Claim Missing Document
Check
Articles

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.
Development and Validation of a Motion Graphic Animation Video on Cyberbullying for Grade VII Informatics Using 4D Model Muhammad Teguh Hidayatullah; Zelhendri Zen; Ulfia Rahmi; Mutiara Felicita Amsal
Indonesian Technology and Education Journal Vol 4 No 1 (2026): April
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i1.1335

Abstract

This study aims to develop a motion graphic animation learning video on Digital Bullying (Cyberbullying) material for Grade VII Informatics at SMP Negeri 29 Padang using the 4D development model (Define, Design, Develop, Disseminate), addressing the scarcity of effective learning media for this topic in junior high school Informatics. Data were collected through expert validation questionnaires, student practicality questionnaires, and pretest-posttest instruments, with 32 students participating in practicality testing and 22 students in effectiveness testing. Findings: The validity results showed a percentage of 98.00% (Very Valid) for both material and media aspects. The practicality test yielded an average score of 4.48 (89.55%), categorized as Very Practical. The effectiveness test using N-Gain Score produced a mean of 0.733 (73.34%), indicating a High improvement category. These findings confirm that the developed motion graphic animation learning video is valid, practical, and effective for Grade VII Informatics learning. The study demonstrates that AI-assisted production tools (Google Labs Flow/Veo 3, Google AI Studio, CapCut) can produce pedagogically valid and practically effective instructional animation, providing a replicable development model for resource-constrained Indonesian schools. Qualitative field observations suggest the media may also support affective development, including student empathy toward cyberbullying victims, an area not formally measured in this study but warranting future validated assessment. This study provides transparent documentation of an AI-assisted motion graphic production and iterative expert validation process within the Merdeka Curriculum framework, an approach not previously reported in the Indonesian Informatics education literature.
Design of a Mobile Microlearning Application for Informatics Learning in Vocational High Schools Achsin Rosidi; Ulfia Rahmi; Abna Hidayati; Rahmi Pratiwi
The Eastasouth Journal of Learning and Educations Vol. 4 No. 02 (2026): The Eastasouth Journal of Learning and Educations (ESLE)
Publisher : Eastasouth Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/esle.v4i02.1124

Abstract

The use of mobile devices as a structured learning medium for Informatics subjects in Vocational High Schools (SMK) is still not optimal. This study aims to design an Android-based Mobile Microlearning application that integrates microlearning and mobile learning principles to support Informatics learning. The study uses a research and development approach with the ADDIE model limited to the development stage, including needs analysis, learning design, application design, and prototype implementation. The results of the study produced an application prototype that presents material in short learning units according to learning outcomes and integrates materials, illustrations, learning videos, exercises, and interactive quizzes in one platform. The application also features simple navigation, user authentication, and direct feedback on assessments to support independent learning. The research findings indicate that the designed application has integrated pedagogical and technological aspects in supporting flexible, structured, and learner-centered learning. This study produced an application prototype that has the potential to become an alternative Informatics learning medium in SMK.
Promoting Critical Thinking through an SDG-Integrated STEAM E-Module for Grade X High School Students Pauzi; Rayendra; Abna Hidayati; Ulfia Rahmi
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.v12i6.12484

Abstract

This research aims to produce STEAM-based E-Modules that are valid, practical, and effective in improving students' critical thinking skills in mathematics subjects. This research uses the ADDIE development model with five steps: Analysis, Design, Development, Implementation, and Evaluation. The validity of the E-Module was tested by four validators, namely experts in instruments, media, materials, and languages. Trial I involved 3 students, while trial II was carried out on 2 educators and 25 students. The results showed that the STEAM-based E-Module on linear program materials had excellent validity, with a score of 83% for product experts, 93% for subject matter experts, and 93% for linguists. The practicality of this E-Module is very high, with the trial of students obtaining a score of 98% and educators 96%, both of which are in the category of "Very Practical". The effectiveness of this E-Module can be seen from the increase in student learning outcomes, namely from a pretest score of 49.60 to a posttest score of 81.40, with an N-gain of 0.62 which is included in the "Medium" category. In addition, students' critical thinking abilities earned an average score of 3.03 out of 4, which indicates the "Pretty Good" category. The results of this study show that STEAM-based E-Modules are effective in improving students' critical thinking skills and are practically used in mathematics learning.
Development of a Multimedia-Oriented Problem-Based Learning Model to Support SDG 4: Quality Education for Grade IV Elementary School Students Endang Saputra; Alwen Bentri; Jasrial; Ulfia Rahmi; Rayendra
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.v12i6.15059

