan ajar relatif sedikit, oleh karena itu perlu diadakan pelatihan pengembangan bahan ajar interaktif. Tujuannya untuk melatih guru dalam mengembangkan bahan ajar interaktif yang berbasis pada Interactive Flat Panel atau papan Interaktif dengan memanfaatkan fitur yang dimilikinya. Fitur tersebut adalah anotation, drag & drop, object manipulation, drawing and writing. Bahan ajar interaktif diperlukan untuk mengoptimalkan pemanfaatan fitur yang telah disediakan oleh papan interaktif. Dengan demikian perlu dikembangkan desain pelatihan untuk tujuan yang telah ditetapkan. Desain pelatihan dikembangkan dengan mengadopsi model McArdle melalui tiga tahap pelaksanaan yaitu pra, pelaksanaan dan evaluasi. Pelatihan dilaksanakan dalam dua tahap yaitu pelatihan pengenalan fitur-fitur yang dimiliki oleh IFP dan mendemonstrasikan pemanfaatannya pada bahan ajar interaktif yang tersedia gratis di Internet. Hasil pelaksanaan menunjukkan bahwa guru meningkat pemahamannya terkait pemanfaatan fitur papan interaktif pada bahan ajar interaktif yang digunakan dalam pembelajaran. Peningkatan ini ditunjukkan oleh N-Gain yang terkategori efektif dan sedang. Selain itu ketersediaan bahan ajar interaktif semakin meningkat kuantitasnya yang berhasil dikembangkan oleh guru secara mandiri.
A systematic literature review on VR table manner innovation as an emerging learning media in culinary education Aditia Gustiana Gunawan; Ence Surahman; Faiz Hilmawan Masyfa; Quinnera Putra Joshua
Jurnal Inovasi dan Teknologi Pembelajaran Vol. 12 No. 2 (2025)
Publisher : Universitas Negeri Malang in collaboration with APSTPI and IPTPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v12i22025p072

Abstract

Virtual Reality (VR) is a significant innovation in culinary education, especially in table-service learning. This technology allows students to practice in a realistic virtual environment, creating an immersive and interactive learning experience. Through a Systematic Literature Review (SLR) of 50 articles, 13 from 2018 to 2025 were analysed to evaluate the effectiveness of VR. The results showed that VR can increase students' engagement, conceptual understanding, and technical skills in table service. VR also provides learning flexibility without time and place constraints. However, obstacles are challenging, including high costs, limited specific content, and psychomotor skill simulations. Therefore, integrating VR with conventional methods and educational institutions and the technology industry collaboration are crucial to optimise table-service learning and prepare students for the workforce. 
Curriculum and instructional designs on SDGs STEM learning Ence Surahman
Inovasi Kurikulum Vol. 21 No. 2 (2024): Inovasi Kurikulum, May 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i2.69620

