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All Journal Jurnal Pendidikan dan Pembelajaran Khatulistiwa (JPPK) Jurnal Teknologi Pendidikan JURNAL EVALUASI PENDIDIKAN Journal of Educational Science and Technology Jurnal Pendidikan Informatika dan Sains Jurnal Obsesi: Jurnal Pendidikan Anak Usia Dini Jurnal Khatulistiwa Informatika Wacana Akademika : Majalah Ilmiah Kependidikan Jurnal Penelitian Pendidikan IPA (JPPIPA) Jurnal Bidang Pendidikan Dasar Syntax Literate: Jurnal Ilmiah Indonesia Biblio Couns : Jurnal Kajian Konseling dan Pendidikan PENDIPA Journal of Science Education Al-Khidmah JURNAL EDUCATION AND DEVELOPMENT Journal on Education JETL (Journal Of Education, Teaching and Learning) JTP - Jurnal Teknologi Pendidikan Jurnal Pendidikan Fisika dan Teknologi JPBIO (Jurnal Pendidikan Biologi) Jurnal Biotek JBKI (Jurnal Bimbingan Konseling Indonesia) SAP (Susunan Artikel Pendidikan) JIKAP PGSD: Jurnal Ilmiah Ilmu Kependidikan Jurnal Review Pendidikan dan Pengajaran (JRPP) JURNAL PUSTAKA KOMUNIKASI Risenologi JIIP (Jurnal Ilmiah Ilmu Pendidikan) Jurnal Scientia Jurnal Pendidikan Dasar Perkhasa Journal of Educational Review and Research Jurnal Cahaya Mandalika JP2D (Jurnal Penelitian Pendidikan Dasar) UNTAN JPKM (JURNAL PENGABDIAN KEPADA MASYARAKAT) UNTAN International Journal of Multi Discipline Science (IJ-MDS) Cendikia : Media Jurnal Ilmiah Pendidikan JURNAL ILMIAH GLOBAL EDUCATION JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN International Journal of Learning and Instruction (IJLI) Jurnal Pendidikan Dasar
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PERSEPSI PESERTA DIDIK TERHADAP GAMIFIKASI DALAM PEMBELAJARAN: STUDI KASUS DI SMA SANTO PAULUS PONTIANAK Suliono Suliono; Indri Astuti; Afandi
PendIPA Journal of Science Education Vol 7 No 1 (2023): February
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pendipa.7.1.58-63

Abstract

This study aims to determine the students' perceptions of SMA Santo Paulus Pontianak regarding the application of gamification in chemistry learning. The research is a case study with a survey method conducted at SMA Santo Paulus Pontianak. The study was conducted on 302 students in class X. Students' perceptions of gamification were surveyed using the Q-method Analysis instrument. A guided free interview technic used to confirm the questionnaire results and obtain additional information or clarify gaps in the questionnaire results. The results of this research as a whole get an average survey result (approval of positive statements and disagreement of negative) of 78.2%, which indicates that students have positive perceptions with good categories on the application of gamification in chemistry learning. The conclusion from the results of this study is that the application of gamification makes teaching and learning activities fun. Aspects of gamification provide a variety of learning activities. Students are motivated to achieve the best possible learning outcomes because of the competitive and collaborative nature fostered by numerous positive feedbacks and reinforcements.
Student response to the development of android-based interactive multimedia on mushroom materials in high school Veni Wulandari; Aunurrahman Aunurrahman; Indri Astuti
JPBIO (Jurnal Pendidikan Biologi) Vol 8, No 1 (2023): April 2023
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpbio.v8i1.2323

