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Peningkatan Keterampilan Guru SDN Sondosia Dalam Menyusun LKPD Berbasis Model Project Based Learning Hakim, Arif Rahman; Hairunisa, Hairunisa; Fitrianingsih, Nur; Ahyar, Ahyar
Darmabakti : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 6 No 01 (2025): Darmabakti : Junal Pengabdian dan Pemberdayaan Masyarakat
Publisher : Lembaga Peneliian dan Pengabdian Masyarakat (LPPM) Universitas Islam Madura (UIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31102/darmabakti.2025.6.01.127-137

Abstract

Kegiatan ini bertujuan untuk meningkatkan keterampilan guru dalam menyusun LKPD berbasis Project Based Learning (PjBL). Model PjBL dipilih karena dapat mendorong keterlibatan aktif siswa dalam proses pembelajaran melalui proyek nyata yang menstimulasi kreativitas, keterampilan problem solving, dan kerja sama. Sekolah yang menjadi sasaran dalam kegiatan ini yaitu SDN Sondosia dengan jumlah peserta kegiatan sebanyak 14 guru. Kegiatan ini dilaksanakan melalui pelatihan yang dirancang untuk memberikan pemahaman mendalam serta teknik penyusunan LKPD yang sesuai dengan sintaks model PjBL. Hasil kegiatan menunjukkan bahwa terdapat peningkatan signifikan keterampilan guru dalam menyusun LKPD berbasis PjBL yang ditunjukkan dengan meningkatnya nilai rata-rata kemampuan yang diperoleh guru sebelum dan sesudah pelaksanaan kegiatan dengan persentase peningkatan sebesar 62,50% pada kategori cukup. Dapat disimpulkan bahwa kegiatan ini berhasil mencapai tujuannya dan diharapkan dapat berkontribusi pada peningkatan kualitas pembelajaran di sekolah dasar.
Workshop Penguatan Penerapan Model Project Based Learning Dalam Implementasi Kurikulum Merdeka di SDN Inpres Lewidewa Hairunisa, Anis; Hakim, Arif Rahman; Fitrianingsih, Nur; Ahyar, Ahyar; Ramli, Ramli
Darmabakti : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 6 No 01 (2025): Darmabakti : Junal Pengabdian dan Pemberdayaan Masyarakat
Publisher : Lembaga Peneliian dan Pengabdian Masyarakat (LPPM) Universitas Islam Madura (UIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31102/darmabakti.2025.6.01.159-170

Abstract

Model project based learning (PjBL) merupakan salah satu model pembelajaran yang dianjurkan untuk diterapkan dalam implementasi kurikulum merdeka. Namun kenyataannya, penerapan model tersebut masih minim diterapkan oleh guru di sekolah mitra. Penyebabnya adalah minimnya keterampilan guru dalam menerapkan model PjBL dalam proses pembelajaran. Tujuan kegiatan ini yaitu untuk meningkatkan keterampilan guru dalam menerapkan model PjBL yang sesuai dengan sintaks pembelajaran dan prinsip-prinsip kurikulum merdeka. Sekolah yang menjadi mitra sasaran dalam kegiatan ini yaitu SDN inpres Lewidewa dengan jumlah guru yang mengikuti kegiatan sebanyak 16 guru. Metode pelaksanaan kegiatan yaitu metode workshop. Hasil kegiatan menunjukkan secara keseluruhan terdapat peningkatan keterampilan guru dalam menerapkan model PjBL sesuai tahapan sintaks pembelajaran sebesar ±75 % pada kategori “Baik”, sehingga dapat disimpulkan bahwa kegiatan ini mampu meningkatkan keterampilan guru dalam menerapkan model PjBL yang diharapkan dapat meningkatkan kualitas pembelajaran di sekolah mitra.
Perancangan Aplikasi Presensi berbasis QR Code untuk Efisiensi Manajemen Kehadiran Siswa MAN 1 Bima Fitriati, Ita; fitrianingsih, nur; Ilyas, Ilyas; Wahyudin, Wahyudin
Inverted: Journal of Information Technology Education Vol 3, No 2: Juli 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/inverted.v3i2.20919

