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PERSEPSI GURU TERHADAP PENGGUNAAN CHATGPT SEBAGAI ASISTENSI MENGAJAR GURU DI SMPS PERTIWI SITEBA KOTA PADANG Deo Zharfan Perry; Abna Hidayati; Nofri Hendri; Rahmi Pratiwi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2026): Volume 11 No. 04 Desember 2025 In Build
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.8555

Abstract

This study aims to determine teachers' perceptions of the use of AI, particularly ChatGPT, as a teaching aid by teachers at SMPS Pertiwi Siteba in Padang City. Based on observations at SMPS Pertiwi Siteba Padang City, a phenomenon was found regarding the adoption of AI among teachers, where teachers utilize ChatGPT in various ways, such as preparing lesson plans, as a source of instant information, reviewing teaching materials, and so on. The problem lies in the fact that the use of ChatGPT by teachers is still not restricted due to the absence of a guidebook and specific rules regarding AI among junior high school teachers and their equivalents. This is important because without clear guidelines for teachers on how to use ChatGPT, teachers will use it according to their teaching needs based on their individual perceptions, which will ultimately determine how teachers make decisions and act at school. Therefore, it is necessary to measure descriptively how teachers perceive the use of AI innovation as an assistance in their teaching. This research is descriptive quantitative research using the Likert scale analysis technique with a questionnaire instrument that has 35 statements and 5 alternative answers, namely Strongly Agree (SS), Agree (S), Doubtful – Doubtful (D), Disagree (D), and Strongly Disagree (SD). This study was conducted on 30 respondents who were active teachers at SMPS Pertiwi Siteba, Padang City. The results of the study show that the use of ChatGPT as an assistant is in the “High” category in terms of utilization, and the overall percentage reaches 79.96%, which is in the “Good” category. Thus, teachers' perceptions greatly impact how ChatGPT is used as a teaching assistant.
Pengembangan Multimedia berbasis Inkuiri Terbimbing pada mata pelajaran Ilmu Pengetahuan Alam Kelas VII SMP Negeri 2 Kota Pariaman Elia Mesra; Darmansyah Darmansyah; Nofri Hendri
Journal of Pedagogy and Online Learning Vol. 1 No. 1 (2022): JPOL Volume 1 Nomor 1 Juni 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (282.29 KB) | DOI: 10.24036/jpol.v1i1.2

Abstract

This study aims to produce a guided inquiry-based learning multimedia that is valid, practical, and effective so that it is suitable for use by teachers and students in the learning process.This research belongs to the research and development cluster using the 4D model, namely define, design, develop, and disseminate. The define stage consists of curriculum analysis, student analysis, media analysis and analysis of subject objectives. The Design phase is carried out by designing learning media. The development stage is carried out through validity testing by validators and practicality tests, effectiveness by class VII students at SMP N 2 Kota Pariaman and the last is dissemination or dissemination in the form of media that will be distributed to schools at SMP Negeri 2 Kota Pariaman. Based on the research that has been done at SMP N 2 Kota Pariaman, it has been successfully made learning multimedia. The results of the validity test of the material and media aspects show that the resulting media is very valid, namely, with a score of 148 with an average material validity value of 93.54% and a score of 131 with an average media validity of 87.91%. Meanwhile, students' responses to the products developed were very practical with an average of 94.67% and to measure the level of achievement of student learning outcomes before and after using the media showed tcount > ttable so that the effectiveness trial showed an increase in learning process skills. It can be concluded that the multimedia developed in this study is suitable for use in the learning process.
Pengembangan Computer Based Testing (CBT) pada Pembelajaran Teknologi Informasi dan Komunikasi untuk kelas VIII SMP Syahril Akmal; Syafril Syafril; Nofri Hendri
Journal of Pedagogy and Online Learning Vol. 1 No. 1 (2022): JPOL Volume 1 Nomor 1 Juni 2022
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (266.718 KB) | DOI: 10.24036/jpol.v1i1.5