Abstract

The current development of science and technology demands learning that is easily accessible to students. The presence of technology in learning biology is very important in improving the quality of learning. One of the technologies that can be used in biology learning is Android-based interactive multimedia. The purpose of this study was to determine student responses to android-based interactive multimedia on mushroom material in high school so that learning biology using these learning applications can develop properly according to student needs. This research is quantitative descriptive. The data collection technique used a response questionnaire which contained 5 aspects and 21 statement items (validity results Vcount (1.00) ≥ Vtable (1.00)). The five aspects of the student response questionnaire used were fun, interest, liveliness, ease and interest. The results showed that the student responses in the field trial class were in the "Very Good" category with an average of 97.3. Thus it can be concluded that the android-based interactive multimedia application on mushroom material has received a positive response from students and is practically used as a medium to help students in learning ease and interest..
Analysis of android-based interactive multimedia needs analysis in learning biology in high school Veni Wulandari; Aunurrahman Aunurrahman; Indri Astuti
JPBIO (Jurnal Pendidikan Biologi) Vol 8, No 1 (2023): April 2023
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpbio.v8i1.2304

Abstract

Education in the 21st century cannot be separated from technology-based learning. The existence of technology provides many conveniences in learning and has many choices depending on the needs of students, one of which is Android-based interactive multimedia. The purpose of this study was to analyze the needs of high school students before developing Android-based interactive multimedia in biology learning. This research is a qualitative descriptive study. The instrument used was a student response questionnaire. Questionnaires were given to 72 students at SMAN 1 Kayan Hilir. The data obtained were analyzed using a qualitative descriptive analysis technique. The results of this study indicate that 76% of students stated that mushroom material was considered the most difficult material, 93% of students want the development of new and fun learning multimedia and 87% of students want learning to use interactive multimedia based on Android. The conclusion from this study is that it is necessary to develop interactive learning multimedia based on android on mushrooms for class X SMA.
Pengaruh Penggunaan Gadget terhadap Belajar Siswa dan Interaksi Keluarga Dwiki Randinata; Indri Astuti; Eny Enawaty
JIIP - Jurnal Ilmiah Ilmu Pendidikan Vol. 6 No. 5 (2023): JIIP (Jurnal Ilmiah Ilmu Pendidikan)
Publisher : STKIP Yapis Dompu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54371/jiip.v6i5.2006

Abstract

Perkembangan Teknologi berkembang sangat pesat, salah satunya adalah penggunaan gadget. Gadget banyak digunakan karena fungsinya yang sangat banyak dan mudah untuk dibawa. Dari berbagai fungsi dari gadget, terdapat dampak positif dan negative dari penggunaan gadget, khususnya anak usia sekolah dasar. Penelitian ini bertujuan untuk mengidentifikasi dampak dari penggunaan gadget terhadap belajar siswa dan interaksi keluarga. Responden yang diteliti berjumlah 59 siswa di SD Negeri 22 Sungai Pinyuh. Instrument yang digunakan menggunakan 3 kelompok instrument yaitu instrument pengaruh gadget dengan 5 pertanyaan, instrument pengaruh game dengan 5 pertanyaan dan juga instumen interaksi keluarga dengan 10 pertanyaan. Berdasarkan hasil penelitian pada 3 instrumen yang disebarkan kepada siswa, semua hasil mendapatkan nilai tinggi dengan hasil instrument pengaruh gadget mendapatkan nilai 4,23, instrument pengaruh game mendapatkan nilai 3,61 dan instrument interaksi keluarga mendapatkan nilai 4,43. Namun ditinjau dari hasil per individu, masih ada beberapa anak yang mendapatkan nilai rata-rata sedang dan rendah. Hal tersebut perlu diteliti lebih lanjut terkait dengan individu yang mendapkan nilai rendah. Perlu bimbingan untuk siswa dan orangtua agar siswa bisa tumbuh dengan baik dan tingkat keharmonisan keluarga menjadi tinggi.
DESAIN PENGEMBANGAN E-MODUL INTERAKTIF DALAM MENINGKATKAN HASIL BELAJAR PADA SISWA SMP NEGERI 1 HULU GURUNG Syaiful Syaiful; Indri Astuti; Afandi Afandi
Jurnal Cahaya Mandalika ISSN 2721-4796 (online) Vol. 4 No. 2 (2023): Jurnal Cahaya Mandalika
Publisher : Institut Penelitian Dan Pengambangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jcm.v4i2.1555