Abstract

Currently the presence system must begin to be implemented in schools that uphold school administration management improvements in order to produce superior schools. One of the schools that upholds these improvements is MAN 1 Bima located in Bima Regency, West Nusa Tenggara, which is also a research location and implementation of the developed product. The objectives of the research include: 1) Designing a QR code-based student attendance application and knowing the feasibility level of the application. 2) Measuring the efficiency of the successful implementation of the attendance application in improving student attendance management at MAN 1 Bima. This research uses the RD method. The stages in this study include four stages, namely (1) planning, (2) design, (3) coding, (4) testing. The product has gone through the Validation stage to determine the feasibility of the designed application, which was carried out on 2 media expert validators with a Validation value of 84% (very feasible category), while product implementation was carried out on teachers and students at MAN 1 Bima, with an average result of 90%. The efficiency of student attendance management includes 9 items of assessment instruments as much as 87% Saat ini sistem presensi  harus mulai diterapkan pada sekolah sekolah yang menjunjung tinggi perbaikan manajement administrasi sekolah dalam rangka menghasilkan sekolah yang unggul, Salah satu sekolah yang menjunjung perbaikan tersebut adalah MAN 1 Bima yang berada di Kabupaten Bima Nusa Tenggara Barat, yang sekaligus menjadi lokasi penelitian dan implementasi dari produk yang dikembangkan. Tujuan dari penelitian diantaranya: 1) Merancang aplikasi absensi siswa berbasis QR code dan mengetahui tingkat kelayakan aplikasi. 2) Mengukur Efisiensi keberhasilan implementasi aplikasi abensi pada perbaikan manajemen kehadiran siswa MAN 1 Bima. Penelitian ini menggunakan Metode RD. Tahapan dalam penelitian ini meliputi empat tahapan, yaitu (1) planning (perencanaan), (2) desain, (3) coding (pengkodean), (4) Pengujian. Produk telah melalui tahap Validasi untuk mengetahui kelayakan aplikasi yang dirancang, yang dilakukan terhadap 2 validator ahli media dengan nilai Validasi sebesar 84% (kategori sangat layak), sedangkan implementasi produk dilakukan terhadap guru maupun siswa di MAN 1 Bima, dengan hasil rerata 90%. Adapun Efisiensi manajemen kehadiran siswa meliputi 9 item instrument penilaian sebanyak 87 %.
Implementation of Ibis Pain X Application in Fashion Design Learning Based on Students' Learning Interests Raudatul Jannah; Fitriati, Ita; Irawati, Ika; Fitrianingsih, Nur; Nurhairunnisah
INOVTEK Polbeng - Seri Informatika Vol. 10 No. 2 (2025): July
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/661f3e36

Abstract

This study aims to examine the use of the Ibis Paint X application in fashion design learning to enhance the interest and learning outcomes of Grade X Fashion Design students at Vocational High School 1 Monta. This research is the first study to directly implement Ibis Paint X in the context of fashion design education at a vocational school. The study is motivated by the low student interest in manually drawing designs and the limited availability of digital learning media. The research employed an experimental method with a One-Group Pretest -Posttest design, involving 9 purposively selected students. Data were collected through observation, pretest, posttest, and a Likert scale questionnaire. The paired sample t-test results showed a significant improvement (p = 0.000 < 0.05), with the average pretest score of 51.1 and posttest score of 91.1. A Cohen’s d value of 4.00 indicates a very large effect. The average score of the learning interest questionnaire was 4.45, indicating a high category. These findings demonstrate that Ibis Paint X is effective in increasing student engagement, motivation, and learning outcomes. The results encourage vocational school teachers to integrate Ibis Paint X into the fashion design software syllabus as an innovative and contextual digital learning medium.
Pengembangan Media Pembelajaran Interaktif Berbasis Lumio Untuk Meningkatkan Motivasi Belajar Siswa Saatiah, Saatiah; Ahyar, Ahyar; Fitrianingsih, Nur
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.30067

