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PERSEPSI GURU TERHADAP IMPLEMENTASI PAPAN DIGITAL INTERAKTIF: STUDI SURVEI DI SEKOLAHSEKOLAH KABUPATEN GORONTALO Muhammad Pasca Rizcky Reformasi; Muh As’ad; Ferna Vandi Suharto Mooduto; Dian Novian; Abd Aziz Bouty
J-KIP (Jurnal Keguruan dan Ilmu Pendidikan) Vol 7, No 2 (2026): JUNI
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/j-kip.v7i2.22882

Abstract

Transformasi digital dalam pendidikan mendorong penerapan teknologi seperti papan digital interaktif (PDI) di sekolah-sekolah, meskipun keberhasilannya bergantung pada penerimaan guru sebagai pengguna utama. Penelitian sebelumnya lebih menekankan efektivitas kognitif PDI, sehingga masih ada kesenjangan pemahaman tentang persepsi guru yang telah menggunakannya secara aktif. Penelitian ini bertujuan menganalisis persepsi guru terhadap implementasi PDI di Kabupaten Gorontalo, fokus pada kemanfaatan pedagogis, kemudahan penggunaan, sikap, dan dukungan yang diterima. Penelitian menggunakan desain kuantitatif survei potong lintang dengan sampel 13 guru dari berbagai jenjang sekolah yang telah memakai PDI secara reguler, dipilih melalui total sampling. Data diperoleh dari kuesioner terstruktur berskala Likert yang valid dan reliabel (Cronbach's Alpha > 0,90). Analisis mencakup statistik deskriptif serta inferensial seperti uji-t independen dan korelasi Pearson. Hasil menunjukkan persepsi guru terhadap PDI sangat positif secara keseluruhan, terutama pada kemanfaatan pedagogis (mean=4,73). Dukungan fasilitas dan pelatihan mendapat skor lebih rendah (mean=3,58). Tidak ada perbedaan signifikan antara persepsi guru kelas dan guru mata pelajaran. Terdapat korelasi positif kuat antar dimensi, khususnya kemanfaatan dan sikap (r=0,95), yang selaras dengan Technology Acceptance Model (TAM).
Pengembangan Media Pembelajaran Interaktif Unsur Warna dalam Desain Grafis Ghama Yaskara Luli; Arip Mulyanto; Ahmad Azhar Kadim; Dian Novian; Mukhlisulfatih Latief; Jemmy A. Pakaja
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.354

Abstract

This study aims to develop an Android-based interactive learning media on the topic of color elements in graphic design and to determine its feasibility level. The method used was Research and Development (R&D) with the Four-D (4D) model, which consists of the stages of define, design, develop, and disseminate. The subjects of this study were tenth-grade students of the Computer and Network Engineering (TKJ) program at SMK Negeri 1 Batudaa. Data were collected through questionnaires involving media experts, material experts, and student responses. The results showed that the developed learning media achieved a high level of feasibility, with instrument validation results of 77% (feasible), media validation of 95% (very feasible), and material validation of 100% (very feasible). In addition, the student response test results showed a percentage of 82%, which falls into the very feasible category. This learning media is equipped with materials, videos, simple simulations, and interactive quizzes that can increase students’ interest and understanding. Therefore, the developed interactive learning media is considered feasible to be used as an alternative in graphic design learning.
Pemanfaatan Teknologi Virtual Reality untuk Media Informasi Sekolah SMK Negeri 01 Boalemo Afiq Fandra Abdulrahman; Dian Novian; Manda Rohandi; Arif Dwinanto; Moh. Hidayat Koniyo; Abd. Aziz Bouty; Alfian Zakaria
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.358

