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Analysis of the KompuLearn Application to Improve Cognitive Skills According to the Growth Mindset Framework Aisyah Nursyahidah; Enjang Ali Nurdin; Enjun Junaeti; Eka Fitrajaya Rahman; Erna Piantari
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.459

Abstract

Informatics education at the vocational high school level continues to face challenges, particularly in students' limited understanding of algorithmic and programming concepts and the prevalence of a fixed mindset. This study aims to enhance students’ cognitive skills and foster a growth mindset by integrating a growth mindset framework into the instructional design of informatics learning. The learning design incorporates the Problem-Based Learning (PBL) model and is supported by a digital mobile application called KompuLearn. The research employed a Research and Development (R&D) methodology using the ADDIE model and a one-group pretest-posttest design. The participants consisted of 30 tenth-grade students from a vocational high school. Results showed an improvement in average scores from 52.6 (pretest) to 76.2 (posttest), with a normalized gain (N-gain) of 51.1%, categorized as moderate. One-way ANOVA analysis revealed a significant difference (p < 0.001) in cognitive gains among students with different mindset tendencies. Moreover, the proportion of students exhibiting growth mindset characteristics increased, as reflected in both the data distribution across learning phases and the questionnaire responses. These findings indicate that integrating a growth mindset framework into informatics learning design—through a PBL approach and digital support—positively contributes to cognitive improvement and mindset development among vocational high school students.
Multimedia Development in Guided Inquiry-Based Learning to Enhance Vocational High School Students' Computational Thinking Skills Muhammad Akmaluddin Andayani Komara; Enjun Junaeti; Erna Piantari; Eka Fitrajaya Rahman
Computing and Education Technology Journal Vol 5, No 1 (2025): APRIL
Publisher : Pendidikan Komputer FKIP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/cetj.v5i1.15228

Abstract

This study aims to develop multimedia-based learning using the Guided Inquiry-Based Learning model to enhance computational thinking skills among vocational high school students in the context of Society 5.0. The research adopts a Research and Development (R&D) approach following the ADDIE model and employs a one-group pretest-posttest design to evaluate its effectiveness. The developed multimedia integrates interactive educational games to support engagement and conceptual understanding. The results indicate a significant increase in students' computational thinking abilities, with average pretest and posttest scores improving from 41.30 to 67.83. The normalized gain scores show moderate improvement across computational thinking elements: decomposition (0.413), abstraction (0.283), pattern recognition (0.263), and algorithmic thinking (0.337). Student responses reveal an 82% satisfaction rate, categorized as "Very Good," reflecting high levels of motivation and engagement. The use of multimedia and interactive games within a guided inquiry framework effectively supports contextual and abstract learning processes, demonstrating its potential as a practical and innovative solution to strengthen computational thinking skills in vocational education.
Automated Vader Lexicon Labeling on Sentiment Analysis Against The E-Wallet Febri Liantoni; Muhammad Hardiansyah; Elham Syahrian Putra; Erna Piantari
ULTIMATICS Vol 18 No 1 (2026): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v18i1.4536

Abstract

In Indonesia, e-wallets have gained immense popularity due to their user-friendly interfaces and attractive features. Despite their convenience, user opinions about e-wallet applications remain polarized, with sentiments ranging from highly positive to critically negative. This study seeks to analyze these diverse user sentiments by leveraging the VADER Lexicon model, a powerful tool for sentiment analysis. The Naïve Bayes Classifier, a well-established probabilistic model renowned for its efficacy in text-based classification tasks, is employed to categorize user reviews. The sentiment analysis yielded promising results, with the model achieving an impressive accuracy rate of 92.02%. Additionally, the precision of the model, indicating the ratio of correctly predicted positive sentiments to all predicted positive sentiments, stood at 83.23%. The recall, representing the ratio of correctly predicted positive sentiments to all actual positive sentiments, was recorded at 86.80%. These metrics underscore the model's robustness in accurately classifying user sentiments. The insights gained from this analysis provide a deeper understanding of user perspectives, aiding in the evaluation and enhancement of e-wallet applications.
Design Blockchain Architecture for Population Data Management to Realize a Smart City in Cimahi, West Java, Indonesia Eddy Prasetyo Nugroho; Irawan Afrianto; Erna Piantari; Ani Anisyah; Dwi Novia Al Husaeni; Ibrahim Danial Bisulthon; Irham Jundurrahmaan
Jurnal Ilmiah Teknik Elektro Komputer dan Informatika Vol. 9 No. 4 (2023): December
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/jiteki.v9i4.27493

