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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.
Aplikasi Almihjam sebagai Media Edukasi Titik Bekam untuk Peningkatan Literasi Kesehatan Masyarakat Bima Fitriati, Ita; Cahyadi, Anggih Tri; Suryani, Lili; Ghazali, Muhammad
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 10 No. 3 (2025): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v10i3.11052

Abstract

Low health literacy impacts individuals' ability to make decisions, access services, and understand medical information. Improving health literacy is a critical priority for improving the quality of life for communities, including in Bima Regency-NTB. However, health literacy studies are still limited, both in the development of measurement tools and educational media, necessitating innovations tailored to local needs. This research responds to this situation by developing the Almihjam application, a digital educational media for cupping therapy, as cupping is a popular traditional treatment in Bima. The research objective is to produce a valid, effective, and publicly accepted cupping education application, thereby improving health literacy and encouraging safe cupping practices in accordance with local medical and cultural principles. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation). Expert validation results showed a feasibility score of 78.5%, indicating the application is feasible. Health literacy data shows that the community has positive knowledge and attitudes toward cupping, although its practice is still limited. User response has been very high, with average ratings of satisfaction, content clarity, and feature usefulness above 95%. Thus, the Almihjam app has the potential to be an effective digital innovation for improving health literacy among the Bima community.
Web-Based Information Systems for Political Parties and Community Organizations Using Extreme-Programming Methods Yassir, Muhammad; Gafur; Suhada, Sitti; Fitriati, Ita
Jurnal Teknik Vol 21 No 2 (2023): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v21i2.426

Abstract

Badan Kesatuan Bangsa dan Politik is expected to be able to carry out its tasks and functions as a promoter of government affairs in the area of national unity and politics. However, there is still a frequent process of verification of registration files of association organizations and political parties, which is interrupted so that the registration process becomes obstructed. There are no available data on the existence and management of both social organizations and political parties. Delivery of accountability reports for political party funds is always late so the financial administration process is hampered, causing low budget absorption. Delivery of data desks of elections of heads of district or general elections is still manual, so late incoming reports cause information to the leadership to be unupdated. The research is aimed at building a web-based information system that provides registration, verification and filing features for political parties and association organizations. The method used is Extreme Programming with phases of planning, design, encoding, and testing. The results of this study resulted in a reliable and easy-to-use information system and showed 100% accuracy of the black box test results.
Pengembangan Aplikasi Pengelolaan Data Kegiatan Dosen Berbasis Android Pada Program Studi Pendidikan Teknologi Informasi Ita Fitriati; Idiatul Fitra
Journal of Computer Science and Technology (JOCSTEC) Vol 2 No 3 (2024): JOCSTEC - September
Publisher : PT. Padang Tekno Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59435/jocstec.v2i3.411

Abstract

Kurangnya keterbukaan dalam pelaporan kegiatan dosen dapat menghambat pengembangan kerjasama dan kolaborasi antara dosen, mahasiswa, pimpinan maupun pihak luar. Tanpa informasi yang mudah diakses, potensi untuk pertukaran pengetahuan dan pengalaman antar anggota akademis menjadi terbatas. Sistem manual atau tidak terintegrasi dalam pengelolaan data kegiatan dosen dapat menyebabkan ketidakefisienan. Tujuan dari penelitian ini adalah untuk mengetahui efisiensi pengembangan aplikasi pengelolaan data kegiatan dosen pada program studi pendidikan teknologi informasi berbasis Android sehingga dapat memudahkan dosen dalam menginput data kegiatan dalam satu platform. Tahapan dalam pengembangan aplikasi ini meliputi 4 tahapan yaitu, (1) Tahap Analisis kebutuhan, (2) Desain Aplikasi, (3) Penyusunan kode program, dan (4) Pengujian. Validasi dilakukan untuk mengetahui kelayakan aplikasi yang dikembangkan. Uji coba dilakukan pada 2 ahli media dan 6 dosen sebagai pengguna aplikasi. Hasil dari penelitian ini menunjukan kualitas aplikasi pengelolaan data kegiatan dosen berbasis android termasuk dalam kategori sangat layak , berdasarkan persentase penilaian ahli media sebesar 74% dan 62% serta penilaian pengguna terhadap aplikasi diperoleh persentase penilaian sebesar 77,3%.
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.
Transformasi kemampuan analisis statistik mahasiswa UIN Mataram melalui pelatihan software JASP Ghazali, Muhammad; Zohri, Muhammad; Lestari, Juwita; Purnamasari, Ramdani; Fitriati, Ita
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 4 No 2 (2023): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v4i2.22540