Abstract

The development of digital technology has encouraged innovation in information delivery in the field of education, one of which is through the utilization of Virtual Reality (VR). This study aims to develop a VR-based information media as a means of introducing the environment and facilities of SMK Negeri 1 Boalemo and to analyze users’ responses to the developed media. The method used in this research is the Multimedia Development Life Cycle (MDLC), which consists of the stages of concept, design, material collecting, assembly, testing, and distribution. Data were collected through observation, documentation, and questionnaires involving 15 students as respondents. The results showed that the developed VR application was able to present the school environment in the form of interactive and immersive 3D visuals. Testing on various devices indicated that the application operated optimally on smartphones with a minimum specification of 6 GB RAM and gyroscope sensor support. The questionnaire results revealed that the majority of respondents gave ratings in the “very good” category with a percentage of 87%, particularly in aspects of appearance, ease of use, clarity of information, and level of attractiveness. Therefore, the developed VR-based information media is considered effective and feasible to be used as a supporting tool in introducing the school environment and enhancing a more engaging and interactive learning experience.
Pengembangan Media Pembelajaran Dasar-Dasar Teknik Jaringan Komputer dan Telekomunikasi berbasis Augmented Reality Untuk Siswa Kelas X SMKN 2 Paguyaman I Made Yasa; Dian Novian; Arif Dwinanto; Mukhlisulfatih Latief; Abd. Aziz Bouty; Huzaima Mas’ud
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.432

Abstract

The development of information and communication technology has changed the world of education today. The lack of learning media used by teachers and the limitations of teaching aids have become problem in the learning process. This study aims to develop Augmented Reality-based learning media as a learning support tool and to determine their feasibility and practicality. This study employed the research and development method with the ADDIE model (Analyze, design, development, implementation, evaluation). The subjects consist of Grade X TJKT students at SMKN 2 Paguyaman. The instruments used to collect the research data included interviews, questionnaires, and documentation. The data analysis focused on the feasibility test and practicality tests of the learning media. The study’s findings show that the development of Augmented Reality-based learning media is successfully conducted through research and development, using the ADDIE development model. The results of the application feasibility test show a 96.6% value, indicating a very feasible category. Meanwhile, the students’ questionnaire results for the practicality test show an 88.55% score in the very practical category.
Pengembangan Media Pembelajaran Interaktif Menggunakan Augmented Reality pada Materi Interaksi Manusia dan Komputer Di SMA Negeri 1 Tilamuta Sabrin K. Djou; Muhammad Rifai Katili; Dian Novian; Arip Mulyanto; Nikmasari Pakaya; Sri Ayu Ashari
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.437

Abstract

This research aims to develop Augmented Reality (AR)-based interactive learning media for human-computer interaction material at the senior high school level. The problem identified at the school indicates that students lack an understanding of processes, input, and output; they know the devices themselves but are unaware of the underlying processes. Therefore, AR media was developed as an alternative that could provide a more interactive learning experience. This research employs the ADDIE (Analysis, Design, Development, Implementation, Evaluation) development model and was conducted at SMA Negeri 1 Tilamuta with Class X IPS 1. The AR media was developed using Unity, with validation conducted by media experts and material experts. The results show that the AR learning media falls into the highly valid category, with validation scores of 94% from media experts and 91.76% from material experts. Furthermore, the AR learning media is deemed effective based on improvements in student learning outcomes, with an average pretest score of 51.29% and a posttest score of 79.68%, and an N-Gain value of 0.59, which falls in the medium category. Thus, the developed AR learning media is deemed suitable for use as a learning material for human-computer interaction.
Efektivitas Media Pembelajaran berbasis Augmented Reality pada Mata Pelajaran Informatika terhadap Hasil Belajar Siswa di SMA Negeri 1 Paguat Rahmat Darmawan Paputungan; Dian Novian; Bait Syaiful Rijal
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.438

