Claim Missing Document
Check
Articles

Found 2 Documents
Search

PENGARUH PENGGUNAAN CHATGPT TERHADAP MINAT BELAJAR MAHASISWA PROGRAM STUDI PENDIDIKAN EKONOMI UNIVERSITAS RIAU Septi Anggraini; Caska Caska; Filma Alia Sari
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.32623

Abstract

Learning interest in this study refers to students who have an inner desire to be interested in learning activities, which can be seen through student activities during lectures, whether in the form of feelings of joy, concentration, enthusiasm, and others. The use of ChatGPT is utilizing learning facilities in the form of artificial intelligence to increase student learning interest. Therefore, the purpose of this study is to determine the effect of ChatGPT use on the learning interest of students in the Economics Education study program at the University of Riau. The background of this study is the increasing use of ChatGPT in the campus environment and the low interest in learning of students. This type of research is descriptive with a quantitative approach. The subjects of the study were 109 active undergraduate students in the Economics Education Study Program, class of 2023. The sampling technique used was proportional random sampling and the Solvin formula obtained 52 respondents. The sample selection process was carried out randomly using a lottery method. Data collection was carried out by distributing questionnaires, then analyzed using descriptive analysis, analysis prerequisite tests, simple linear regression, and hypothesis testing. From the analysis carried out, there is an effect of ChatGPT use on the learning interest of students in the Economics Education Study Program at the University of Riau. With a regression coefficient of 0.345, a significance level of 0.004 (<0.05), and a calculated t-value of 2.979 > t-table of 2.009, this indicates that the more frequently ChatGPT is used, the higher the student's learning interest. The coefficient of determination (R2) of 0.151 indicates 15.1%. Meanwhile, the remaining 84.9% is influenced by other factors not included in this model. Other variables that potentially influence learning interest include Perplexcity, Gemini, Notion AI, and others.
Pelatihan dan pendampingan pembuatan media pembelajaran interaktif dan menyenangkan berbasis digital bagi guru SMA Gimin Gimin; Henny Indrawati; Caska Caska; Sumarno Sumarno; Gani Haryana; Mujiono Mujiono; Dicha Putri Rezkia; Dinda Ardelia Ramadhani
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.33595

Abstract

Abstrak Perkembangan teknologi informasi dan komunikasi yang semakin pesat memberikan dampak signifikan terhadap berbagai aspek kehidupan termasuk dunia pendidikan. Penggunaan media pembelajaran digital yang interaktif dan menyenangkan menjadi salah satu tren yang semakin populer dalam upaya meningkatkan kualitas pembelajaran. Namun implementasi pembelajaran digital di sekolah menghadapi keterbatasan sumber daya dan berbagai tantangan, di antaranya masih banyak guru yang belum memiliki kompetensi yang memadai dalam memanfaatkan teknologi untuk pembelajaran. Hal ini juga dialami oleh guru-guru di SMA Negeri 1 Kampar Provinsi Riau. Oleh karena itu, tujuan kegiatan pengabdian ini adalah melatih dan mendampingi 25 orang guru di sekolah tersebut dalam mengembangkan media pembelajaran digital yang interaktif dengan memanfaatkan Artificial Intelligence (AI) dan aplikasi Canva. Metode yang digunakan meliputi ceramah, diskusi, demonstrasi, dan praktik (workshop) yang dilaksanakan dalam satu sesi kegiatan. Evaluasi dilakukan melalui penyebaran angket pretest dan posttest untuk mengukur pengetahuan serta kemampuan peserta. Hasil kegiatan menemukan adanya peningkatan kompetensi guru, di antaranya: pengetahuan tentang AI meningkat dari skor rata-rata 1,52 menjadi 3,46 atau sebesar 90%, dan pengetahuan tentang Canva meningkat dari 2,13 menjadi 4,01 sebesar 88%. Dengan demikian, kegiatan ini terbukti mampu meningkatkan hardskill guru dalam pembuatan media pembelajaran digital berbasis AI dan Canva, sekaligus memperkuat softskill kolaborasi dan kreativitas dalam proses pengembangan media pembelajaran yang inovatif. Kata kunci: pelatihan; pendampingan; media pembelajaran; artificial intelligence; aplikasi canva Abstract The rapid development of information and communication technology has had a significant impact on various aspects of life, including education. The use of interactive and enjoyable digital learning media has become an increasingly popular trend in efforts to improve the quality of learning. However, the implementation of digital learning in schools faces resource constraints and various challenges, including the fact that many teachers still lack adequate competence in utilizing technology for learning. This is also experienced by teachers at SMA Negeri 1 Kampar in Riau Province. Therefore, the purpose of this community service activity is to train and assist 25 teachers at the school in developing interactive digital learning media by utilizing Artificial Intelligence (AI) and the Canva application. The methods used include lectures, discussions, demonstrations, and workshops, which are carried out in one session. The evaluation was conducted through the distribution of pretest and posttest questionnaires to measure the participants' knowledge and abilities. The results of the activity found an increase in teacher competence, including: knowledge of AI increased from an average score of 1.52 to 3.46 or 90%, and knowledge of Canva increased from 2.13 to 4.01 or 88%. Thus, this activity has proven to be able to improve teachers' hard skills in creating AI and Canva-based digital learning media, while also strengthening their soft skills of collaboration and creativity in the process of developing innovative learning media. Keywords: training; mentoring; learning media; artificial intelligence; canva application.