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AI-Driven Learning Environments and Learning Flow Experience: The Role of Technological Readiness in Supporting Sustainable Quality Education Ani Nurhayati; Ulfia Rahmi; Abna Hidayati; Septriyan Anugrah; Indra Saputra
Jurnal Penelitian Pendidikan IPA Vol 12 No 2 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i2.14385

Abstract

This study examines the determinants of learning flow experience in AI-driven learning environments and its contribution to Sustainable Development Goal 4 (Quality Education). A quantitative approach was employed using survey data from 316 undergraduate students experienced in AI-integrated courses across four faculties at Universitas Negeri Padang, Indonesia. The data were analyzed using partial least squares structural equation modeling (SEM-PLS). The results indicate that AI technological readiness has a significant positive effect on learning flow experience and mediates the influence of instructor support, community support, and teaching platform quality on learning flow. In contrast, AI digital literacy does not have a significant effect on technological readiness, indicating that technical training alone is insufficient and cannot independently build learners’ readiness without strong pedagogical and contextual support. Furthermore, AI facilitating conditions slightly but significantly strengthen the relationship between technological readiness and learning flow, suggesting their role as a contextual boundary factor. These findings highlight the importance of integrating instructional, technological, and institutional support systems in AI-driven learning. In conclusion, fostering technological readiness through supportive learning ecosystems is essential for promoting meaningful and sustainable learning experiences aligned with SDG 4.
Inovasi Bahan Ajar IPA Interaktif Berbasis Model Pembelajaran Berbasis Masalah melalui Learning Management System di Sekolah Dasar Wiwit Sanjaya; Desyandri Desyandri; Yalvema Miaz; Ulfia Rahmi
Jurnal Penelitian Pendidikan IPA Vol 10 No 7 (2024): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i7.7802

Abstract

This research aims to develop science teaching materials integrated with Learning Management System (LMS) based on Problem Based Learning (PBL) in elementary schools. The method used is the 4D development model which includes the Define, Design, Develop, and Disseminate stages. The research subjects were fifth grade students in one of the elementary schools, with data collected through observations, interviews, questionnaires, and learning outcomes tests. Data analysis was done descriptively quantitative and qualitative. The results showed that the teaching materials developed were highly valid, practical, and effective in improving students' science learning outcomes. This study recommends wider use of these teaching materials and further development for various topics and levels of education
Inclusive Mathematics Education Applied in Science through Assistive Technology: Advancing SDG 4 for Deaf Students in Indonesia Siska Armeilia; Abna Hidayati; Jasrial; Ulfia Rahmi; Rayendra; Elsa Efrina; Eka Iswandy
Jurnal Penelitian Pendidikan IPA Vol 12 No 4 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i4.14440

Abstract

The integration of assistive technology is a key pillar in creating an inclusive mathematics education ecosystem for deaf students. This Systematic Literature Review (SLR) analyzed 49 reference sources to map the trends and effectiveness of learning media at secondary school levels. Findings show the primary focus on practical solutions utilizing students' visual cognitive strengths. Geometry is the most frequent topic (39%) due to its visualization nature that suits deaf visual learners. The reviewed literature indicates that integrating digital media—such as Augmented Reality (AR), Android applications, and subtitled videos—yields average validity scores ranging from 86.50%. This study concludes that transforming physical teaching aids into an interactive digital ecosystem is a crucial solution to bridge verbal communication barriers and mathematical abstraction in secondary schools.
Desain Video Animasi Berbasis Studi Kasus Untuk Mata Kuliah Pengembangan E-Learning Silvia Rahmadini; Ulfia Rahmi
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 (343.475 KB) | DOI: 10.24036/jpol.v1i1.6

Abstract

Based on what happened in the field, it is known that the content developed in the video still has a weakness, namely the content developed is still conceptual. However, it is also expected that students can understand contextually. Contextual learning can make students more active because students try to learn concepts as well as apply and relate them to the real world. Making students more active in the learning process can occur if students are involved in the learning process. So, the purpose of designing this animated video is so that students feel firsthand the problems that occur in the field and students have a contextual understanding. In addition, so that this video media can be developed later. The research was conducted with a descriptive research design. The design of an animated video media is followed by media validation, then the media can be used in blended learning in e-learning development courses. The design activities carried out include 3, namely; design of video content in e-learning development courses; design of case study-based teaching material content; and designing animated videos with case study-based teaching material content. The design of case study-based animated video media by developing appropriate learning content can increase student involvement in the learning process and improve contextual understanding. From the results obtained, it can be concluded that the case study-based animation video media that has been designed is feasible to be used and developed in e-learning development courses
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.