Abstract

Statistical data analysis is the process of examining, cleaning, transforming, and modeling data with the aim of discovering useful information, drawing conclusions, and supporting decision-making. This process involves various statistical techniques and methods applied to data to understand, explain, and predict phenomena. Skills like these are greatly needed by students. Therefore, training in the use of the open-source statistical application JASP is necessary to enhance the statistical data analysis capabilities of UIN Mataram students, especially those in their final semester. This community service activity aims to introduce and train the use of JASP as a free and license-free alternative for statistical data analysis, considering the limitations of accessibility and ethical issues surrounding the use of paid software like SPSS in academic environments. The training methodology includes theoretical sessions and practical application of JASP, focusing on multiple linear regression analysis and path analysis. An initial survey showed that only 25% of final-semester students were familiar with open-source applications like JASP. After the training, there was a significant increase in understanding and application of JASP, with 85% of participants showing improved competence. These results demonstrate the importance of training in open-source statistical applications to support student academic research and strengthen academic integrity within the Islamic university environment. This study provides insights into ethical and affordable statistical software alternatives and highlights the importance of analytical skills in higher education.
Perancangan Media Pembelajaran Perakitan Komputer Berbasis Android untuk Meningkatkan Kemampuan Kognitif Siswa Shutan Fitrah Arthadi; Ita Fitriati; 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.v1i3.1172

Abstract

This study aims to design android-based computer assembly learning media and determine the feasibility of android-based computer assembly learning media. The end result of this research is Android-Based Computer Assembling Learning Media to Improve Students' Cognitive Abilities that have been tested for feasibility. This study uses the R&D method with the waterfall model. The stages in this study include five stages, namely (1) the requirements stage (needs analysis), (2) design, (3) coding (writing program code), (4) Testing (product testing). ), and (5) maintenance (product maintenance). Based on the final assessment of the material experts with a percentage of 82.5% stated that the android-based computer assembly learning media that had been developed was declared feasible. Meanwhile, the final result of the assessment of small group respondents on Android-based computer assembly learning media with a percentage of 89.1% was stated to be Very Feasible. The final result of the large group respondent's assessment of the android-based computer assembly learning media with a percentage of 88.7% was stated to be Very Feasible. Based on the results of the analysis of the average percentage (%) pre-test and post-test results involving 30 students who were taken randomly consisting of 3 classes (X TKJ 1, X TKJ 2 and X TKJ 3) to get a percentage of 96.7% included in Very Good category. Abstrak Penelitian ini bertujuan untuk merancang media pembelajaran perakitan komputer berbasis android dan mengetahui tingkat kelayakan media pemebalajaran perakitan komputer berbasis android. Hasil akhir dari penelitian ini adalah media pembelajaran perakitan komputer berbasis android untuk meningkatkan kemampuan kognitif siswa yang telah teruji kelayakannya. Penelitian ini menggunakan metode R&D dengan model waterfall Tahapan dalam penelitian ini meliputi lima tahapan, yaitu (1) tahap requirement (analisis kebutuhan), (2) design, (3) coding (penulisan kode program), (4) Testing (uji coba produk), dan (5) maintenance (pemeliharaan produk). Berdasarkan penilaian akhir dari Ahli materi dengan persentase 82,5% menyatakan bahwa media pembelajaran perakitan komputer berbasis android yang telah dikembangkan dinyatakan Layak. Sedangkan hasil akhir dari penilaian responden kelompok kecil terhadap media pembelajaran perakitan komputer berbasis android dengan persentase 89,1% dinyatakan Sangat Layak. Hasil akhir dari penilaian responden kelompok besar terhadap media pembelajaran perakitan komputer berbasis android dengan persentase 88,7% dinyatakan Sangat Layak. Berdasarkan hasil analisis rerata persentase (%) hasil pre-test dan post-test yang melibatkan 30 siswa yang diambil secara acak yang terdiri dari 3 kelas (X TKJ 1, X TKJ 2 dan X TKJ 3) mendapatkan persentase 96,7% termasuk dalam kategori Sangat Baik.
Pengembangan Media Pembelajaran Interaktif Menggunakan Wordwall pada Mata Pelajaran TIK untuk Meningkatkan Hasil Belajar Siswa Dina Wahyuni; Nur Fitrianingsih; Ita Fitriati
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.v1i3.1195