Abstract

This study aims to develop interactive learning media based on Lumio to incress the learning motivation of class X film students at SMK Negeri 1 Bolo. Limited infrastucture and conventional learning methods that are not in accordance with the characteristics of the digital generation are the bacghround of the research. The method used is research and development (R&D) with the ADDIE model which includes analysis, design, development, implementation, and evaluation. Data collection was done though observation, interviews, expet validation, and students questionnaires. The result showed that Lumio learning media was declared very feasible to use based on the validation of media and materialexperts, and effective in increasing student learning motivation. Lumio offers attractive visual displays and interactive features that require active student participation, creating a fun learning atmosphere. This research recommends integrating the use of interactive technology in learning practices to improve the quality of 21 st centuty education.Kata kunci: Lumio, Media Pembelajaran, Motivasi Siswa
Pengembangan Aplikasi Cerita Rakyat Sape untuk Meningkatkan Literasi Budaya Generasi Muda di Kecamatan Sape Ramadhan, Ardi; Ahyar; Fitrianingsih, Nur; Fitriati, Ita; Hakim, Arif Rahman
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 11 No. 2 (2025): Volume 11 No 2 September 2025
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v11i2.3162

Abstract

Abstrak Perkembangan pesat dalam ranah teknologi informasi dan komunikasi telah menghadirkan pergeseran fundamental dalam tatanan kehidupan manusia, termasuk dalam lingkup pendidikan. Temuan peneliti di lapangan menunjukkan bahwa masih banyak generasi muda Sape yang tidak mengetahui tentang cerita rakyat setempat. Penelitian ini bertujuan untuk mengembangkan aplikasi Cerita Rakyat berbasis Android sebagai media literasi budaya dalam upaya melestarikan cerita rakyat Sape. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Aplikasi dikembangkan menggunakan platform Kodular dan divalidasi oleh dua ahli media. Uji coba dilakukan terhadap 25 pemuda berusia 15–24 tahun dengan metode pretest dan posttest. Hasil validasi menunjukkan tingkat kelayakan sebesar 88,89%, sedangkan hasil uji efektivitas menunjukkan peningkatan skor literasi budaya dengan nilai N-gain rata-rata sebesar 0,64 yang termasuk kategori sedang menuju tinggi. Penelitian ini membuktikan bahwa aplikasi Cerita Rakyat efektif sebagai sarana edukasi dan pelestarian budaya lokal. Lebih dari itu, integrasi teknologi digital dengan konten budaya lokal memiliki potensi jangka panjang sebagai strategi kultural untuk memperkuat identitas lokal secara berkelanjutan dan lintas generasi di tengah arus globalisasi. Aplikasi ini juga berfungsi sebagai sarana dokumentasi budaya yang dapat direplikasi di daerah lain, serta mendorong keterlibatan generasi muda dalam pelestarian nilai budaya melalui media digital yang adaptif dan inklusif. Kata Kunci: Teknologi Informasi, Pelestarian Budaya, Cerita Rakyat, Aplikasi Android, Literasi Budaya   Abstract The rapid advancement of information and communication technology has brought fundamental changes to human life, including in the field of education. Field findings indicate that many young people in Sape are still unfamiliar with their own local folktales. This study aims to develop an Android-based application called Cerita Rakyat as a cultural literacy tool to help preserve the region’s folktales. The research employed a Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The application was developed using the Kodular platform and validated by two media experts. It was tested on 25 youth aged 15–24 using a pretest and posttest approach. Validation results showed a feasibility rate of 88.89%, while effectiveness testing revealed an increase in cultural literacy scores, with an average N-gain value of 0.64, categorized as medium to high. The findings confirm that the Cerita Rakyat application is effective as an educational tool and a means of preserving local culture. Furthermore, integrating digital technology with local cultural content has long-term potential as a cultural strategy to strengthen local identity in a sustainable and intergenerational manner amidst globalization. The application also serves as a digital cultural documentation tool that can be replicated in other regions, encouraging youth engagement in preserving cultural values through inclusive and adaptive digital media. Keyword: Information Technology, Cultural Preservation, Folklore, Android Application, Cultural Literacy
Development of Interactive E-Worksheet Based on Gamification to Improve Digital Literacy of Junior High School Students Fitrianingsih, Nur; Sani , Khairul; Fitriati , Ita; Shandi , Shutan Arie
Journal of Educational Sciences Vol. 9 No. 5 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.5.p.4278-4288