Abstract

The background of this research is because of processing in evaluation at Junior High School 16 Padang which still used the old method or conventional. This evaluation is still have problem to determine the students ability directly in other word, this method needed the long time for getting students’ score. It this because of teacher must search students’ score manually. Based on the problem above appears the purpouse of this research is to make Computer Based Testing (CBT) product in TI&K Teaching Learning process at eighth grade of Junior High School. This research used Research and Development (R & D) method. Which concist in 10 Steps. Although, these steps is more minimilize to be 5 (five) steps, such as; (a) planning, (b) developing the first product, (c) validation (material and product), (d) hypoteses for determining of practical CBT, and (e) the last result of product, is created a tool to evaluate in learning process. Based on the result of data analysis pointed that CBT product is can be categoriezed to use. To result of part all answers can be categorized to use. And to the practical CBT also can be categorized is good or can be used in learning. From the result of this research can be concluded that CBT product is can be used as a tool in evaluation on learning process.
Pengembangan Electronic Dictionary Card Berbasis Multimedia Interaktif Pada Mata Pelajaran Bahasa Inggris Kelas VII SMP Fitra; Ulfia Rahmi; Nofri Hendri; Eldarni
Journal of Pedagogy and Online Learning Vol. 2 No. 2 (2023): JPOL Volume 2 Nomor 2 Juni 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jpol.v2i2.40

Abstract

Penelitian ini bertujuan mengembangkan multimedia pembelajaran interaktif yaitu E-Dictionary Card yang valid, praktis, dan efektif pada pembelajaran Bahasa Inggris. Keterbatasan perbendaharaan kosakata dan penggunaan buku teks, LKS, dan powerpoint yang dianggap menjenuhkan oleh peserta didik melatarbelakangi proses pengembangan yang dilakukan. Penelitian ini merupakan penelitian Research & Development (R&D) menggunakan model pengembangan ADDIE. E-Dictionary Card yang dikembangkan dilakukan uji validitas kepada 3 orang expert, uji praktikalitas kepada 20 orang, dan uji efektivitas kepada 20 orang. Hasil penelitian pengembangan yang dilakukan memperoleh tingkat validitas 3,9 untuk validasi materi, 3,875 untuk validasi media, 3,56 untuk uji praktikalitas, dan signifikansi (p value) sebesar 0.00 untuk uji efektivitas. Sehingga, dapat disimpulkan bahwa multimedia yang dikembangkan dinyatakan valid, praktis, dan efektif untuk digunakan pada pembelajaran Bahasa Inggris kelas VII SMP.
PENGEMBANGAN MEDIA WEB INTERAKTIF PADA MATA PELAJARAN IPA KELAS VIII SMP Siti Zakiyyah Izani; Nofri Hendri; Meldi Ade Kurnia Yusri; Septriyan Anugrah
Jurnal Manajemen Pendidikan Vol. 11 No. 3 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i3.2982

Abstract

Objective: This study aims to develop an interactive web-based learning medium using Scratch on the human respiratory system topic for eighth-grade Natural Science (IPA) students, and to determine its level of validity, practicality, and effectiveness. Methods: This research and development (R&D) study employed the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The trial involved 24 eighth-grade students of SMP Negeri 25 Padang, two media experts, and one content expert. Data were collected through Likert-scale validation questionnaires, a practicality questionnaire, and a one-group pretest-posttest design, then analyzed using mean scores and a paired t-test. Results: The medium was rated “very valid” by media experts (mean 4.96 and 5.00) and “valid” by the content expert (mean 4.44). The practicality test among students reached a mean of 4.37 (“practical”). The effectiveness test showed t-count of 4.79, exceeding the t-table value of 2.069 (df = 23, α = 0.05), indicating a significant improvement in learning outcomes after using the medium. Novelty: Unlike prior Scratch-based studies that mostly target elementary-level science topics, this study presents a fully web-exported, link-accessible interactive medium specifically developed for a junior high school (SMP) human respiratory system topic, integrating Canva-based visual assets with Scratch’s block-based interactivity and an embedded scoring quiz feature, offering a practical, low-cost, device-flexible alternative for IPA teachers facing limited technology-based teaching resources.
Pengembangan Media Pembelajaran Berbantuan Augmented Reality Pada Mata Pelajaran Informatika Kelas VII SMP Farhan Rizalmi; Nofri Hendri; Darmansyah; Alkadri Masnur
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 4 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i4.7093