Abstract

The background to this research is because the learning media still uses the Power Point application and has never used the Wordwall website learning media at SMAN 2 Woha. Students sometimes don't focus during learning, because the Power Point learning media used still seems monotonous and doesn't attract students' attention in class. Coupled with limited learning time, this causes learning objectives to be incomplete. The aim of the research is to develop the Wordwall website for use in ICT learning and to explain the Wordwall website in improving student learning outcomes in the cognitive and psychomotor domains. This research uses the ADDIE type R & D (Research and Development) research method. Data collection instruments use observation, documentation and questionnaire techniques. The respondents in this study were all students in class XI MIPA 1, totaling 34 students. The small group trial which was attended by 5 students obtained an average score of 3.6 for a percentage score of 90% with very good criteria, and the large group trial which was attended by 22 students out of a total of 34 students in class XI MIPA 1 obtained an average score of an average of 3.6 for a percentage score of 91% with very good criteria. The pretest test results with a completeness score reached 18% with incomplete criteria, while the posttest completeness score reached 71% with complete criteria. Based on the pretest and posttest results, it was seen that there was an increase in student learning outcomes in class XI MIPA 1 using Wordwall learning media. ABSTRAK Penelitian ini dilatar belakangi karena media pembelajaran masih menggunakan aplikasi Power Point dan belum pernah menggunakan media pembelajaran website Wordwall di SMAN 2 Woha. Siswa terkadang tidak fokus saat pembelajaran berlangsung, karena media pembelajaran Power Point yang digunakan masih terkesan monoton dan kurang menarik perhatian siswa saat di dalam kelas. Ditambah dengan waktu dalam pembelajaran yang terbatas, sehingga menyebabkan tujuan pembelajaran menjadi tidak tuntas. Tujuan penelitian adalah untuk mengembangkan website Wordwall yang digunakan pada pembelajaran TIK dan untuk menjelaskan website Wordwall dalam meningkatkan hasil belajar siswa pada ranah kognitif dan psikomotorik. Penelitian ini menggunakan metode penelitian R & D (Research and Development) jenis ADDIE. Instrumen pengumpulan data menggunakan teknik observasi, dokumentasi, dan kuesioner. Responden pada penelitian ini seluruh siswa kelas XI MIPA 1 yang berjumlah 34 siswa. Uji coba kelompok kecil yang diikuti oleh 5 siswa memperoleh nilai rata-rata 3,6 untuk nilai persentase 90% dengan kriteria sangat baik, dan uji coba kelompok besar yang diikuti oleh 22 siswa dari total 34 siswa di kelas XI MIPA 1 memperoleh nilai rata-rata 3,6 untuk nilai persentase 91% dengan kriteria sangat baik. Hasil uji pretest dengan nilai ketuntasan mencapai 18% dengan kriteria tidak tuntas sedangkan untuk nilai ketuntasan posttest mencapai 71% dengan kriteria tuntas, berdasarkan hasil pretest dan posttest terlihat ada peningkatan hasil belajar siswa di kelas XI MIPA 1 dengan menggunakan media pembelajaran Wordwall.
Pengaruh Model PjBL Berbasis Multimedia terhadap Pemahaman Konsep IPA Siswa Kelas IV di SDN Donggobolo Harmikam, Ika; Nurjumiati, Nurjumiati; Yulianci, Syahriani; Hairunisa, Hairunisa; Fitriati, Ita
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 5 No. 3 (2025): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v5i3.1934

Abstract

Penelitian ini dimaksudkan agar dapat mengetahui pengaruh model PjBL berbasis multimedia terhadap pemahaman konsep IPA siswa kelas IV di SDN Donggobolo. Penelitian ini menggunakan pendekatan pra-eksperimental dengan rancangan one group test pretest-postest, Dimana peserta didik terlebih dahulu diberikan tes awal sebelum menerima perlakuan, kemudian dilanjutkan dengan tes akhir setelah perlakuan diberikan. Populasi dalam penelitian ini mencakup seluruh peserta didik kelas IV dengan total 17 peserta didik. Instrumen yang digunakan dalam penelitian ini berbentuk tes essay. Temuan penelitian ini mengindikasikan bahwa nilai rata-rata pretest peserta didik 32,47, sedangkan postest meningkat menjadi 68,82. Pada hasil uji t sample berpasangan, memperoleh nilai signifikan dengan nilai 0,000 yang nilainya berada dibawah 0,05, terbukti berpengaruh signifikan setelah diberikan perlakuan. Berdasarkan temuan tersebut, dapat ditarik kesimpulan bahwa penggunaan model PjBL berbasis multimedia terbukti mampu meningkatkan penguasaan materi IPA siswa kelas IV secara signifikan dan dapat dijadikan pilihan metode pembelajaran yang interaktif dan bermakna di sekolah dasar.
Implementation of Artificial Intelligence Technology as a Learning Means for Students at SMAN 2 Monta Bima Nurfidari; Ahyar, Ahyar; Ita Fitriati
Expert Net: Exploration Journal of Technological Education Trends Vol. 1 No. 1 (2024): Edisi Juni
Publisher : Yayasan Insan Mulia Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59923/expertnet.v1i1.121

