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Kompetensi Media Pembelajaran Berbasis Teknologi Informasi dan Komunikasi oleh Guru di SMA Winanda Amilia; Fitri Maiziani
E-Tech : Jurnal Ilmiah Teknologi Pendidikan Vol 8, No 2 (2020): E-Tech
Publisher : Kurikulum Teknologi Pendidikan Fakultas Ilmu Pendidikan Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (856.348 KB) | DOI: 10.24036/et.v8i2.110984

Abstract

Government Regulation of the Republic of Indonesia Number 74 of 2008 concerning teachers article 3 describes the 4 competencies that a teacher must have. These competencies are pedagogical competence, personality competence, social competence and professional competence. Pedagogic competence and professional competence are closely related to the use of technology in learning. Learning media is a tool or intermediary that functions to facilitate the teaching and learning process so that communication between teachers and students is more effective. This research was conducted to determine the competence of learning media based on Information and Communication Technology by teachers at Senior High Schools in Padang City. The research was conducted in the form of a combination approach that combines quantitative and qualitative methods. these are selected according to the problem under study. The combination of these two approaches will strengthen the study related to the overall phenomenon under study. To obtain quantitative data, a questionnaire was developed based on research indicators.
Development of Augmented Reality Learning Media Based on Assemblr Studio Web for Grade VII Junior High School Informatics Subjects Bella Anjani; Fetri Yeni J; Novrianti; Fitri Maiziani
Journal of Multidisciplinary Science: MIKAILALSYS Vol 4 No 3 (2026): Journal of Multidisciplinary Science: MIKAILALSYS
Publisher : Darul Yasin Al Sys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/mikailalsys.v4i3.11539

Abstract

Local Area Network (LAN) concepts in the seventh-grade Informatics curriculum are relatively abstract, making it difficult for students to understand network topologies, inter-device relationships, and data communication processes. This study aimed to develop Augmented Reality (AR)-based learning media using Assemblr Studio Web and evaluate its validity and practicality for teaching LAN concepts. The study employed a Research and Development approach based on the 4D model, comprising the define, design, develop, and disseminate stages. Conducted at SMP Negeri 4 Palupuh, the study involved one subject-matter expert, two media experts, and 24 seventh-grade students. Data were collected using validation sheets and practicality questionnaires and analysed through mean scores and percentages. The findings showed that the developed learning media obtained a material validity score of 4.46 and a media validity score of 4.74, both of which were categorised as highly valid. The practicality assessment yielded a score of 86%, indicating that the media was highly practical for classroom use. The AR-based media provided interactive visualisations of Bus, Star, and Ring network topologies, thereby facilitating students’ understanding of LAN structures, relationships among devices, and data communication processes. The study concludes that the developed AR learning media is valid and practical for use in seventh-grade Informatics instruction. These findings demonstrate the potential of AR technology to support the concrete visualisation of abstract concepts, promote interactive learning, and strengthen the pedagogical integration of digital technology in Informatics education.
EFEKTIVITAS LKPD INTERAKTIF BERBANTUAN PERMAINAN ULAR TANGGA DALAM MENINGKATKAN MINAT BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA Lusiana Putri, Vemi; Mutiara Felicita Amsal; Abna Hidayati; Fitri Maiziani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Processed
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.64897

Abstract

This study aims to determine the effectiveness of an interactive Student Worksheet (LKPD) assisted by a snakes and ladders game in increasing students' learning interest in Informatics learning for Grade VII students at MTsS TI. This study employed a Research and Development (R&D) approach using the 4D development model consisting of Define, Design, Develop, and Disseminate stages. The effectiveness test involved 29 Grade VII students. The instrument used to measure students' learning interest was a questionnaire administered before and after the use of the developed product. The data were analyzed using the Normalized Gain (N-Gain) score to determine the level of increase in students' learning interest. The results showed that the N-Gain scores obtained by the 29 students ranged from 0.76 to 1.00, and all students were included in the high category. The average N-Gain score was 0.96, equivalent to 95.79%, which was included in the effective category according to the effectiveness criteria used in the study. The results indicate that the interactive LKPD assisted by the snakes and ladders game is effective in increasing students' learning interest in Informatics learning.