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Implementasi Artificial Intelligence (AI) di Obrit Future Academy Rezeky Nur Amalia; Agus Salim; Agus Hadi Utama
Al-Hayat: Natural Sciences, Health & Environment Journal Vol. 2 No. 1 (2024): Al-Hayat: Natural Sciences, Health & Environment Journal 
Publisher : Institut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/alhayat.v2i1.1863

Abstract

The government is obliged to provide the best educational services for the younger generation in order to create superior quality human resources as regulated by Law of the Republic of Indonesia Number 20 of 2003 concerning National Higher Education. The Ministry of Education, Culture, Research and Technology established the Independent Campus Orbit Future Academy (OFA) program which is an institution that is a pioneer in developing adaptive and innovative learning models. There are two main dimensions carried out by OFA to commit to improving the quality of life, namely providing special skills learning and the application of Artificial Intelligence (AI). Skills development at OFA aims to solve complex problems in the context of retail inventory management. Therefore, this study will discuss further the implementation of AI in retail inventory management with computer vision carried out at OFA. This research includes descriptive qualitative research with data collection techniques in the form of observation and research carried out directly at Orbit Future Academy. Data were analyzed using library research techniques. The findings show that the application and modeling of AI systems can be applied in retail inventory management through Python programming. The existence of AI can be applied in developing applications that have a real impact on the business sector and solving retail investment problems. Specifically, Computer Vision was developed as a smart and efficient solution for managing inventory. The resulting technology is a system that can see and recognize products automatically from visual images, minimize slow stock updates, optimize operational efficiency and reduce human error. Thus, overall the application of AI through Computer Vision in OFA can be an innovative solution developed as the latest technology to improve retail inventory.
Utilization Of The Millealab Application As A Virtual Reality Media To Support Self-Directed Learning Alkahfi, Muhammad Indra; Mastur, Mastur; Utama, Agus Hadi
Eduvest - Journal of Universal Studies Vol. 4 No. 4 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i4.1152

Abstract

Self-directed learning is a process of organizing, finding, and even evaluating information or learning messages without help from others. MilleaLab is a VR-based application that can provide an immersive learning experience to support learners when doing independent learning. The purpose of writing this article is to conduct a literature study related to the utilization of MilleaLab application to support independent learning. The research method used is qualitative literature study. Data collection techniques through literature study of 25 relevant research articles within the last five years. Findings: (1) MilleaLab can be used anytime and anywhere according to one's own learning initiative. (2) MilleaLab can improve the understanding of abstract concepts, learning motivation, and learning outcomes of students, (3) MilleaLab is used as an immersive and interesting VR-based alternative learning media. The results of this study not only describe the MilleaLab application, but also the utilization of VR technology through the MilleaLab application to support immersive and interesting independent learning of students.
Pemanfaatan Flipped Classroom pada Mata Pelajaran Bahasa Dayak dalam Rangka Meningkatkan Keaktifan Siswa dalam Proses Pembelajaran Afriana, Atrin; Mansur, Hamsi; Utama, Agus Hadi
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v9i7.15969

Abstract

Model flipped classroom merupakan salah satu jenis pembelajaran campuran. Model ini dapat mengkaji materi yang diberikan oleh guru dalam bentuk Powerpoint, sehingga siswa lebih mandiri dalam mempelajari materi dirumah. Tujuan dari penelitian ini adalah untuk meningkatkan keaktifan siswa dalam proses pembelajaran kemampuan pemahaman konsep siswa dalam pembelajaran bahasa dayak. Jenis penelitian ini adalah penelitian kualitatif dimana dalam penelitian ini dilakukan untuk mendeskripsikan permasalahan pada pelaksanaan model flipped classroom dalam mencapai tujuan. Data yang ambil berasal dari observasi bahan ajar, observasi tingkah laku siswa, serta wawancara terhadap guru ataupun siswa dengan jumlah siswa 30 dan 1 guru. Hasil dari penelitian ini menyatakan bahwa kebanyakan siswa lebih mudah memahami pembelajaran melalui model flipped classroom dengan memanfaatkan media power point.
Pemanfaatan Media Short Video Learning untuk Mendukung Pembelajaran Metode Self-Paced Learning Sukmawati, Sukmawati; Sufyadi, Susanti; Utama, Agus Hadi; Mastur, Mastur
Journal of Education Research Vol. 5 No. 4 (2024)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v5i4.1935