Abstract

This research was intended to design interactive e-module development in improving student learning outcomes at SMP Negeri 1 Hulu Gurung. The research method in this study is R&D (Reaserch & Development) which refers to the ADDIE theory. Researchers concentrate on the Analyze to Design aspects of the ADDIE development model (Branch, 2009). The design designed in this study was an interactive e-module intended to improve student learning outcomes in excretion system material which was previously identified as not optimal based on the output of the learning analysis carried out by researchers at the needs analysis stage. The e-module design designed using Canva by utilizing template software that is integrated with other product content, interactive e-modules containing covers, instructions for using the e-module, preface, table of contents, core competencies, basic competencies, concept maps of the excretion system material people, materials, learning videos, evaluations, author profiles. In addition to material presentation, designers, in this case researchers, add videos to optimize student understanding which are published in the form of links which are then used as teaching materials both inside and outside the classroom at research locations and can be used by students in other schools as well as part of product dissemination or follow-up. development to be carried out thereafter.
DESAIN PENGEMBANGAN MULTIMEDIA INTERAKTIF UNTUK PEMBELAJARAN FOTOGRAFI DASAR DI SEKOLAH MENENGAH KEJURUAN Anwar Deli; Indri Astuti; Uray Salam
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 10, No 1 (2023): Juni - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v10i1.46477

Abstract

Abstrak: Penelitian ini diorientasikan untuk mengembangkan desain media interaktif dalam pembelajaran fotografi dasar di Sekolah Menengah Kejuruan secara khusus di SMK Negeri 6 Pontianak. Dalam penelitian ini peneliti menerapkan metode penelitian dan pengembangan atau Research and Development (R&D). Penelitian pengembangan ini, peneliti menggunakan desain model pengembangan ADDIE. Desain multimedia interaktif yang dirancang oleh peneliti berbasis web browser HTML5 dengan menggunakan Microsoft Powerpoint 2019 dan iSpring Suite 10. Desain multimedia interaktif memuat materi dalam bentuk teks, gambar/simbol, audio-video, dan link interaktif dikemas secara digital. Multimedia ini memiliki enam menu yaitu menu petunjuk, kompetensi, materi, video, simulasi dan latihan. Menu simulasi dan latihan menjadi letak interaktif dimana siswa berinteraksi secara langsung dengan kamera secara digital dan soal-soal yang telah disediakan. Multimedia interaktif produk ini berfokus untuk pembelajaran fotografi jurusan Desain Komunikasi Visual di Sekolah Menengah kejuruan (SMK). Keunggulan dalam penelitian ini jika dikomparasikan dengan penelitian sebelumnya yaitu tidak hanya berisikan materi tetapi juga menambahkan fitur interaktif berupa soal Latihan dan Simulator penggunaan Kamera secara online. Pada soal Latihan perbedaan yang signifikan adalah dimana ketika sudah menyelesaikan soal latihan maka hasil dari soal latihan akan terkirim ke email guru secara langsung, dan pada menu simulator siswa dapat merasakan secara langsung penggunaan kamera hanya dengan mengoperasikan multimedia interaktif yang dirancang oleh peneliti. Kata Kunci: Desain Pengembangan Multimedia Interaktif, Pembelajaran Fotografi Dasar, Sekolah Menengah Kejuruan Abstract: This research is oriented towards developing interactive media designs in basic photography learning at Vocational High Schools specifically at SMK Negeri 6 Pontianak. In this study, researchers applied research and development methods or Research and Development (R&D). In this development research, researchers used the ADDIE development model design. Interactive multimedia designs designed by HTML5 web browser-based researchers using Microsoft Powerpoint 2019 and iSpring Suite 10. Interactive multimedia designs contain material in the form of text, images/symbols, audio video, and interactive links packaged digitally. This multimedia has six menus, namely menu instructions, competencies, materials, videos, simulations, and exercises. The simulation and exercise menus become interactive locations where students interact directly with digital cameras and the questions that have been provided. This interactive multimedia product focuses on learning photography majoring in Visual Communication Design at Vocational High Schools (SMK). The advantage of this study when compared with previous research is that it does not only contain material but also adds interactive features in the form of practice questions and online camera usage simulators. In practice questions, a significant difference is that when they have completed the practice questions, the results of the practice questions will be sent directly to the teacher's email, and in the simulator menu students can experience first-hand the use of the camera simply by operating interactive multimedia designed by the researcher. Keywords: Interactive Multimedia Development Design, Basic Photography Learning, Vocational High School
PROFIL PENGGUNAAN GADGET PADA SISWA SEKOLAH DASAR Faizal .; Indri Astuti; Afandi .
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 10, No 1 (2023): Juni - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v10i1.46484