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Learning to introduce Microsoft Word tools to seventh-grade junior high school students still faces obstacles due to the use of media dominated by teacher demonstrations and text modules, so students have difficulty distinguishing the functions of icons that have visual similarities. This study aims to develop Augmented Reality-assisted learning media on the introduction of Microsoft Word tools material and test the validity, practicality, and improvement in learning outcomes after its use. This study uses a research and development method (R&D) with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. Data were collected through media and material validation sheets, practicality questionnaires, and pretest and posttest tests. Validation involved two media validators and one material validator, while the practicality and implementation tests were conducted on 32 seventh-grade students of SMP Negeri 21 Padang. The results showed that the media obtained media validation scores of 4.88 and 4.93 and material validation of 4.84 with a very valid category. Media practicality obtained an average score of 4.91 with a very practical category, while the analysis of learning outcome improvements based on the N-Gain value obtained a score of 0.74 with a high category. Thus, Augmented Reality-assisted learning media meets the valid and practical criteria and shows a high increase in learning outcomes after being used in Informatics learning on the introduction to Microsoft Word tools material.
Training on the Development of Interactive Media within the “Merdeka Mengajar” Platform for Teachers at SMA N 1 Rambatan Nofri Hendri; Meldi Ade Kurnia Yusri; Alkadri Masnur
SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS) Vol 14, No 2 (2026): SPEKTRUM: Jurnal Pendidikan Luar Sekolah (PLS): Publishing Mei 2026
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/spektrumpls.v14i2.137903

Abstract

Pembelajaran saat ini menekankan pembelajaran yang berbasis Technological Pedagogical Content Knowledge (TPACK). Digitalisasi pembelajaran menekankan pada integritas teknologi dalam pembelajarannya, seperti dalam media pembelajaran, bahan ajar, serta asesmen. SMA Negeri 1 Rambatan merupakan sekolah yang berada dalam wilayah Padang Magek, Kecamatan Rambatan, Kabupaten Tanah Datar. Masalah mitra adalah masih minimnya pengetahuan mitra terhadap ragam, penggunaan serta pengembangan media interaktif berbasis digital. Masih banyak mitra yang belum menggunakan berbagai media interaktigf berbasis digital dalam proses pembelajarannya. Selain itu, mitra juga masih kurang terampil dalam menggunakan aplikasi-aplikasi website dengan semua fitur di dalamnya yang dapat membantu mitra dalam mengembangkan media interaktif berbasis digital. Oleh karena itu, pengabdian ini perlu dilakukan untuk memberikan pengetahuan dan keterampilan baru kepada guru-guru di SMA Negeri 1 Rambatan terkait pengembangan media interaktif berbasis digital yang yang sudah tersedia dan dapat digunakan secara gratis melalui Internet. Pengabdian ini dilakukan dengan tujuan memberikan pengetahuan dan keterampilan baru kepada guru-guru di SMA Negeri 1 Rambatan terkait pengembangan media interaktif berbasis digital. Jumlah peserta yang mengikuti kegiatan ini sejumlah 48 orang guru dari semua mata pelajaran. Tahapan kegiatan ini meliputi persiapan, pelaksanaan dan evaluasi. Proses pelaksanaan pada Sabtu, 31 Agustus 2024 pukul 09.00-12.00. Para peserta belajar membuat media interaktif dengan menggunakan aplikasi Articulate Storyline 3.0. Penggunaan aplikasi ini cukup menarik minat hampir seluruh peserta karena disajikan oleh pemateri yang sudah cukup terampil dan memahami betul tentang multimedia.
Evaluation on the Policy of Using the E-Learning System with Fully Online in the Pandemic-Covid-19 Period Nofri Hendri; Darmansyah Darmansyah
AT-TA'LIM Vol 29, No 3 (2022)
Publisher : Institut Agama Islam Negeri Imam Bonjol Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15548/jt.v29i3.685

