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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 : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran 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.
Chatbot Terhadap Peran Gender Dalam Administrasi Pendidikan : Studi Bibliometrik VOSviewer Tresnayatna, Bayusandya; Nurdin, Enjang Ali; Wahyudin, Asep
Equalita: Jurnal Studi Gender dan Anak Vol 6, No 1 (2024)
Publisher : IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/equalita.v6i1.19461

Abstract

ABSTRAK: Penelitian ini menganalisis tren penelitian tentang  chatbot dalam konteks peran gender di administrasi pendidikan menggunakan pendekatan bibliometrik. Data diambil dari Google Scholar dengan kata kunci dalam Bahasa Indonesia dan Inggris seperti " chatbot pada Peran Gender dalam Administrasi Pendidikan" dan " chatbots on Gender Roles in Educational Administration" untuk rentang waktu 2018-2024. Sebanyak 206 artikel dan 998 artikel dianalisis menggunakan perangkat lunak vosviewer untuk memetakan hubungan tematik, kluster utama, dan pola kolaborasi. Hasil analisis menunjukkan bahwa penelitian tentang  chatbot dalam pendidikan dan gender bersifat multidisipliner, mencakup bidang pendidikan, kesehatan, dan layanan pelanggan. Artikel berbahasa Inggris menunjukkan dampak akademik yang lebih besar dengan rata-rata 102,95 sitasi per artikel dan h-index 158 dibandingkan artikel berbahasa Indonesia yang memiliki rata-rata 11,20 sitasi per artikel dan h-index 11. Visualisasi menunjukkan fokus awal pada desain  chatbot dan isu kepercayaan, sedangkan penelitian terbaru lebih banyak mengarah pada aplikasi praktis dalam pembelajaran dan kesehatan selama pandemi COVID-19. Penelitian ini mengungkapkan bahwa meskipun  chatbot memiliki peran signifikan dalam pendidikan, pengaruhnya terhadap peran gender di administrasi pendidikan masih kurang dieksplorasi. Studi ini memberikan landasan bagi penelitian lebih lanjut untuk menjembatani kesenjangan ini, khususnya dalam pengembangan  chatbot yang lebih inklusif dan sensitif terhadap kesetaraan gender.Kata Kunci:  chatbot; peran gender; administrasi pendidikan; bibliometrik; VOSviewer.ABSTRACT: This study analyzes research trends on  chatbots in the context of gender roles in educational administration using a bibliometric approach. Data were obtained from Google Scholar with keywords in Indonesian and English, such as " chatbot pada Peran Gender dalam Administrasi Pendidikan" and " chatbots on Gender Roles in Educational Administration," covering the period from 2018 to 2024. A total of 206 and 998 articles were analyzed using vosviewer software to map thematic relationships, key clusters, and collaboration patterns. The results indicate that research on  chatbots in education and gender is multidisciplinary, spanning fields such as education, healthcare, and customer service. English-language articles demonstrated greater academic impact, with an average of 102.95 citations per article and an h-index of 158, compared to Indonesian-language articles, which had an average of 11.20 citations per article and an h-index of 11. The visualization highlights an initial focus on  chatbot design and trust issues, while more recent studies emphasize practical applications in education and healthcare during the COVID-19 pandemic. This study reveals that while  chatbots play a significant role in education, their influence on gender roles in educational administration remains underexplored. It provides a foundation for further research to bridge this gap, particularly in developing  chatbots that are more inclusive and sensitive to gender equality.Keywords:  chatbot; gender roles; educational administration; bibliomteric; VOSviewer.
Development of E-Learning-Based Blended Learning to Increase Student Learning Motivation During a Pandemic Hidayat, Kurniawan; Nurdin, Enjang Ali; Nugroho, Eddy Prasetyo
APTISI Transactions on Management (ATM) Vol 7 No 2 (2023): ATM (APTISI Transactions on Management: May)
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/atm.v7i2.1992