Abstract

With the rapid and significant development of the times, many software and sites have emerged in the form of websites based on AI (Artificial Intelligence), one of which is Chatgpt and Perplexity AI, which are commonly known as artificial intelligence that can help with assignments and teaching materials. , according to human desires and needs in a short time, depending on how the user describes the prompt to the AI. AI can also be useful and can be implemented in the world of education, in schools it can increase students' understanding of Artificial Intelligence (AI) through the use of AI tools. This research aims to implement Artificial Intelligence technology as a learning tool, and it is hoped that students will be able to use AI, especially to support the learning of class Intelligence), and Data Analysis. With sampling with a total of 13 students and 1 teacher. The results of the research are that students understand and are able to operate several AI (Artificial Intelligence) tools, one example is Chatgpt and Perplexity AI, and understand how to utilize their respective Android systems. With this, students become active during the teaching and learning process, especially when collecting school assignments.   ABSTRAK Dengan perkembangan zaman yang sangat pesat dan cukup signifikan, sudah banyak bermunculan  software maupun situs dalam bentuk  website yang berbasis AI (Artificial intellegence), salah satunya adalah Chatgpt dan perplexity AI, yang biasa di kenal sebagai  kecerdasan buatan yang dapat membantu mengerjakan tugas maupun bahan ajar, sesuai dengan keinginan dan kebutuhan manusia dalam waktu yang singkat, tergantung bagaimana user mendeskipsikan promp pada AI. AI juga bisa bermanfaat dan dapat diimplementasikan pada dunia pendidikan, di sekolah dapat meningkatkan Pemahaman Siswa tentang Artificial Intelligence (AI) melalui Penggunaan Tools AI. Penelitian ini bertujuan untuk mengimpelmentasikan teknologi Artificiall Intelegence sebagai sarana belajar, dan diharapkan siswa dapat menggunakan AI, utamanya untuk mendukung pembelajaran siswa kelas X SMAN 2 Monta, Metode penelitian yang di gunakan  adalah metode kualitatif, dengan cara observasi, pengumpulan data, impelementasi AI (Artificial Intelegence), dan Analisis data. Dengan sampling dengan jumlah  13 siswa dan 1 orang guru. Hasil penelitian siswa paham dan mampu mengoperasikan beberapa tools AI (Artificiall Intelegence), salah satu contohnya adalah Chatgpt dan Perplexity AI, Dan paham dalam memanfaatkan sistem Android-nya masing-masing. Dengan ini siswa menjadi aktif ketika proses belajar-mengajar, lebih-lebih ketika mengumpulkan tugas sekolah.
Co-Authors A. Gafar Hidayat Abd. Rahman Afriani Afriani Agunawan, Agunawan Agustinasari Agustinasari Ahyar Ahyar Ahyar Ahyar Ahyar Ambarwati, Nining Amelia Putri Anggih Tri Cahyadi Anita Nurgufriani Ardi Ramadhan Arif Akbar Arif Rahman Hakim Didi Pratama Putra Dina Wahyuni Dina Wahyuni Endang Susilawati Faiz, Muhammad Firdaus Firdaus Fitri Marwahdiyanti Fitri Ningsi Gafur Gafur Gafur, Gafur Ghazali, Muhammad Ghazali, Muhammad Hairunisa Hairunisa, Hairunisa Hardiansyah Hardiansyah A.R Hardiansyah Hardiansyah Harmikam, Ika I Made Tegeh I Wayan Santyasa Idiatul Fitra Ika Irawati Ilyas Ilyas Ilyas Ilyas Irawati, Ika Khairul Sani Kurrata A’yunin Lestari, Juwita Lili Suryani Maani Maani Mariamah Mariamah Miftahul Jannah Muhammad Ghazali Muhammad Ghazali Muhammad Ghazali Muhammad Nasihah Muhammad Ridwan Muhammad Yassir Muhammad Yunan Muhammad Zohri, Muhammad Muhammad, Muhammad Muslim Mustakim Mustakim Nur Fitrianingsih Nurfidari Nurhairunnisah, Nurhairunnisah Nurhoyati Nurhoyati Nurjumiati Nurjumiati Nurmansyah Nurmansyah Nurmansyah Nurmansyah, Nurmansyah Nursiwa, Miftahul Jannah Nurul Uyun Putri, Meirizka Hani Rahmi Rahmi Ramadhan, Ardi Ramdani Purnamasari Ramli Ramli Ramli Ramli Raudatul Jannah Raudatul Jannah Ridwan, Ridwan Shutan Arie Shandi Shutan Fitrah Arthadi Shutan Fitrah Arthadi Sitti Suhada Sri Hardiningsih Suciyati Suciyati Sukmawati Sukmawati Suriya Ningsyih Suryadin, Suryadin Syahraini Putri Syahriani Yulianci Syarifudin Syarifudin Syarifudin Syarifudin Syarifudin Ulva, Mariam Wahyudin Wahyudin Wahyudin Wahyudin