Abstract

Abstrak: Perkembangan Teknologi berjalan sangat pesat, salah satunya adalah penggunaan gadget. Gadget banyak digunakan karena fungsinya yang sangat banyak dan mudah untuk dibawa. Dari berbagai fungsi dari gadget, terdapat dampak positif dan negative dari penggunaan gadget, khususnya anak usia sekolah dasar. Penelitian ini bertujuan untuk mengetahui profil penggunaan gadget pada siswa. Penelitian ini menggunakan pendekatan kualitatif karena peneliti ingin mencari profil penggunaan gadget pada siswa di SDN 18 Pontianak Barat. Pengambilan sampel dilakukan dengan menyebar angket ke siswa dan dilakukan analisis. Responden yang diteliti berjumlah 59 siswa di SD Negeri 18 Pontianak Barat. Instrumen yang digunakan menggunakan 3 kelompok instrumen yaitu instrument pengaruh gadget, pengaruh game, dan instumen interaksi keluarga. Berdasarkan hasil penelitian pada 3 instrumen, semua hasil mendapatkan nilai tinggi dengan hasil instrument pengaruh gadget mendapatkan nilai 4,23, instrument pengaruh game mendapatkan nilai 3,61 dan instrument interaksi keluarga mendapatkan nilai 4,43. Namun ditinjau dari hasil per individu, masih ada beberapa anak yang mendapatkan nilai sedang dan rendah. Hal tersebut perlu diteliti lebih lanjut terkait dengan individu yang mendapkan nilai rendah. Perlu bimbingan untuk siswa dan orangtua agar siswa bisa tumbuh dengan baik dan tingkat keharmonisan keluarga menjadi tinggi. Kata Kunci: Gadget, Siswa, Pendidikan Keluarga Abstract: The development of technology is running very rapidly, one of which is the use of gadgets. Gadgets are widely used because of their many functions and easy to carry. Of the various functions of gadgets, there are positive and negative impacts of using gadgets, especially for elementary school age children. This study aims to determine the profile of student use of gadgets. This study uses an approach approach because the researcher wants to find a profile of the use of gadgets in students at SDN 18 West Pontianak. Sampling was done by distributing questionnaires to students and analyzing them. Respondents studied were 59 students at SD Negeri 18 West Pontianak. The instruments used are 3 groups of instruments, namely the influence of gadgets, the influence of games, and the interaction of family instruments. Based on the results of research on 3 instruments, all results get a high score with the results of the gadget influence instrument getting a value of 4.23, the influence of the game instrument getting a value of 3.61 and the interaction of family instruments getting a value of 4.43. However, in terms of individual results, there are still some children who get moderate and low scores. This needs to be investigated further regarding individuals who adjust to low values. Guidance is needed for students and parents so that students can grow well and the level of family harmony is high. Keywords: Gadgets, Students, Family Education
EFEKTIVITAS VIDEO PEMBELAJARAN GEOGRAFI SMA BERBASIS KEARIFAN LOKAL UNTUK MENINGKATKAN HIGH ORDER THINKING SKILLS (HOTS) Darini .; Indri Astuti; R. Mursid
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 10, No 1 (2023): Juni - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v10i1.46480