Abstract

Media short video learning merupakan inovasi pembelajaran digital yang menawarkan konten singkat, mudah dipahami dan menarik. Short video efektif karena fokus pada pada satu topik secara ringkas sehingga memudahkan pemahaman, meningkatkan daya ingat, serta pengembangan keterampilan siswa. Tujuan dari penulisan ini adalah menjelaskan potensi dan manfaat media short video learning dalam mendukung pembelajaran, khususnya dalam konteks self-paced learning, di mana siswa mengendalikan waktu dan kecepatan belajar. Metode yang digunakan adalah studi literatur, yang datanya berasal dari artikel ilmiah, dan penelitian relevan. Hasil penulisan ini menunjukkan bahwa media short video learning meningkatkan efektivitas dan efisiensi pembelajaran, serta memungkinkan siswa untuk mengulang materi sesuai kebutuhan meraka, dalam pengembangan keterampilan metode Metode Self-Paced Learning. Kesimpulanya, media short video learning sangat signifikan dalam mendukung pembelajaran berbasis teknologi, memungkinkan siswa belajar secara mandiri, fleksibel, dan personal, sesuai kebutuhan. Potensinya menjadikan short video learning sebagai salah satu media yang relevan dan strategis dalam pembelajaran modern.
Potensi Pemanfaatan Virtual Reality Sebagai Media Pembelajaran Di Era Digital Azmi, Muhammad Naufal; Mansur, Hamsi; Utama, Agus Hadi
JURNAL DIMENSI PENDIDIKAN DAN PEMBELAJARAN Vol 12: Special Issue No. 1 (2024)
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/dpp.v12i1.9746

Abstract

Di era digital ini, guru dituntut untuk bisa memanfaatkan media pembelajaran berbasis teknologi. Namun, banyak yang masih menggunakan metode konvensional yang kurang efektif, terutama untuk materi yang bersifat abstrak. Oleh karena itu, diperlukan inovasi teknologi seperti Virtual Reality (VR) yang memungkinkan interaksi dengan lingkungan virtual. Dalam pembelajaran, VR menciptakan pengalaman imersif yang membuat siswa merasa sedang berada di dalam dunia virtual. Penelitian ini menggunakan metode studi literatur. Hasilnya menunjukkan bahwa VR dapat memvisualisasikan konsep abstrak dalam bentuk 3D interaktif, memudahkan pemahaman materi kompleks, meningkatkan motivasi, keterlibatan, dan kemampuan kognitif siswa, serta mendukung pembelajaran mandiri. Kesimpulannya, VR memiliki potensi besar untuk mengubah cara mendidik dan belajar di era digital. Dengan perencanaan, implementasi yang tepat, dan dukungan memadai, VR bisa dijadikan sebagai alat yang efektif untuk menciptakan pengalaman belajar menarik, interaktif, dan bermakna bagi siswa dalam proses pembelajaran, membantu mempersiapkan mereka menghadapi tantangan masa depan dan meningkatkan kualitas pendidikan. Penelitian ini diharapkan dapat menjadi acuan bagi guru dan peneliti dalam memaksimalkan penggunaan teknologi VR untuk meningkatkan kualitas pembelajaran dan pengalaman belajar siswa di era digital.
Pemanfaatan Aplikasi Notion sebagai Pendukung Kemandirian Belajar Mahasiswa Hanun, Naila; Qomario, Qomario; Utama, Agus Hadi; Dewi, Lazaro Kumala
Paedagogie Vol 21 No 1 (2026)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/paedagogie.v21i1.16256

Abstract

This study analyzes the use of the Notion application by students to support self-regulated learning. Given the complexity of the productivity application's features, this study used a case study design with an embedded mixed-method approach. Participants consisted of five students selected purposively. Data were collected through a Likert-scale questionnaire adapted from the Motivated Strategies for Learning Questionnaire (MSLQ) and further deepened through interviews and dashboard observations. The results showed that Notion is associated with higher levels of student motivation and learning discipline. Features such as to-do lists and reminders proved effective for planning and time tracking. However, the findings revealed obstacles in the aspect of organizing material, where students struggled to optimize complex database features due to limited technical digital literacy. The conclusion of this study confirms that the Notion application has potential as a component of the Personal Learning Environment (PLE), but requires technical assistance at the beginning of the study period so that its function is not merely an ordinary digital notebook.
Development of Hyper-Content E-Modules for the “Script and Storyboard” Course Based on Project-Based Learning Agus Hadi Utama; Qomario Rio; Brezto Asagi Dewantara; Abdul Rahman
Jurnal Evaluasi dan Pembelajaran Vol 8 No 1 (2026)
Publisher : STKIP Al Islam Tunas Bangsa dan HEPI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52647/jep.v8i1.463