Abstract

This study aimed to determine the effectiveness of Augmented Reality (AR)-based learning media on students' learning outcomes in the Informatics subject at SMA Negeri 1 Paguat. The study employed a quantitative approach using a quasi-experimental design with a pretest–posttest control group design. The research sample consisted of 60 students divided into an experimental group and a control group. Data were collected through learning achievement tests, classroom observations, and interviews. The research instrument consisted of multiple-choice questions that had been tested for validity and reliability. Data were analyzed using IBM SPSS through normality testing, homogeneity testing, N-Gain analysis, Paired Samples t-Test, and Independent Samples t-Test. The results revealed that the use of AR-based learning media had a significant positive effect on improving students' learning outcomes. The experimental group demonstrated greater improvement in learning outcomes than the control group after receiving instruction using AR-based media. Furthermore, the implementation of AR enhanced students' engagement and learning motivation through interactive visualizations and three-dimensional simulations of computer networking concepts. Therefore, Augmented Reality-based learning media can be considered an effective instructional tool for improving students' learning outcomes in Informatics education.
Efektifitas Problem Based Learning Dengan Alat Evaluasi Quizizz Pada Mata Pelajaran Informatika Dewa Ayu R. Ratih Dewi; Dian Novian; Roviana H. Dai; Abd. Aziz Bouty; Nikmasari Pakaya
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.439

Abstract

This study aimed to determine the effectiveness of implementing the Problem-Based Learning (PBL) model assisted by Quizizz in improving students’ learning outcomes in Informatics, particularly on the topic of data sources, among tenth-grade students at SMA Negeri 2 Paguyaman. The study employed a quantitative approach with an effectiveness research design using a pre-experimental method in the form of a one-group pretest-posttest design. The research subjects consisted of tenth-grade students of SMA Negeri 2 Paguyaman. Data were collected through observation, interviews, documentation, and learning achievement tests in the form of pre-tests and post-tests administered using the Quizizz platform. The data were analyzed using descriptive quantitative statistics, including the calculation of mastery percentages and N-Gain scores. The results indicated that the average student learning outcomes increased from 68% in the pre-test to 79% in the post-test. The N-Gain score of 0.4 was categorized as moderate, indicating that the implementation of Problem-Based Learning assisted by Quizizz was moderately effective in enhancing students’ learning outcomes in Informatics. Furthermore, the use of Quizizz as a digital assessment tool contributed to a more interactive and engaging evaluation process while providing immediate feedback to students. These findings suggest that integrating Problem-Based Learning with digital learning platforms such as Quizizz can effectively support student learning and improve academic achievement.
Pengembangan Dynaversity sebagai Media Pembelajaran pada Mata Pelajaran Informatika Feryanto Daud; Manda Rohandi; Roviana H. Dai; Dian Novian; Ahmad Azhar Kadim; Arif Dwinanto
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.441

Abstract

This study aimed to develop an Android-based interactive learning media called DynaVersity and to determine its effectiveness in improving students' learning outcomes in the Computer Systems topic of the Informatics subject at SMK Negeri 1 Boalemo. The study employed a Research and Development (R&D) method using the ADDIE development model, which consists of five stages: analysis, design, development, implementation, and evaluation. The research subjects were 21 tenth-grade students. Data were collected through observations, interviews, expert validation, and pretest-posttest assessments. The validation results indicated that the learning media achieved a score of 92.6% from the media expert and 96% from the subject matter expert, both categorized as highly valid. Student responses reached 93.7%, which was categorized as very good. The effectiveness results showed an improvement in students' learning outcomes, as evidenced by the increase in the average pretest score from 65.2 to 82.8 on the posttest. Furthermore, the N-Gain analysis yielded a score of 0.50, which falls into the moderate category. The findings indicate that the developed Android-based learning media is effective in enhancing students' learning outcomes in Informatics.
Cybersickness in virtual reality research: A comprehensive bibliometric review and visualisation Arif Ainur Rafiq; Dwi Sudarno Putra; Mochamad Bruri Triyono; Dian Novian
Jurnal Pendidikan Vokasi Vol. 15 No. 1 (2025)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v15i1.84439