Abstract

Abstrak: Peneliti melakukan penelitian eksperimen sebagai bentuk untuk mengetahui efektivitas dari implementasi produk yang dikembangkan pada siswa kelas XI IIS2 di SMAN 1 Tebas yakni video pembelajaran geografi SMA berbasis kearifan lokal untuk meningkatkan high order thinking skills (HOTS) dengan memberikan soal pretest dan postest. Subjek uji efektivitas berjumlah 30 siswa dan subjek validasi soal 30 siswa di SMAN 1 Tebas. Desain yang digunakan dalam eksperimen adalah one group pretest- posttest design untuk mengetahui pengaruh dalam penggunaan video pembelajaran. Data yang diperoleh adalah data kualitatif dan kuantitatif. Data dikumpulkan dengan metode observasi, dokumentasi, angket dan tes. Analisis data menggunakan deskriptif kuantitatif, deskritif kualitatif dan statistik inferensial uji t serta uji effect size. Hasil penelitian menunjukkan bahwa terdapat perbedaan rata-rata nilai peserta didik sebelumnya 56,83 menjadi 76,83. Berdasarkan hasil uji T nilai sig (2-tailed) sebesar 0,000 < 0,05 dan Nilai ????ℎ????????????????????> ???????????????????????? dengan hasil sebagai berikut (14,316) > (1,45), maka Ho ditolak dan Ha diterima yaitu “terdapat perbedaan hasil belajar sebelum dan setelah penggunaan media video pembelajaran”. Evektivitas video pembelajaran melalui uji effect size, hasilnya 2,614 dengan kategori “strong effect”. Dengan demikian pengembangan video pembelajaran geografi SMA Berbasis kearifan lokal untuk meningkatkan High Order Thinking Skills (HOTS) memiliki pengaruh yang kuat terhadap hasil belajar siswa Kata Kunci: Video Pembelajaran, Geografi, Kearifan Lokal, HOTS Abstract: Researchers conducted experimental research as a form of knowing the effectiveness of product implementation developed for class XI IIS2 students at SMAN 1 Tebas, namely high school geography learning videos based on local wisdom to improve high order thinking skills (HOTS) by providing pretest and posttest questions. The effectiveness test subjects were 30 students and the validation test subjects were 30 students at SMAN 1 Tebas. The design used in the experiment was a one group pretest-posttest design to determine the effect of using learning videos. The data obtained are qualitative and quantitative data. Data was collected by observation, documentation, questionnaires and tests. Data analysis used descriptive quantitative, descriptive qualitative and statistical inferential t tests and effect size tests. The results of the study showed that there was a difference in the average score of the previous students from 56.83 to 76.83. Based on the results of the T test, the sig (2-tailed) value is 0.000 <0.05 and the value ????ℎ???????????????????? > ????????????????????????  with the following results (14.316) > (1.45), then Ho is rejected and Ha is accepted, namely "there are differences in learning outcomes before and after the use of instructional video media”. The effectiveness of learning videos through the effect size test, the result is 2.614 in the "strong effect" category. Thus the development of local wisdom-based high school geography learning videos to improve High Order Thinking Skills (HOTS) has a strong influence on student learning outcomes Keywords: Learning Videos, Geography, Local Wisdom, HOTS
PENERIMAAN SISWA BERKEBUTUHAN KHUSUS MELALUI PEMANFAATAN MULTIMEDIA UNTUK MENCEGAH AKSI BERBULLYING PADA SISWA SMP DI KOTA SINGKAWANG Suniwati .; Indri Astuti; Afandi .
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 10, No 1 (2023): Juni - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v10i1.46487