Abstract

The use of e-learning platforms during the Covid-19 pandemic and in the context of facing the era of the industrial revolution 4.0 is a must in almost all levels of education, especially in universities. Many efforts have been made and implemented in order to apply these demands, for example by developing applications that are expected to help organize the digital learning process. The method used in obtaining information is a quantitative method using an instrument, namely a questionnaire (distribution of questionnaires) through the Google form application. The subjects in this study were UNP students in the Fundamentals of Education course in the July-December 2020 semester. Based on the research results, information was obtained regarding the policy evaluation of the use of a full online (online) e-learning system that could be categorized as good and effective, but it needs to be improved in several parts, for example: effectiveness, content, interaction patterns, understanding of the material, network access, large/expensive data packets when using video conference collaborating with the platform e-learning. The element of effectiveness/efficiency of online learning as many as 23.5% of respondents considered it less effective / efficient, meaning that there were still gaps in the fully online policy implemented by universities in this case, namely UNP.
PENGEMBANGAN GAME ADVENTURE TEKNODIGITALIN PADA MATA PELAJARAN INFORMATIKA KELAS SMA/SEDERAJAT Maisyarah; Meldi Ade Kurnia Yusri; Nofri Hendri; Khairul Alfahani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 Nomor 02, Juni 2026 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.15665

Abstract

The development of this adventure game was undertaken to address challenges in the computer science curriculum, specifically the limited diversity of teaching materials, which often diminishes students' interest in learning and hinders their understanding without visual examples. This study aims to create a valid and practical adventure game for tenth-grade high school students or equivalent levels. The research employed a Research and Development (R&D) methodology using the 4D development model—Define, Design, Develop, Disseminate. Validity testing was conducted by three experts: one content validator and two media validators. Practicality testing involved tenth-grade students, followed by dissemination and effectiveness evaluation with computer science teachers and tenth-grade students at two different schools. The validity assessment conducted by subject matter experts yielded a 93.7% score, classified as very valid. The combined validity assessment results from Media Expert I and Media Expert II reached 97.8%, categorized as very valid. The practicality assessment achieved a 95.2% score, deemed very practical. The teacher effectiveness evaluation demonstrated a 90% score, labeled very effective, while the student effectiveness score was 91.9%, also rated very effective. Based on these results regarding validity, practicality, and effectiveness, it can be concluded that the developed adventure game is suitable for use in Informatics education.
Digital Literacy in STEM Education: A Bibliometric and Systematic Literature Network Analysis Rufina Agustin Yuarsa; Rayendra; Nofri Hendri; Rahmi Pratiwi
Jurnal Penelitian Pendidikan IPA Vol 12 No 6 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i6.15324

Abstract

The rapid development of digital technology and the increasing integration of Artificial Intelligence (AI) in education have transformed learning processes, particularly in STEM (Science, Technology, Engineering, and Mathematics) education. This study aims to analyze the development of research on digital literacy in STEM education through a bibliometric analysis and Systematic Literature Network Analysis (SLNA). The study employed a combination of bibliometric methods, SLNA, and content analysis to identify publication trends, collaboration networks, dominant research themes, and emerging future directions. Data were collected from the Scopus database following the PRISMA 2020 guidelines. A total of 106 relevant articles published between 2019 and 2025 were selected and analyzed using VOSviewer and Orange Data Mining. The findings indicate a significant increase in publications related to digital literacy, AI, and STEM education, particularly in 2025. Bibliometric mapping revealed three major research clusters:  technology-integrated teaching and digital literacy in science and engineering education, the role of digital competence and computational thinking in STEM higher education, and the integration of AI and AI literacy in digital literacy development. Topic modeling using Latent Dirichlet Allocation (LDA) identified ten dominant research topics, with technology-based STEM learning and AI-supported education emerging as the most prominent themes. The results also highlight the growing emphasis on AI integration, computational thinking, digital competence, and innovative pedagogical approaches in modern STEM education. Overall, the study demonstrates that research on digital literacy in STEM education is rapidly evolving toward interdisciplinary and AI-driven learning environments. However, challenges remain regarding digital inequality, AI literacy integration, and sustainable pedagogical implementation. This study contributes to the understanding of current research trends and provides future research directions for strengthening digital literacy and AI integration in STEM education.