Abstract

Smart city as a concept of city development which integrates information and communication technology with the intention of optimizing city management becomes a major goal for Indonesia, especially through the movement towards 100 Smart Cities. However, population data management is crucial in achieving this for optimal planning and management. Personal data protection becomes a crucial challenge with the rapid population growth and mobility in cities. The need for a more reliable protection system is very necessary. This research proposes a blockchain architecture that not only manages digital identities but also population data. The focus is population administration in Cimahi City, West Java, with the hope of providing security, transparency, and a strong audit trail for all population data. The contribution of this research is to design a blockchain architecture specifically for population data management, meeting the needs of population administration in cities, especially the city of Cimahi. Through a blockchain architecture development approach, this research considers the diverse administrative needs of the population and applies a blockchain model that enables data security and integrity. This implementation of blockchain architecture provides promising results in maintaining the security and integrity of population data, enabling greater transparency and auditability. This implementation of blockchain architecture provides promising results in maintaining the security and integrity of population data, enabling greater transparency and auditability. This research also shows that the use of blockchain technology specifically for population data management can be a reliable and innovative solution in ensuring the security and reliability of data important for smart city development.However, this research has limited access to central data, so the data obtained is still very limited. Therefore, further research is needed to follow up on these limitations. Apart from that, this research is also expected to provide knowledge and solutions in securing data, especially population data in government environments.
Implementation of a Semantic Wave-Based Simulation Computing Platform for Digital Infrastructure Literacy of High School Students Eka Fitrajaya Rahman; Erna Piantari; Dwi Fitria Al Husaeni; Renisa Nur Kamelia Putri; Eka Fitrajaya Rahman; Erna Piantari; Dwi Fitria Al Husaeni; Renisa Nur Kamelia Putri
Jurnal Pembelajaran, Bimbingan, dan Pengelolaan Pendidikan Vol. 6 No. 9 (2026)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um065.v6.i9.2026.14

Abstract

The background of this research is based on students' low understanding of the concept of inter-computer collaboration which is abstract and difficult to visualize through conventional learning. This research aims to improve students' digital infrastructure literacy through the implementation of a Semantic Wave-based Distributed Computing learning platform and simulations in the classroom. This research used the Classroom Action Research (CAR). The participants were 30 grade XI students majoring in informatics. Data collection was carried out through learning outcome tests based on cycles, student responses, observation sheets, worksheets, and reflection notes. Quantitative data were analyzed using descriptive statistics and paired sample t-tests, while qualitative data were analyzed thematically based on student activities, teacher facilitation, and cycle reflections. The results showed a consistent increase in learning outcomes, with the average score increasing from 59.13 in Cycle I to 73.63 in Cycle II and 83.97 in Cycle III. The paired sample t-test showed a significance value of 0.000 in the comparison of the pre-test with the post-test of Cycle I, and 0.001 in the comparison of Cycle I with Cycle II (Sig. &lt;0.05). Qualitative observations showed increased student engagement, collaboration, communication, and the ability to connect simulation experiences with conceptual terms. The semantic wave pattern helped students move from concrete experiences to contextual transitions, and finally to denser abstract understanding (Semantic Density). Therefore, the semantic wave-based learning intervention was effective in improving students' digital infrastructure literacy in distributed computing through meaningful, interactive, and reflective learning.
Genomic repeats detection using Boyer-Moore algorithm on Apache Spark Streaming Lala Septem Riza; Farhan Dhiyaa Pratama; Erna Piantari; Mahmoud Fahsi
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 18, No 2: April 2020
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v18i2.14883

Abstract

Genomic repeats, i.e., pattern searching in the string processing process to find repeated base pairs in the order of Deoxyribonucleic Acid (DNA), requires a long processing time. This research builds a big-data computational model to look for patterns in strings by modifying and implementing the Boyer-Moore algorithm on Apache Spark Streaming for human DNA sequences from the Ensemble site. Moreover, we perform some experiments on cloud computing by varying different specifications of computer clusters with involving datasets of human DNA sequences. The results obtained show that the proposed computational model on Apache Spark Streaming is faster than standalone computing and parallel computing with multicore. Therefore, it can be stated that the main contribution in this research, which is to develop a computational model for reducing the computational costs, has been achieved.
MOBILE LEARNING ANALYSIS IN COMPUTER SCIENCE: A SYSTEMATIC REVIEW OF THE IMPACT AND FACTORS ON STUDENT LEARNING OUTCOMES Erlangga Erlangga; Alya Nurfaridah; Erna Piantari; Muhamad Dzikri Gumilang; Muhammad Riza Abqari; Raka Ibnu Firdaus
Journal of Computer Science and Information Technology Vol. 3 No. 1 (2025): Desember
Publisher : Yayasan Nuraini Ibrahim Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70248/jcsit.v3i1.3472

Abstract

Limited access and flexibility in higher education, particularly in the field of Computer Science which demands analytical and technical skills, necessitate a more adaptive learning approach. This study aims to examine the influence of M-Learning on student learning outcomes and identify critical success factors (CSFs) that affect its implementation. The method used is a Systematic Literature Review (SLR) through the planning, implementation, and reporting stages, with a publication range of 2020–2025. Analysis of ten studies showed that M-Learning significantly improved learning outcomes, motivation, and independence, especially for programming-based and applied science materials. This effectiveness is influenced by the quality of the pedagogical design, active learning approaches, and adequate technological support. This finding confirms that M-Learning is a relevant and effective learning strategy, with its success heavily dependent on pedagogical factors and infrastructure readiness.
Innovative Virtual Reality Learning Media With a Problem-Based Learning Model to Enhance Cognitive Engagement Eka Fitrajaya Rahman; Erna Piantari; Sophia Zuyyinasyam
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 9 No. 1 (2025): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol9No1.pp169-173