Abstract

Abstrak: Pada masa sekarang ini siswa dengan kebutuhan khusus atau yang biasa juga di sebut disabilitas telah banyak bisa kita jumpai. Kelompok ini terdiri dari kebutuhan khusus pada fisik dan psikis mereka. Anak-anak dengan kebutuhan khusus ini memang sangat memerlukan perhatian dari semua orang terutam orang tua dan guru di sekolah tempat mereka berada. Kehadiran orang dewasa ini bisa memberikan rasa tenang dan nyaman dalam kesehariannya. Guru dan orang tua harus memiliki pemahaman yang baik pada kelompok anak disabilitas ini. Pada kota Singkawang yang memiliki lima kecamatan ini telah dilakukan penelitian untuk menganilisis sejauh mana penerimaan guru pada siswa disabilitas ini. Sebaran angket yang diberikan dengan 27 item pernyataan pada 38 orang responden dengan motode kuantitatif yang mengarah pada penerimaan berhasil memperoleh angka 65,96% sehingga bisa dikatakan penerimaan guru terhadap siswa berkebutuhan khusus ini mencapai taraf baik. Kata Kunci: siswa berkebutuhan khusus, penerimaan, disabilitas. Abstract: At this time, we can find many students with special needs or commonly called disabilities. This group consists of special needs on their physical and psychological. These children with special needs really need attention from everyone, especially parents and teachers at the school where they are. The presence of adults can provide a sense of calm and comfort in their daily lives. Teachers and parents must have a good understanding of this group of children with disabilities. In the city of Singkawang, which has five sub-districts, research has been carried out to analyze the extent of teacher acceptance for students with disabilities. The distribution of the questionnaire given with 27 statement items to 38 respondents with a quantitative method that leads to acceptance has succeeded in obtaining a figure of 65.96% so that it can be said that teacher acceptance of students with special needs has reached a good level.Keywords: special needs students, reception, disability
MINAT GURU SENI BUDAYA UNTUK MENGINTEGRASIKAN TIK DALAM PROSES PEMBELAJARAN DI KABUPATEN MEMPAWAH Endah Panca Utami; Indri Astuti; Aunurrahman .
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 10, No 1 (2023): Juni - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v10i1.46481