Abstract

Cybersickness has emerged as a critical challenge in the widespread adoption of virtual reality (VR) technologies across education, healthcare, gaming, and training contexts. As research on cybersickness continues to expand rapidly, a comprehensive mapping of its intellectual structure and research trends is needed. This study aims to systematically analyze the global development of cybersickness research in virtual reality through a bibliometric approach. A total of 1,027 journal articles indexed in the Scopus database, published between 1995 and 2024, were retrieved and analyzed. Bibliometric and visualization techniques were applied using VOSviewer and CiteSpace to examine publication growth, citation patterns, influential authors, leading journals, institutional and country contributions, keyword co-occurrence networks, and citation burst trends. The results reveal a substantial increase in cybersickness-related publications over the past decade, indicating growing scholarly attention driven by advances in VR technology and its broader application domains. Research output is dominated by the fields of computer science, medicine, engineering, psychology, and social sciences. The analysis identifies Virtual Reality and IEEE Transactions on Visualization and Computer Graphics as the most productive journals, while authors such as Stephen Palmisano and Behrang Keshavarz emerge as key contributors. Keyword co-occurrence and timeline analyses highlight evolving research themes, including motion sickness, user experience, head-mounted displays, cognition, and VR exposure. Citation burst detection further indicates a recent shift toward user-centered design and mitigation strategies. Overall, this bibliometric review provides a comprehensive overview of the knowledge structure, research hotspots, and emerging trends in cybersickness research. The findings offer valuable insights for researchers, VR developers, and educators, and serve as a foundation for future interdisciplinary studies aimed at improving user comfort and optimizing VR-based applications.
Optimalisasi BUMDes melalui Integrasi E-Commerce dan Branding Digital untuk Meningkatkan Ekonomi Desa Sri Ayu Ashari; Arif Dwinanto; Mukhlisulfatih Latief; Rampi Yusuf; Budiyanto Ahaliki; Abd Aziz Bouty; Dian Novian; Salahuddin Olii; Bait Syaful Rijal; Ihsanulfu’ad Suwandi; Haeriani H
Jurnal Abdimas Terapan Vol. 5 No. 2 (2026): JURNAL ABDIMAS TERAPAN (MEI)
Publisher : Program Vokasi Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56190/jat.v5i2.121