Abstract

This research aimed to develop an interactive electronic student worksheet (E-LKPD) based on gamification to enhance the digital literacy of junior high school students. The study was conducted using a Research and Development (R&D) design with the ADDIE model, involving stages of analysis, design, development, implementation, and evaluation. The product was validated by experts in media and material, obtaining feasibility percentages of 92% and 90% respectively, which were categorized as "very feasible." Data were collected through pretest, posttest, and response questionnaires to measure students’ improvement in digital literacy. The results showed an average N-gain score of 0.74, categorized as "high," indicating a significant increase in students’ digital literacy skills after using the developed E-LKPD. Students also responded positively to the interactive features and gamification elements, which increased their engagement and motivation in learning activities. In conclusion, the interactive E-LKPD based on gamification is effective, feasible, and practically applicable for classroom use in improving digital literacy among junior high school students.
Development of Interactive Learning Media Based on Genially in Informatics Subjects to Improve Digital Literacy of SMPN 4 Madapangga Students Ifrianingsih, Ifrianingsih; Syarifudin, Syarifudin; Fitrianingsih, Nur
Journal of Educational Sciences Vol. 9 No. 6 (2025): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.9.6.p.5414-5425

Abstract

The rapid development of digital technology demands innovation in the learning process to make it more interactive and relevant to 21st-century educational needs. However, Informatics learning at SMPN 4 Madapangga is still dominated by conventional and static media, resulting in low student engagement and digital literacy skills. Based on these conditions, this study aims to develop interactive learning media based on Genially in the Informatics subject for eighth-grade students to improve their digital literacy. The research employed the Research and Development (R&D) method using the ADDIE model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The validation results showed that the media obtained feasibility scores of 83%, 89%, and 95% from two media experts and one material expert, respectively, categorized as very feasible. The practicality test involving 20 students yielded a score of 93.88% (very practical), while the digital literacy assessment reached 94.76% (very good). The effectiveness test using the N-Gain calculation produced an average score of 0.56 (moderate category), indicating that the media is quite effective in improving learning outcomes. Therefore, Genially-based learning media are declared feasible, practical, and effective for enhancing students’ digital literacy and supporting the implementation of the student-centered and technology-integrated Merdeka Curriculum.
Design Of An Expert System To Diagnose Diseases In Onion Plants Using The Web-Based Dempster Shafer Method Suryadin, Suryadin; Nur Fitrianingsih; Ita Fitriati
Engineering: Journal of Mechatronics and Education Vol. 1 No. 1 (2024): Engineering: Journal of Mechatronics and Education
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/mechatronics.v1i1.47