Abstract

Abstract: Cultural arts is one of the subjects that emphasizes aspects of creativity and innovation in each lesson, but in practice students often feel bored because learning is less effective, less interesting and tends to be boring so that students become less active during learning. Therefore, art and culture teachers are emphasized to be able to innovate learning and be able to take advantage of it. The use of ICT in art learning has not previously been of great interest to art and culture teachers, especially in conventional classes. With this in mind, the success rate of ICT integration in the learning process is highly dependent on the interest factor of the arts and culture teacher himself to continue using ICT or not. This research method is descriptive with a quantitative approach. The population in this study was 40 art and culture teachers who were still active in MGMP activities at the SMP, SMA/SMK levels in Mempawah Regency in 2021. The sample used was 35 art and culture teachers. The results showed that 85.14% of arts and culture teachers in Mempawah Regency were interested in using ICT more often when teaching cultural arts, 89.14% wanted to continue to use ICT to improve their personal knowledge, 84.6% hoped to continue to use ICT to improve their skills. students' ability to produce digital art, 86.9% are interested in using ICT more often to improve their students' creativity and skills, 84.6% are likely to continue to use ICT to prepare effective teaching materials, and 83.4% intend to do more. often use ICT for activities to disseminate quality learning to other arts and culture teachers. Keyword : teacher interest, ICT integration, cultural arts, art learning Abstrak: Seni budaya merupakan salah satu mata pelajaran yang lebih menonjolkan aspek kreativitas dan inovasi dalam setiap pembelajarannya, akan tetapi pada prakteknya siswa sering merasa bosan karena pembelajaran dirasa kurang efektif, kurang menarik dan cenderung membosankan sehingga siswa menjadi kurang aktif saat pembelajaran berlangsung. Oleh karena itu, guru seni budaya  ditekankan untuk dapat melakukan inovasi pembelajaran serta mampu memanfaatkan. Penggunaan TIK dalam pembelajaran seni sebelumnya belum terlalu diminati oleh para guru seni budaya khususnya di kelas-kelas konvensional. Dengan adanya hal tersebut, tingkat keberhasilan integrasi TIK dalam proses pembelajaran sangat tergantung pada faktor minat guru seni budaya itu sendiri untuk terus menggunakan TIK atau tidak. Metode penelitian ini adalah deskriptif dengan pendekatan kuantitatif. Populasi pada penelitian ini sejumlah 40 orang guru seni budaya yang masih aktif dalam kegiatan MGMP seni budaya tingkat SMP, SMA/SMK di Kabupaten Mempawah pada tahun 2021. Sampel yang digunakan sebanyak 35 orang guru seni budaya. Hasil penelitian menunjukkan bahwa 85,14% guru seni budaya di Kabupaten Mempawah berminat untuk lebih sering menggunakan TIK saat mengajar seni budaya, 89,14% ingin terus  menggunakan  TIK  untuk meningkatkan pengetahuan pribadi mereka, 84,6% berharap dapat terus menggunakan TIK untuk  meningkatkan  kemampuan  siswa dalam menghasilkan karya seni digital, 86,9%  berminat  untuk  lebih serig menggunakan  TIK  guna  meningkatkan  kreativitas  dan keterampilan siswanya, 84,6% kemungkinan  mereka  akan  terus  menggunakan TIK  untuk  mempersiapkan  bahan  ajar  yang efektif, dan 83,4% bermaksud  untuk  lebih  sering menggunakan  TIK  untuk  kegiatan  menyebarluaskan  pembelajaran  yang  berkualitas kepada  guru seni budaya  yang lain. Kata kunci : minat guru, integrasi TIK, seni budaya, pembelajaran seni
Co-Authors AA Sudharmawan, AA Adhitya Rahardhian Afandi Afandi Agisna Niswatana Alfikri Alam Aloisius Merin Aloysius Mering Aloysius Mering Aloysius Mering Aloysius Mering Aloysius Mering Aloysius Mering Amalia Atika Amallia Putri Amallia Putri Annurahman Annurahman Anwar Deli Ardhian Singgih Pamungkas Ari Lintang Arie Sumartini Aunnurahman . Aunurahman Aunurahman Aunurrahman Aunurrahman Aunurrahman Aunurrahman Aunurrahman Aunurrahman Aunurrahman Aunurrahman Aunurrahman Aunurrahman Ayu Aprilia Pangestu Putri Baharuddin J.H. Bambang Chariana Utama Citra Leonie Citra Leonie Citra Leonie Citra Muharandri Darini . Darini Darini Debora Nuraini Dede Suratman Desni Yuniarni Dina Mariana Dwiki Randinata Egy Abdi Egy Abdi Egy Abdi Elva Nopianti Emmy Haryati Emmy Haryati Endah Panca Utami Endah Panca Utami Eny Enawaty Eny Enawaty Eny Enawaty Eny Enawaty Eny Ernawaty Evi Nur Islamiyati Fadillah Fadillah Fadillah Fadillah Fadillah Fadillah Faizal . Garciac Febrianto Garciac Febrianto Halida Halida Hamsiyeh Haratua Tiur Maria Silitonga Hastiani -, Hastiani Hendra Henny Sanulita Iis Mulyati Ina Rosmalita Indah Sulasmiwati Irmawan Irmawan Ismail Ismail Ismardianto Juhana Juhana Kornelia Katorowilian Kusumajayati Kornelin Letroiwen Lazaro Kumala Dewi Luhur Wicaksono Mahdalena Mahdalena MARIA APRILINE HEGA TAREZE Marmawi R . Maryuni, Sri Masriani . Meisakh Anugrah Meisakh Nur Anugrah Muhammad Kautsar Noni . Noni Noni Novita Aryuntini Nurfitrianti Sri Puja Murdianto Puspasari Puspasari R. Mursid Ratih Wulandari Ratih Wulandari Ribkah Melia Ariastya Roki Juniadi Sarjana Sarjana Sartika Dewintha Sesilia Wynni Wilhimina Tanema Shi Chin Sugiyono Sugiyono Suliono Suliono Suliono Suliono Sulistyawati Sulistyawati Sunardi Sunardi Sunarti . Suniwati . Surahman Surahman Susi Astriani Syaiful Syaiful Tiara Nur Fadilah Toyib Bikoir Toyib Bikoir Tulus Gover Sirigo Ringo Umi Hayati Umi Maftuhah Umi Maftuhah Sandra Uray Salam Uray Salam Uraysalam Uraysalam Usman Radiana Utari Hesti Lestari Utari Hesti Lestari Veni Wulandari Warneri . Warnweri Warnweri Winarti Winarti Windaniati Windaniati Y.Gatot Sutapa Y Yohanes Gatot Sutapa Yuliana Zeny Novia Adesfiana