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Pengembangan Buku Sekolah Elektronik (BSE) Dilengkapi Media Evaluasi Mandiri Siswa Berbasis Protable Document Format wijayanto wijayanto; Ika Menarianti; arif wibisono
Jurnal Informatika Upgris Vol 2, No 2: Desember (2016)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v2i2.1110

Abstract

Abstrak – Buku Sekolah Elektronik (BSE) yang sudah ada ditambahkan fitur Media Evaluasi Mandiri Berbasis Elektronik yang dapat dipakai di kelas pembelajaran dan dapat digunakan untuk belajar mandiri siswa. Penelitian ini merupakan model penelitian dan pengembangan (research and development). Produk yang dikembangkan dalam penelitian ini berupa BSE yang dilengkapi fitur media evaluasi belajar mandiri siswa. Tahap pengembangan media meliputi, (1) studi awal, (2) desain sistem, (3) membuat media, (4) melakukan tes secara modular, (5) validasi, (6) uji coba, (7) revisi produk, (8) field tes.Pengolahan data dengan menggunakan teknik analisis data deskriptif kualitatif. Sesuai hasil uji analisis statistik pada t-test for Equality of Means diperoleh nilai sig (2-tailed) pada nilai sesudah adalah < 0,05. Maka dapat disimpulkan bahwa nilai kondisi sesudah diterapkan buku sekolah elektronik (BSE)  lebih baik daripada sebelum diterapkannya.Diperoleh rata-rata hasil belajar (Mean) yang lebih baik antara kelas eksperimen sebesar 83,44 dibandingkan dengan kelas kontrol sebesar 79,33.Dari hasil tersebut diperoleh media pembelajaran buku sekolah elektronik (BSE) yang valid untuk belajar mandiri siswa. Kata Kunci: Buku Sekolah Elektronik, Media Evaluasi Mandiri Siswa, Portable Document Format.
Development of Integrated Laboratory Management Information System Arif Wibisono; Sudargo Sudargo; Ika Menarianti; Wijayanto Wijayanto
SISFORMA Vol 9, No 2: November 2022
Publisher : Soegijapranata Catholic University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (943.095 KB) | DOI: 10.24167/sisforma.v9i2.4359

Abstract

In 2021 PGRI Semarang University have at least 64 laboratories. This makes it a challenge for a private university to obtain funding independently in managing and maintaining assets of that size. It is necessary to develop an information system that could provide information input and information output facilities managed by the faculty and laboratory managers at the unit level of study programs and faculties, to be further reported as information to institutions and stakeholders. The researcher wants to make it a research goal, by designing and developing a Laboratory Information System (SILab) at the University of PGRI Semarang, which is validly tested according to the design results and is reliable or proven to be used well by users through user response tests.
Edu-game Application Based-Android Quantity and Unit Concepts Using Game Engine Constructs 2 Nur Khoiri; Wahyu Adien Perdana; Wijayanto
Jurnal Penelitian Pendidikan IPA Vol 9 No 7 (2023): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i7.4030

Abstract

The purpose of this research is to produce alternative learning media about understanding the concept of unit size as an interactive and fun educational tool. This research uses the Research and Development (R&D) method and the product development model uses the MDLC (Multimedia Development Life Circle)) consisting of six stages, namely concept, design, material collecting, assembly, testing, distribution. The media expert validation test concluded that media expert 1 with an average percentage of 77% included the criteria of "Appropriate", media expert 2 with an average percentage of 80% included the criteria of "Very Eligible", and media expert 3 with an average percentage of 97% included criteria of "Very Eligible". The overall results of the validation of media experts obtained an average percentage of 84% including the "Very Eligible" criteria. Limited trials with 32 respondents resulted in an overall testing average of 97% including the criteria of "Very Eligible" and for achieving student learning outcomes an average of 84.34 was obtained including the criteria above the KKM. The results of this study are the Edugame Application of the Android-Based Concept of Units and Quantities Using Game Engine Construct 2 which is suitable for use.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MEDIA AR (AUGMENTED REALITY) DI SMAIT NURUL FAJRI UNTUK MENINGKATKAN MOTIVASI BELAJAR SISWA Laily Sa'diyah, Nur; Buchori, Achmad; Wijayanto, Wijayanto
JIPETIK:Jurnal Ilmiah Penelitian Teknologi Informasi & Komputer Vol 6, No 2 (2025): JIPETIK: Jurnal Ilmiah Pendidikan Teknologi Informasi & Komputer
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jipetik.v6i2.24570