Abstract

The impact of the Covid-19 pandemic, which began in early 2020, led to the need for online learning. This does not rule out the need for an e-learning media that requires a learning method that supports synchronous and asynchronous learning. Therefore it is necessary to develop e-learning based on blended learning that utilizes the potential of the features in the Moodle Learning Management System. The proposed development of potential features in Moodle is virtual conferences for synchronous learning and discussion forums for asynchronous learning. The use of e-learning based on blended learning aims to get good student learning motivation. To measure the impact of learning motivation, a questionnaire was administered to high school level students. The results of the questionnaire show online learning using other media such as Whatsapp groups without conducting face-to-face learning to get an average score of 1.85 which is a low criterion, while the results of the student learning motivation questionnaire after participating in e-learning based on blended learning get an average score of 3.39 which includes high criteria.
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.
Penerapan Design Collaboration Berbasis CSCL untuk Meningkatkan Collaborative & Cognitive Skills pada Pembelajaran TIK Ningsih, Siti Widya; Putro, Budi Laksono; Nurdin, Enjang Ali
Digital Transformation Technology Vol. 4 No. 2 (2024): Periode September 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i2.5425

Abstract

Perkembangan teknologi informasi dan komunikasi (TIK) memberikan dampak signifikan terhadap pendidikan, namun implementasinya dalam pembelajaran masih menghadapi tantangan seperti keterbatasan infrastruktur dan pemahaman pedagogis. Penelitian ini bertujuan untuk mengeksplorasi penerapan Design Collaboration berbasis collaborative learning dalam meningkatkan keterampilan kolaboratif dan kognitif siswa pada pembelajaran TIK. Luaran penelitian berupa peningkatan signifikan dalam keterampilan kolaboratif, seperti komunikasi dan kerja tim, serta keterampilan kognitif, seperti pemahaman aplikasi teknologi. Metode penelitian menggunakan pendekatan mixed methods dengan desain quasi-experimental pretest-posttest untuk mengevaluasi dampak intervensi, dilengkapi dengan observasi dan wawancara untuk menggali pengalaman siswa. Hasil penelitian menunjukkan adanya peningkatan rata-rata keterampilan kolaboratif dari 54,45 menjadi 87,76 setelah intervensi. Secara kognitif, persentase pemahaman siswa terhadap fungsi aplikasi meningkat dari 58,62% menjadi 93,10%, yang menunjukkan efektivitas metode ini dalam mempersiapkan siswa menghadapi tantangan era digital
Analysis of the KompuLearn Application to Improve Cognitive Skills According to the Growth Mindset Framework Aisyah Nursyahidah; Enjang Ali Nurdin; Enjun Junaeti; Eka Fitrajaya Rahman; Erna Piantari
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.459

Abstract

Informatics education at the vocational high school level continues to face challenges, particularly in students' limited understanding of algorithmic and programming concepts and the prevalence of a fixed mindset. This study aims to enhance students’ cognitive skills and foster a growth mindset by integrating a growth mindset framework into the instructional design of informatics learning. The learning design incorporates the Problem-Based Learning (PBL) model and is supported by a digital mobile application called KompuLearn. The research employed a Research and Development (R&D) methodology using the ADDIE model and a one-group pretest-posttest design. The participants consisted of 30 tenth-grade students from a vocational high school. Results showed an improvement in average scores from 52.6 (pretest) to 76.2 (posttest), with a normalized gain (N-gain) of 51.1%, categorized as moderate. One-way ANOVA analysis revealed a significant difference (p < 0.001) in cognitive gains among students with different mindset tendencies. Moreover, the proportion of students exhibiting growth mindset characteristics increased, as reflected in both the data distribution across learning phases and the questionnaire responses. These findings indicate that integrating a growth mindset framework into informatics learning design—through a PBL approach and digital support—positively contributes to cognitive improvement and mindset development among vocational high school students.