Abstract

Kegiatan optimalisasi BUMDes melalui e-commerce dan branding digital dilatarbelakangi oleh belum optimalnya pengelolaan Badan Usaha Milik Desa (BUMDes) dan rendahnya literasi digital masyarakat dalam memanfaatkan teknologi sebagai sarana pengembangan ekonomi. Tujuan utama program ini adalah mengaktifkan kembali fungsi kelembagaan ekonomi desa melalui penguatan kapasitas sumber daya manusia, penerapan manajemen usaha berbasis digital, dan integrasi produk lokal ke dalam ekosistem e-commerce. Metode pelaksanaan kegiatan mencakup empat tahapan, yaitu: (1) persiapan; (2) pelaksanaan; (3) implementasi; serta (4) evaluasi dan keberlanjutan. Hasil kegiatan menunjukkan rata-rata peningkatan kompetensi peserta sebesar 72% pada aspek manajemen usaha dan digital marketing. Sebanyak 10 akun toko online berhasil diaktifkan di platform Shopee dan Tokopedia, serta terbentuk lima kader digital desa sebagai motor keberlanjutan program. Selain itu, BUMDes “Bakti Mandiri” kini telah aktif kembali dan mengelola dua unit usaha berbasis digital dengan sistem pencatatan keuangan daring. Luaran yang dihasilkan mencakup laporan akhir pengabdian, modul pelatihan digitalisasi usaha desa, identitas visual dan logo BUMDes, serta publikasi artikel populer dan video dokumentasi kegiatan. Secara keseluruhan, program ini telah memberikan dampak positif terhadap peningkatan kapasitas ekonomi masyarakat desa, memperkuat kolaborasi antara perguruan tinggi dan pemerintah desa, serta membentuk ekosistem ekonomi digital yang berkelanjutan di tingkat lokal.
Co-Authors Abas Kaluku Abd. Aziz Bouty Abdul Aziz Bouty Abdul Mansyur Panu Adriyanto B. Angio Afiq Fandra Abdulrahman Agus Lahinta Agus Lahinta Ahmad Azhar Kadim Ahmad Suhran Ladidi Akhi Ha Runi Nur Rahayu Alfian Zakaria Amanda Nurhaliza E. Budiman Amran Abd Azis Pakaya Andi Putri Kumala Sari Arafat, Muhammad Yasser Arif Ainur Rafiq Arip Mulyanto Aziz Bouty Bait Syaful Rijal Bait Syaiful Rijal Biahimo, Samin Bila, Selvi Febrilia Bonde, Masita Bouty, Abd. Azis Budiyanto Ahaliki Budiyanto Ahaliki Dai, Roviana H. Dewa Ayu R. Ratih Dewi Dhita Rahmanda Tumulo Djafar, Sandi Djauhari, Usman Dwi Sudarno Putra Dwinanto, Arif Dzulfian Pauweni Edi Setiawan Edwin Meidianto Makadao Eka V. Dangkua Eka Vickraein Dangkua Eka Vickraien Dangkua, Eka Vickraien Fadel Fauzan Mentemas Fathul Zannah Ferna Vandi Suharto Mooduto Feryanto Daud Gaib, Rukli Prasetya Galang Leoni Yagri MS Punu Gani, Abdul Wahid Gani, Hilmansyah Ghama Yaskara Luli Habibie, Ainsha Ainun Hadju, Sri Yulianti Haeriani H Haeriani H Haeriani H. Haikal Z.W Isa Hamsi Mansur Hariyati Gionte Hasan, Febriyanto L. Hasan, Fitrianti Hermila A Hidayatullah, Galih Sarwo Hikmatur Rahma Huzaima Mas'ud Huzaima Mas’ud I Made Yasa Ihsanulfu’ad Suwandi Ihsanulfu’ad Suwandi Indah Wardati Indhitya R Padiku Isna Ansari Iswan S. Keku Jemmy A Pakaya Kadir, Delfi Suharty Kevin Vera Pedjaga Khaerani, Khaerani Lalisu, Kurnia Sandi Lalu, Widi Natasya Latena, Greys Latief, Mukhlisulfatief Lillyan Hadjaratie Lukman A. R. Laliyo Magfira Hasan Manda Rohandi Mas'ud, Huzaima Masniyati Paulutu Meyrin Daud Mochamad Bruri Triyono Moh Ramdhan Arif Kaluku Moh. Hidayat Koniyo Mohamad Syafri Tuloli mohammad syafri tuloli Mohammad V. Lihawa Mohune, Mohamad Raka Putra Mokodompit, Cahyadi Rahmansya Muchlis Polin Muh As’ad Muhammad Noor Fitriyanto Muhammad Pasca Rizcky Reformasi Mukhlisulfatih Latief Mukhlisulfatih Latief Muthia Muthia Muthia Muthia, Muthia Nggilu, Rivaldo Nikmasari Pakaya Nugraha, Bariq Nur'ain Maku Nur'ain Pakili Pakaya, Jemmy A Pakaya, Jemmy A. Pangestu, Wahyu Adji Paputungan, Moch Icksal Pobela, Elvira Ningsih Pomalo, Nurdian Potohu, Rahmatika Rahman Takdir Rahmat Darmawan Paputungan Rahmawati Harun Rambing, Ilsan Ramdan Hamid Ramlan Mustafa Rampi Yusuf Ridha Alvariza Anwar Ristanto, Riska Dami Riviyanti Pontoh Rizqoh Ayu An-Nisai Sabilillah Rochmat Mohammad Thohir Yassin Roviana H Dai Sabrin K. Djou Salahuddin Olii Salahudin Olii Sardi Salim Sitti Suhada Sri Ayu Ashari Sriwati, Ni Wayan Sudirman, Randi Suleman, Meilan Saiful Sunardi Sunardi . Sunardi Sunardi Suwandi, Ihsanulfu’ad Suwandi, Ihsanulfu’ad Tahir, Arlientinus A. Tajuddin Abdillah Tri Andika Buheli Tri Meghita Yunus Tuloli, Mohamad Gufran Tuna, Rivaldi Utiah, Moh Hikam A. Veggy Amran Wagiran Wagiran Widy Natasya Lalu Yassin, Rochmad M Thohir Yenyen P. Lasulika