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality (AR) guna meningkatkan motivasi belajar siswa di SMAIT Nurul Fajri. Penelitian ini menggunakan metode kualitatif dengan pendekatan deskriptif. Data dikumpulkan melalui observasi, wawancara mendalam, dan dokumentasi dengan melibatkan guru dan siswa sebagai partisipan. Proses pengembangan media AR mengikuti tahapan analisis kebutuhan, perancangan, produksi, dan evaluasi. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis AR mampu memvisualisasikan materi pembelajaran abstrak menjadi objek 3D yang interaktif dan menarik sehingga memudahkan pemahaman siswa. Siswa menunjukkan peningkatan antusiasme, partisipasi aktif, dan rasa ingin tahu selama pembelajaran menggunakan media AR dan mampu meningkatkan motivasi belajar siswa. Guru juga mencatat bahwa integrasi AR dalam proses pembelajaran mendorong pendekatan yang lebih berpusat pada siswa. Kesimpulannya, media pembelajaran berbasis AR memiliki potensi besar dalam meningkatkan motivasi dan keterlibatan belajar siswa serta menjadi alternatif inovatif bagi pendidikan berbasis teknologi.
IMPLEMENTASI AI DALAM PENERAPAN TOPOLOGI JARINGAN STUDI KASUS DI SMPN 2 WONOSOBO Pramudella Fikar, Wahyu; Wijayanto, Wijayanto; Ricky Rozaqqi, Ade
SIBATIK JOURNAL: Jurnal Ilmiah Bidang Sosial, Ekonomi, Budaya, Teknologi, Dan Pendidikan Vol. 4 No. 9 (2025)
Publisher : Penerbit Lafadz Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54443/sibatik.v4i9.3429

Abstract

The advancement of digital education demands reliable, efficient, and easily managed network infrastructure. This study discusses the implementation of Artificial Intelligence (AI) to determine the optimal network topology design for the computer laboratory at SMP Negeri 2 Wonosobo, which consists of 30 PCs, a 50 Mbps internet connection, and all devices located on the second floor. A descriptive case study method was employed, involving field observations, interviews, technical measurements, and simulations using Cisco Packet Tracer. AI was utilized to analyze network requirements, including the number of devices, usage patterns, and room layout, in order to generate recommendations for network topology, IP address configuration, QoS settings, and cost estimation. The simulation results indicate that the AI-generated design can be effectively implemented with minor adjustments to available equipment, such as using two 24-port switches as an alternative to a 48-port switch. This implementation provides stable connectivity and efficient network management, making it a viable reference for future network development or improvement in schools.
Design of Virtual Reality-Based Mathematics Virtual Lab with Constructivist Approach in Senior High School Achmad Buchori; Noviana Dini Rahmawati; Wijayanto
Proceeding International Conference on Digital Education and Social Science Vol. 2 No. 1 (2024): Proceeding International Conference on Digital Education and Social Science 202
Publisher : Asosiasi Pengelola Publikasi Ilmiah (APPI) PT PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/icdess.v2i1.41

Abstract

The purpose of this research is to produce a virtual reality-based high school mathematics virtual lab product with a constructivistic approach in an effort to improve the literacy and numeracy of high school students. The research method uses R&D by adopting the ADDIE model, namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluate). Researchers only conducted basic research so that the research stages only reached development. Data collection techniques used tests, questionnaires, structured interviews, and documentation. Data analysis used questionnaire analysis of student and teacher responses, feasibility analysis by experts, reduction of structured interview results and triangulation techniques. Test data was analysed using descriptive statistics. The results of this study are the production of virtual high school mathematics lab products as much as 10 materials that are attractively packaged based on virtual reality that have been validated by material experts and media experts with an average score of material experts = 89.70 and media experts = 90.38, meaning that this virtual mathematics lab product is very feasible to use in learning high school mathematics.
Implementasi Fuzzy Logic Mamdani pada Sistem Kendali Tirai Garasi Cerdas dengan Fusi Sensor Cahaya dan Proteksi Cuaca Fajar Ar-rauf; Supandi Supandi; Wijayanto Wijayanto
Jurnal Kolaborasi Sains dan Ilmu Terapan Vol. 4 No. 2 (2026): Jurnal Kolaborasi Sains dan Ilmu Terapan
Publisher : Utiliti Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69688/juksit.v4i2.104

