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Implementasi Model Meaningful Instructional Design (MID) Berbantukan Multimedia Gamifikasi untuk Meningkatkan Pemahaman Siswa Pada Mata Pelajaran Komputer dan Jaringan Dasar Nugraha, Eki; Faizal, Mochammad Yusuf; Nurdin, Enjang Ali; Hikmawan, Rizki
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 10 No. 2 (2024): Volume 10 No 2 September 2024
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v10i2.1662

Abstract

Abstrak Materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar sering kali dianggap sulit oleh siswa, terutama karena sifatnya yang abstrak dan tidak tervisualisasikan dengan baik. Studi ini bertujuan untuk mengevaluasi efektivitas model pembelajaran Meaningful Instructional Design berbantuan multimedia gamifikasi dalam meningkatkan pemahaman siswa terhadap materi ini. Metode penelitian yang digunakan adalah Quasi Experimental dengan desain Nonequivalent Control Group Design, melibatkan 40 siswa kelas X RPL di SMK Bina Wisata Lembang. Hasil penelitian menunjukkan adanya peningkatan pemahaman yang signifikan pada kelas eksperimen dibandingkan dengan kelas kontrol, dengan gain score sebesar 0,5525 untuk kelas eksperimen dan 0,3447 untuk kelas kontrol. Selain itu, 85,57% siswa memberikan respon positif terhadap penggunaan multimedia dalam pembelajaran. Temuan ini mengindikasikan bahwa penggunaan multimedia gamifikasi dalam model pembelajaran Meaningful Instructional Design dapat secara efektif meningkatkan pemahaman siswa pada materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar. Kata Kunci: Model Meaningful Instructional Design (MID); Multimedia; Pemahaman Siswa.   Abstract The topic of IP Addressing in the Computer and Network Basics course is often considered difficult by students, primarily due to its abstract nature and lack of proper visualization. This study aims to evaluate the effectiveness of the Meaningful Instructional Design model, supported by gamified multimedia, in enhancing students' understanding of this material. The research method used is Quasi Experimental with a Nonequivalent Control Group Design, involving 40 students from class X RPL at SMK Bina Wisata Lembang. The results of the study indicate a significant increase in understanding in the experimental class compared to the control class, with a gain score of 0.5525 for the experimental class and 0.3447 for the control class. Additionally, 85.57% of students gave positive feedback on the use of multimedia in learning. These findings suggest that the use of gamified multimedia in the Meaningful Instructional Design model can effectively improve students' understanding of IP Addressing in the Computer and Network Basics course. Keyword: Meaningful Instructional Design (MID) Model; Multimedia; Student Understanding
E-Learning Berbasis Design Thinking untuk Meningkatkan Kognitif Siswa dalam Pembelajaran Pemodelan Perangkat Lunak Ningsih, Siti Widya; Putro, Budi Laksono; Nurdin, Enjang Ali; Nugraha, Eki
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.3928

Abstract

Perancangan e-learning berbasis Design Thinking merupakan pendekatan inovatif dalam pembelajaran pemodelan perangkat lunak. Permasalahan utama dalam penelitian ini adalah bagaimana merancang e-learning yang efektif berdasarkan prinsip Design Thinking untuk meningkatkan pembelajaran pemodelan perangkat lunak. Tujuan dari penelitian ini adalah untuk mengembangkan sistem e-learning yang menggunakan pendekatan Design Thinking dan menerapkannya dalam pembelajaran pemodelan perangkat lunak. Luaran yang ingin dicapai adalah merancang e-learning yang interaktif, menarik dan efektif dalam meningkatkan pemahaman siswa tentang pemodelan perangkat lunak. Metode penelitian yang digunakan adalah Smart Learning Environment Establishment Guideline (SLEEG). Dalam metode ini terdapat enam tahapan yaitu Plan, Do, Check, Act, tahapan tersebut meliputi metode Analyze, Design, Development, Implementation, dan Evaluation atau ADDIE. Studi literatur, observasi dan wawancara juga dilakukan oleh peneliti. Hasil penelitian ini menunjukkan bahwa penerapan e-learning berbasis Design Thinking dapat meningkatkan pemahaman siswa pada mata pelajaran Pemodelan Perangkat Lunak (PPL). Rata-rata keseluruhan aspek sebesar 101,4 yang dapat dikategorikan “Baik”. Data penelitian menunjukkan adanya peningkatan prestasi kognitif belajar siswa yang signifikan dan respon positif siswa terhadap penggunaan e-learning sebagai media pembelajaran.
Development of a data-to-text (D2T) system to generate news on streaming data Ahmad Zainal Abidin; Enjang Ali Nurdin; Lala Septem Riza
Journal of Computers for Society Vol 5, No 2 (2024): JCS: September 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jcs.v5i2.70799