Abstract

Engaging learning experiences are often more memorable and effective, contributing to long-term retention of knowledge. One effective approach to enhancing the appeal of educational content is through the development of innovative learning media that leverages digital technology. This study focuses on the creation of Virtual Reality (VR)-based learning media, which integrates video, audio, text, and music to enrich the educational experience. The aim is to optimize the learning process by utilizing VR to deliver compelling and immersive content. To further enhance learning efficiency with VR media, this research employs the Problem-Based Learning (PBL) methodology as the pedagogical framework. The development process of the learning media follows a design thinking approach to ensure the media is both engaging and educationally effective. Validation results from student assessments indicate that the VR learning media, incorporating the PBL method, has successfully improved students' cognitive abilities. The media demonstrated a gain value of 0.57, reflecting a moderate increase in learning outcomes.
ANALISIS PENERIMAAN PENGGUNA TERHADAP PEMBELAJARAN MULTIMEDIA PEMROGRAMAN BERORIENTASI OBJEK BERBASIS QR CODE PADA PENDIDIKAN VOKASI DENGAN PENDEKATAN TECHNOLOGY ACCEPTANCE MODEL (TAM) Dwi Fitria Al Husaeni; Mumu Komaro; Lala Septem Riza; Eka Fitrajaya Rahman; Erna Piantari; Amay Suherman
MUST: Journal of Mathematics Education, Science and Technology Vol 10 No 1 (2025): JULY
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v10i1.25503

Abstract

The research objective is to analyze the Technology Acceptance Model (TAM) in measuring QR Code-based object-oriented programming learning multimedia in supporting vocational school students' learning on problem-based object-oriented programming (PBO) material. The TAM model variables used consist of Perceived Usefulness (PU), Perceived Ease of User (PEU), and User Acceptance of IT (UA-IT). The research respondents consisted of 35 students of SMK Negeri 1 Cimahi. The research stages consisted of familiarizing respondents with the use of multimedia, distributing TAM questionnaires, and testing the TAM model using SmartPLS software. The research results show that the average value of the user response questionnaire for QR Code-based PBO learning multimedia is 84.95% in the "Very Good" category. Based on the analysis of the relationship between TAM variables using PLS, it is known that the perceived ease of user variable has a positive influence on the acceptance of QR Code-based PBO learning multimedia, the perceived usage variable has a positive influence on the acceptance of QR Code-based PBO learning multimedia, and the variable perceived ease of use and perceived use. together they have a positive influence on the acceptance of QR Code-based PBO learning multimedia. This research is expected to provide an explanation regarding the use of TAM analysis in learning multimedia
DISHCODE: Design of an Educational Game for Computational Thinking Using the Game Development Life Cycle Model Alissa Isni Silviani Sutadi; Eka Fitrajaya Rahman; Erna Piantari
Journal of Education and Teacher Training Innovation Vol. 4 No. 2 (2026): Journal of Education and Teacher Training Innovation (JETTI)
Publisher : PT. Pusmedia Group Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61227/6kjwez29

Abstract

The low level of computational thinking (CT) ability among Grade X Vocational School students in branching material is the primary problem underlying this research. This study aims to design an educational game named DISHCODE that systematically develops CT skills through structured branching programming material. The game targets Grade X PPLG students at SMKN 1 Sumedang, West Java, Indonesia. DISHCODE is developed as an extension of Kitchen Chaos, an open-source educational game developed by CodeMonkey, by adapting its culinary world theme and integrating branching code input as the core mechanic. The research employs a Research and Development (R&D) approach using the Game Development Life Cycle (GDLC) model, limited to the pre-production phase. The GDLC process produced five primary design artefacts, namely game mechanics and learning mechanics mapping, a Game Design Document (GDD), use case and activity diagrams, level mapping aligned with CT indicators, and a storyboard. The game comprises four levels of progressively increasing difficulty that map branching sub-topics, starting from single IF, sequential if-then, if-else, and nested if, onto four CT indicators covering decomposition, pattern recognition, abstraction, and algorithm design. Each level employs a distinct input mechanism calibrated to the cognitive demands of its target indicator. The design results indicate that the GDLC framework provides a systematic structure for translating CT-based learning objectives into coherent game design artefacts, and that DISHCODE's mechanic-indicator alignment positions it as a prospective structured medium for developing and reflecting students CT competency through gameplay, pending empirical validation in future implementation stages. These findings suggest that DISHCODE has the potential to offer teachers a ready-to-use game-based learning instrument that maps branching sub-topics directly onto CT indicators, enabling more structured and measurable CT instruction within vocational programming classes, and to provide learners with a progressively scaffolded gameplay experience that trains decomposition, pattern recognition, abstraction, and algorithm design through contextual branching problem-solving.