Abstract

Garasi rumah membutuhkan perlindungan optimal dari cuaca ekstrem sekaligus sirkulasi pencahayaan alami yang efisien. Penelitian ini bertujuan untuk merancang dan menguji purwarupa sistem kendali tirai garasi otomatis berbasis mikrokontroler guna mengelola pencahayaan secara dinamis dan memberikan respons perlindungan keamanan secara instan. Sistem diimplementasikan menggunakan Arduino Uno yang mengintegrasikan sensor Light Dependent Resistor (LDR) untuk mengukur intensitas cahaya matahari dan sensor hujan sebagai sakelar interupsi (override). Pengendalian mekanis posisi tirai menggunakan aktuator motor DC. Pengolahan data sensor beroperasi menggunakan algoritma Fuzzy Logic Mamdani melalui proses defuzzifikasi Center of Gravity (CoG) guna menghasilkan sinyal Pulse Width Modulation (PWM) yang proporsional. Hasil pengujian menunjukkan bahwa logika fuzzy berhasil mengatur kecepatan putaran motor DC secara transisional dan bergradasi halus dengan rentang nilai PWM 0 hingga 200 sesuai fluktuasi cahaya sekitar. Lebih lanjut, fusi sensor (sensor fusion) tervalidasi mampu mengeksekusi fungsi override secara mutlak saat terdeteksi presipitasi hujan; sistem merespons secara instan dengan menjatuhkan nilai PWM ke angka nol untuk menutup tirai sepenuhnya terlepas dari kondisi intensitas cahaya, sehingga menjamin keamanan ruang garasi secara efektif.
Pelatihan Keterampilan Membawakan Acara Berbasis Praktik Terstruktur bagi Guru TK PGRI se-Kota Semarang Rawinda Fitrotul Mualafina; Siti Ulfiyani; Ika Septiana; Wijayanto Wijayanto
Archive: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 2 (2026): Juni 2026
Publisher : Asosiasi Pengelola Publikasi Ilmiah Perguruan Tinggi PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55506/arch.v5i2.279

Abstract

Latar Belakang: Masyarakat termasuk guru masih beranggapan bahwa membawakan acara merupakan bakat bawaan yang hanya dimiliki sebagian orang. Anggapan tersebut merupakan pengingkaran dari fakta bahwa membawakan acara merupakan keterampilan yang dapat dikuasai oleh semua orang. Untuk mampu menguasai keterampilan membawakan acara, diperlukan latihan secara konsisten dan praktik langsung. Tujuan: Tujuan PkM ini ialah untuk meningkatkan keterampilan membawakan acara melalui integrasi pengalaman, teori, dan praktik. Metode: Metode yang diterapkan meliputi studi kasus berbasis pengalaman, diskusi interakti, dan praktik. Hasil: Terdapat pengingkatan pemahaman dan keterampilan dasar sebagai pewara pada peserta. Kesimpulan: Pelatihan dengan mengintegrasikan pengalaman, materi, dan praktik terbukti efektif dalam membantu peserta merefleksi diri dan mengembangkan keterampilan mewara. Peserta menunjukkan peningkatan keterampilan dasar dalam mewara, khususnya pada penyusunan rundown, pengembangan naskah acara, dan pembawaan acara.
E-comic as a media to build an understanding of newtons concepts Nur Khoiri; Feby Sella Tutut Lilyani; Wijayanto Wijayanto
Momentum: Physics Education Journal Vol. 8 No. 1 (2024)
Publisher : Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/mpej.v8i1.8478

Abstract

This research aims to create effective physics e-comic learning media to help students understand Newton’s concepts. The Research and Development method was used in conjunction with a 4-D development model that consists of four stages: definition, design, development, and dissemination. At the definition stage, a series of needs analysis was carried out, collecting and analyzing information. After a series of definitions had been formulated, the next step was to design. This stage involved designing the product that would be created in accordance with the previously completed definition formula. After the design stage was completed, the designing stage consisted of two steps, namely expert appraisal (expert assessment), accompanied by revisions and developmental testing (development trials) up to the deployment stage. A limited trial on 27 students of class VIII from SMP Negeri 15 Semarang resulted in an increase of 80% in student learning outcomes in final physics learning with the criteria “very feasible.” Based on limited trials, the e-comic media developed was effective and could be used as a physics learning medium to build understanding of Newtonian material physics concepts. This research could serve as a foundation for several other studies that employed diverse and innovative learning media, such as e-comics, which could have ramifications for readers’ understanding of several concepts related to their cognitive abilities.
The Effect of STEAM-Based Learning Assisted by Educational Games and Virtual Reality on Junior High School Students’ Learning Motivation in Basic Programming Materials Riska Novianti; Achmad Buchori; Wijayanto
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 06 (2026): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jatilima.v7i06.2283

Abstract

This study is motivated by the need for technology-based learning innovations to enhance students’ learning motivation, particularly through the integration of the STEAM approach with educational games and virtual reality. This study aims to analyze the effect of STEAM-based learning assisted by educational games and virtual reality on students’ learning motivation. The method used was a quasi-experimental design with a pretest-posttest control group. The research subjects consisted of 56 students divided into an experimental class and a control class. Data were collected using a learning motivation questionnaire that had been tested for validity and reliability, while data analysis was conducted using multiple linear regression tests with IBM SPSS Statistics 27. The results showed that simultaneously, educational games and virtual reality had a significant effect (sig. 0.031 < 0.05) on students’ learning motivation. However, partially, educational games did not have a significant effect (sig. 0.091 > 0.05), and virtual reality also did not show a significant effect (sig. 0.984 > 0.05). The coefficient of determination (R²) value of 0.242 indicates that both variables contributed 24.2% to students’ learning motivation. These findings suggest that the integration of technology in STEAM learning has the potential to improve learning motivation; however, the effectiveness of each medium still needs to be optimized to produce a more significant partial effect.