Abstract

This research aims to develop a Data-to-Text system with input in the form of streaming data in batch form, to generate news in general. The development of a Data-to-Text system model is carried out by applying Machine Learning to overcome Streaming data, with the Piecewise Linear Approximation technique using the Least Square method. The developed system produces data summary information, current data information, and prediction information. System development is carried out in the R programming language by utilizing several available packages. The experiment was conducted by measuring the Readability level of the news raised, Computation Time, and comparing the results withrelated research. The experimental results show that the information produced is proven to represent the data provided and can be understood by the student level or above, and the computational time is quite good. The system can generate information based on meteorological data, climatological data, and financial data.
Pengembangan Media Pembelajaran Berbasis Android pada Mata Pelajaran Informatika Rochma Ayustyaningtias; Enjang Alinurdin; Asep Wahyudin; Wahyudin Wahyudin
Journal on Education Vol 7 No 2 (2025): Journal on Education: Volume 7 Nomor 2 Tahun 2025 In Progress (Januari-Februari 2
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i2.7738

Abstract

This study aims to develop and evaluate the effectiveness of an Android-based learning media to enhance students' understanding of digital literacy, particularly in distinguishing between facts and opinions. The learning media was developed using the ADDIE model, which includes the stages of analysis, design, development, implementation, and evaluation. In the analysis stage, the software and hardware requirements were identified to support the media development. During the design stage, the media was created using Microsoft PowerPoint and iSpring Suite 11, with the content presented descriptively and in an easily understandable manner. The development stage produced media that was validated by experts, achieving scores of 88% for instructional design, 97% for content quality, and 92% for user experience, indicating excellent quality. The implementation was conducted in grade VIII at SMPN 43 Bandung, with the LORI questionnaire results showing an average score of 84.33%, indicating that the media is highly suitable for use in learning. The evaluation results demonstrated that the Android-based learning media is effective in helping students understand digital literacy and is highly suitable for classroom application.
Development of Computer Hardware Learning Media Using Augmented Reality: A Study on Student Engagement and Understanding Ully, Rona; Nurdin, Enjang Ali; Rasim, Rasim
Jurnal Kependidikan Vol. 11 No. 3 (2025): September
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i3.17029

Abstract

This study aims to develop Augmented Reality-based learning media on computer hardware materials and investigate its impact on student understanding and engagement. The research employs the Research and Development (R&D) method with the ADDIE model. The study involved two lecturers as media experts, one informatics teacher as a material expert, and students in grades VIII-3 (control class) and VIII-4 (experimental class). Data collection techniques included interviews and questionnaires. Data analysis was conducted descriptively to assess expert validation and student involvement, as well as quantitatively through normality, homogeneity, t-test, and N-Gain calculation. The validation results showed that the media was highly feasible, with average scores of 97.5 from media experts and 62 from material experts. The N-Gain test revealed a greater increase in understanding in the experimental class (0.71) compared to the control class (0.41). Additionally, the average engagement score of students in the experimental class increased from 3.31 to 4.35, categorized as high, while the control class increased from 3.33 to 4.03, also categorized as high. The findings indicate that Augmented Reality-based learning media is feasible and effective in enhancing students' understanding and engagement with computer hardware materials.