Abstract

This research is motivated by the low involvement of students in learning Pancasila Education in elementary schools, the limited use of innovative interactive learning media, and the need for a learning model that is able to develop critical, collaborative, and problem-solving skills. This research aims to develop a Canva-based interactive multimedia oriented to the Problem Based Learning (PBL) model that is valid, practical, and effective in improving the learning outcomes of grade IV elementary school students in the subject of Pancasila Education. This type of research is research and development using the ADDIE model which includes five stages, namely analysis, design, development, implementation, and evaluation. The validity of the product is assessed by subject matter experts, media experts, and linguists. Practicality was measured through the responses of teachers and students using questionnaires, while effectiveness was tested through a comparison of pretest and posttest results analyzed using the N-Gain formula. The results of the study showed that the interactive multimedia developed obtained a very valid category with an average score of 89.56%. In addition, this media is stated to be very practical based on positive responses from teachers and students, especially in the aspects of ease of use, attractive visual appearance, and clarity of navigation. In terms of effectiveness, interactive multimedia has been proven to be able to improve students' learning outcomes with an N-Gain value of 77.67 which is included in the high category. Thus, Canva-based interactive multimedia oriented to the PBL model can be an innovative learning media alternative that is valid, practical, and effective to improve the quality of learning.
PENGARUH PROBLEM BASED LEARNING BERBANTUAN MULTIMEDIA INTERAKTIF TERHADAP STUDENT ENGAGEMENT PADA MATA PELAJARAN INFORMATIKA SMPN 25 PADANG Bunga Putri Dewi; Ulfia Rahmi; Rahmi Pratiwi; Elsa Masriani
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 4 (2026): August 2026 (1)
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i4.6859

Abstract

Abstract: Student engagement is a critical determinant of academic success; however, its manifestation in Informatics learning among 7th-grade students at SMP Negeri 25 Padang remains suboptimal. This is evidenced by low participation in group discussions, a lack of consistent enthusiasm, and passive cognitive involvement in problem-solving activities. This study aims to analyze the empirical impact of implementing Problem-Based Learning assisted by interactive multimedia on student engagement. A quantitative approach with a quasi-experimental method utilizing a One Group Pretest-Posttest design was employed. The research sample comprised 29 students selected through a total sampling technique. Data were gathered using a validated and reliable student engagement questionnaire spanning behavioral, emotional, and cognitive dimensions. Data analysis was performed using descriptive statistics, the Shapiro-Wilk normality test, and the Wilcoxon Signed-Rank Test computed via Jamovi. The empirical results demonstrated that the mean score of student engagement increased significantly from 42.97 (high category) at pre-measurement to 48.03 (very high category) at post-measurement. The Wilcoxon test yielded a significance value of p < 0.001, indicating a statistically significant difference post-intervention. Consequently, it can be concluded that assisted by interactive multimedia exerts a significant positive effect on student engagement. These findings suggest that integrating student-centered learning models with non-linear digital multimedia could serve as an innovative pedagogical alternative to optimize classroom engagement. Keywords: Problem-Based Learning, Interactive Multimedia, Student engagement, Informatics Education.   Abstrak: Student engagement merupakan salah satu faktor penting yang memengaruhi keberhasilan proses pembelajaran, namun keterlibatan peserta didik pada pembelajaran Informatika di kelas VII SMP Negeri 25 Padang masih belum optimal. Kondisi tersebut ditunjukkan oleh rendahnya partisipasi peserta didik dalam diskusi, kurangnya antusiasme selama pembelajaran, serta belum optimalnya keterlibatan kognitif dalam menyelesaikan permasalahan yang diberikan. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan Problem Based Learning berbantuan multimedia interaktif terhadap student engagement pada pembelajaran Informatika kelas VII SMP Negeri 25 Padang. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi experiment melalui desain One Group Pretest–Posttest Design. Sampel penelitian berjumlah 29 peserta didik yang dipilih menggunakan teknik total sampling. Pengumpulan data dilakukan menggunakan angket student engagement yang telah memenuhi uji validitas dan reliabilitas. Data dianalisis menggunakan statistik deskriptif, uji normalitas Shapiro-Wilk, dan uji Wilcoxon Signed Rank Test dengan bantuan aplikasi Jamovi. Hasil penelitian menunjukkan bahwa rata-rata skor student engagement meningkat dari 42,97 pada pengukuran awal menjadi 48,03 pada pengukuran akhir. Hasil uji Wilcoxon menunjukkan nilai signifikansi p < 0,001, sehingga terdapat perbedaan yang signifikan antara pengukuran awal dan pengukuran akhir. Dengan demikian, penerapan Problem Based Learning berbantuan multimedia interaktif berpengaruh signifikan terhadap student engagement peserta didik pada pembelajaran Informatika kelas VII SMP Negeri 25 Padang. Temuan penelitian ini menunjukkan bahwa penerapan model pembelajaran yang berpusat pada peserta didik dan didukung multimedia interaktif dapat menjadi alternatif untuk meningkatkan keterlibatan peserta didik dalam proses pembelajaran. Kata kunci: Problem based learning, multimedia interaktif, student engagement, pembelajaran Informatika.