Abstract

This study aims to design a website-based shallot disease expert system and determine the feasibility level of the website. The final result of this research is an expert system for diagnosing diseases in shallot plants using the Dempster Shafer method based on a case study web at the Monta District Agriculture UPTD which has been tested for feasibility. This research uses the R&D method with the Waterfall model. The stages in this study include five stages, namely (1) requirements stage, (2) design, (3) coding, (4) program testing, and (5) maintenance. with a sample of shallot farmers in the District of Monta, as many as 25 people were counted in small-group trials and large-group trials. The instrument used is a Questionnaire containing questions, with Data Analysis Techniques using a Likert scale. The results of this study are (1) an expert system for diagnosing diseases in shallot plants using the Dempster Shafer method based on a web case study at the UPTD Agriculture, Monta District; (2) the quality of the designed website-based shallot disease expert system is included in the very feasible category in terms of content and in terms of appearance, this is based on website feasibility assessments from material experts with a percentage of 93.3% and user ratings with a percentage of 95.5%, an expert system for diagnosing diseases in shallot plants using the web-based Dempster Shafer method in a case study at the Monta District Agriculture UPTD was declared very feasible to use.
Perancangan Media Pembelajaran Animasi Berbasis Adobe Flash CS 6 pada Materi Jaringan Komputer untuk Siswa SMK Nurhasanah, Nurhasanah; Nur Fitrianingsih; Ahyar, Ahyar
Inventor: Jurnal Inovasi dan Tren Pendidikan Teknologi Informasi Vol. 1 No. 3 (2023): Edisi Oktober
Publisher : STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/inventor.v1i3.1173

Abstract

This study aims to design adobe flash CS 6-based animation learning media and determine the feasibility of adobe flash-based animation learning media. The final result of this research is Adobe Flash CS 6-based animation learning media on computer network material for class X TKJ at SMKN 1 Kota Bima which has been tested for feasibility. This study uses the R&D method with the ADDIE model. The stages in this study include five stages, namely (1) the analysis stage (needs analysis), (2) design, (3) development (product development), (4) implementation (product trial) , and (5) evaluation (product maintenance). Based on the final assessment of media experts I and media experts II with a percentage of 92.5%, media experts stated that Adobe Flash-based animation learning media on computer network material that had been developed was declared very feasible. Based on the final assessment of the material experts with a percentage of 90% stated that Adobe Flash CS6-based animation learning media on computer network material that had been developed was declared Very Feasible. While the final result of the small group respondents' assessment of Adobe Flash CS6-based animation learning media on computer network material with a percentage of 81.25% was declared Feasible. The final result of the large group respondent's assessment of the android-based computer assembly learning media with a percentage of 85.87% was stated to be Very Feasible. Abstrak Penelitian ini bertujuan untuk merancang media pembelajaran animasi berbasis adobe flash CS 6 dan mengetahui tingkat kelayakan media pembelajaran animasi berbasis adobe flash. Hasil akhir dari penelitian ini adalah Media Pembelajaran animasi berbasis adobe flash pada materi jaringan komputer kelas X TKJ di SMKN 1 kota bima yang telah teruji kelayakannya. Penelitian ini menggunakan metode R&D dengan model ADDIE Tnahapan dalam penelitian ini meliputi lima tahapan, yaitu (1) tahap analisys (analisis kebutuhan), (2) design, (3) development (pengembangan produk), (4) implementation (uji coba produk), dan (5) evaluation (pemeliharaan produk). Berdasarkan penilaian akhir dari Ahli media I dan Ahli media II dengan persentase 92,5% ahli media menyatakan bahwa media pembelajaran animasi berbasis adobe flash CS 6 pada materi jaringan komputer yang telah dikembangan dinyatakan Sangan Layak. Berdasarkan penilaian akhir dari Ahli materi dengan persentase 90% menyatakan bahwa media pembelajaran animasi berbasis adobe flash CS 6 pada materi jaringan komputer yang telah dikembangkan dinyatakan Sangat Layak. Sedangkan hasil akhir dari penilaian responden kelompok kecil terhadap media pembelajaran animasi berbasis adobe flash CS 6 pada materi jaringan komputer dengan persentase 81,25% dinyatakan Layak. Hasil akhir dari penilaian responden kelompok besar terhadap media pembelajaran perakitan komputer berbasis android dengan persentase 85,87% dinyatakan Sangat Layak.