Abstract

Few studies have investigated the latest findings about curriculum design for STEM learning. This study collected the latest evidence related to the curriculum design used in STEM learning. The Systematic Literature Review method with PRISMA Guidelines on empirical SSCI research articles based on the WOS database was employed to guide the review process and avoid bias in data analysis. After quality assessment, 27 articles were selected for analysis using the thematic analysis technique. The results showed three categories of curriculum designs, including mono, inter, and transdisciplinary subjects. Most studies focus on SDGs agenda No. 4, quality of education; apart from that, some explore weather and climate change, energy availability, clean water, sanitation, and peaceful societies. The most reported learning methods are research-based, program-based, problem and project-based, inquiry-based, and using tools and platforms to support the STEM learning process. Moreover, the types of assessments employed in the SDGs STEM learning are questionnaires, surveys, standardized tests, written tests, comprehension tests, and mixed tests. Future research could emphasize the development of empirically based research designs on other related SDGs topic issues, not only in the natural science domain but also in the socio-economic dimension.   Abstrak Hanya sedikit penelitian yang menyelidiki temuan terbaru tentang desain kurikulum untuk pembelajaran STEM. Penelitian ini fokus pada pengumpulan bukti-bukti terkini terkait desain kurikulum yang digunakan dalam pembelajaran STEM. Metode Tinjauan Pustaka Sistematis dengan Pedoman PRISMA pada artikel penelitian empiris SSCI berbasis database WOS digunakan untuk memandu proses peninjauan dan menghindari bias dalam analisis data. Setelah dilakukan penilaian kualitas, dipilih 27 artikel untuk dianalisis menggunakan teknik analisis tematik. Hasil penelitian menunjukkan bahwa terdapat tiga kategori desain kurikulum yang meliputi mata pelajaran mono, interdisipliner, dan transdisipliner. Sebagian besar penelitian berfokus pada agenda SDGs No. 4, kualitas pendidikan, selain itu ada juga yang mengeksplorasi cuaca dan perubahan iklim, ketersediaan energi, air bersih dan sanitasi, termasuk masyarakat yang damai. Metode pembelajaran yang paling banyak dilaporkan adalah pembelajaran berbasis penelitian, pembelajaran berbasis program, pembelajaran berbasis masalah dan proyek, pembelajaran berbasis inkuiri, serta penggunaan alat dan platform untuk mendukung proses pembelajaran STEM. Selain itu, jenis penilaian yang paling banyak digunakan dalam pembelajaran STEM SDGs adalah angket, survei, tes terstandar, tes tertulis, tes pemahaman, dan tes campuran. Penelitian di masa depan dapat menekankan pengembangan desain penelitian berbasis empiris pada isu-isu topik SDGs terkait lainnya, tidak hanya pada domain ilmu pengetahuan alam, tetapi juga pada dimensi sosial-ekonomi. Kata Kunci: desain kurikulum; desain pembelajaran; pendidikan berbasis SDGs; pembelajaran STEM
Co-Authors Achmad Supriyanto Aditia Gustiana Gunawan Adrie Satrio Agus Wedi Aniisah, Amiirah Antoni Bagas Setiawan Arafah Husna Arif Rohman Az-Zahroh, Sayyidati Fatimah Chania M. Widyasari Citra Kurniawan Dany Wijaya Kesuma Degeng, Made Duananda Degeng, Made Kartika Deka Dyah Utami Dimas Arif Dewantoro Dyah Lestari Dyah Utami, Deka Efi Dian Ariska Elizabeth Lobo Eny Nur Aisyah Faiz Hilmawan Masyfa Faradillah Haryani Hardika Hardika, Hardika Harun Harun Henry Praherdhiono Herlin Pujiarti Herlina Ike Oktaviani Herman Dwi Surjono Herminarto Sofyan Hilman Ramdiana Ivandra Immanuela Latumakulita Kee-Fui Turner Lam Kesuma, Dany Wijaya Kusworo, Nindia Rada Made Duananda Kartika Degeng Mochammad Hilman Amirudin Nahri Mohd Nordin, Rumaizah Muanam, Khoirul Muhammad Lukman Baihaqi Alfakihuddin Muhammad Syifa’ul Qolbi Muhibuddin Fadhli Nahri, Mochammad Hilman Amirudin Nur Anita Yunikawati Nur Hudha, Muhammad Pradipta, Rizqi Fajar Prasetyo, Yanuar Rizky Qolbi, Muhammad Syifa'ul Quinnera Putra Joshua Refiana Andiyah Rengga Prakoso Nugroho Risma Chulashotud Diana Rumaizah Mohd Nordin Saida Ulfa Sayyidati Fatimah Az-Zahroh Shirly Rizki Kusumaningrum Sihkabuden Sihkabuden Slamet, Taufik Ikhsan Sulthoni Sumaji Sumantri, Agus Supahar, Supahar Suparwoto Suparwoto Susilaningsih Susilaningsih, Susilaningsih Thaariq, Zahid Zufar At Ubed Sonai Fahruddin Arrozi Ujang Nendra Pratama Umi Safiul Ummah Ummah, Umi Saiful Widyasari, Chania Maulidina Yanuar Rizky Prasetyo Yerry Soepriyanto Yuliaristiawan, Ervan Dwi Zahid Zufar At Thaariq Zakiyyah, Amirah Qonitatus