Abstract

The transformation of digital education demands innovative learning resources to foster student independence. This study aims to develop and test the feasibility of a Hyper content E-Module based on Project Based Learning (PjBL) in the Script and Storyboard course to overcome the limitations of teaching materials and increase learning independence. This study uses the Research and Development (R&D) method with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Data collection was carried out through validation questionnaires from media and material experts, as well as questionnaires on student independence and reflection on learning experiences. The results showed that the developed E-Module was categorized as "Very Feasible" with a feasibility percentage from media experts of 90.3%. Product implementation showed that the E-Module was effective in increasing learning independence, which was characterized by high student initiative in finding solutions independently. In addition, the implementation of PjBL through this E-Module was proven to be successful in encouraging active involvement, critical thinking, creativity, and providing meaningful learning experiences for students. This development resulted in a feasible and effective teaching material product to support independent learning in the digital era.
Developing a Project-Based Hyper-Content E-Module to Support Students’ Self-Regulated Learning in Higher Education Agus Hadi Utama; Qomario
Jurnal Komunikasi Pendidikan Vol 10 No 1 (2026): Jurnal Komunikasi Pendidikan
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jurnalkomdik.v10i1.7271

Abstract

This Research and Development (R&D) study aimed to develop a project-based learning (PjBL) hyper-content e-module to support students’ Self-Regulated Learning (SRL) in higher education. Utilizing the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation), the research addressed the need for innovative digital resources in the Learning Resource Center Management Course at Educational Technology Study Program Lambung Mangkurat University. Unlike previous studies that focused on isolated variables, this research integrates development, PjBL implementation, and SRL impact analysis. The hyper-content e-module incorporates multimodal features, including audio, video, infographics, and QR codes, to facilitate independent exploration. Validation by experts yielded high feasibility scores: 89% from material experts, 87% from media experts, and 88% from instructional design experts. Through qualitative content analysis conducted during the analysis and evaluation phase, the results confirmed that the PjBL-integrated e-module effectively improved students' learning independence by providing structured, project-oriented digital pathways. The results confirm that the e-module is a feasible and effective tool for modernizing instructional delivery. This study contributes an innovative framework for digital resource management and provides a foundation for future applied research in enhancing educational quality through self-regulated, technology-enhanced learning environments.
Systematic literature review: Utilization of the ProProfs Brain Games Website to improve student learning outcomes Rusminah, Rusminah; Mansur , Hamsi; Utama, Agus Hadi
Practice of The Science of Teaching Journal: Jurnal Praktisi Pendidikan Vol. 5 No. 1 (2026): May
Publisher : HAFECS PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58362/hafecspost.v5i1.128

Abstract

Advancements in educational technology have encouraged the utilization of interactive digital learning media, one of which is the ProProfs Brain Games platform. This study aims to analyze the utilization and effectiveness of ProProfs Brain Games in improving student learning outcomes through a Systematic Literature Review (SLR) approach. A total of 11 scholarly articles published between 2020 and 2025 were analyzed using the SLR method, drawing on data sources from Google Scholar and Publish or Perish, based on predefined inclusion and exclusion criteria. The synthesis results indicate that the use of ProProfs Brain Games consistently contributes positively to the improvement of learning outcomes, student motivation, active engagement, and conceptual understanding across various educational levels and subject areas. This platform effectively supports game-based learning through interactive features such as quizzes, crossword puzzles, and online assessments. Theoretically, these findings reinforce the concept of game-based learning and the integration of digital technology as a student-centered instructional strategy. Practically, the results imply the importance of integrating interactive digital media such as ProProfs Brain Games in the implementation of the Merdeka Curriculum to create more meaningful, adaptive, and learner-oriented learning experiences in the digital era. Abstrak. Kemajuan teknologi pendidikan mendorong pemanfaatan media pembelajaran digital yang interaktif, salah satunya melalui platform ProProfs Brain Games. Penelitian ini bertujuan untuk menganalisis pemanfaatan dan efektivitas ProProfs Brain Games dalam meningkatkan hasil belajar peserta didik melalui pendekatan Systematic Literature Review (SLR). Sebanyak 11 artikel ilmiah yang diterbitkan pada periode 2020–2025 dianalisis menggunakan metode SLR dengan basis data Google Scholar dan Publish or Perish, berdasarkan kriteria inklusi dan eksklusi yang telah ditetapkan. Hasil sintesis menunjukkan bahwa penggunaan ProProfs Brain Games secara konsisten berkontribusi positif terhadap peningkatan hasil belajar, motivasi, keterlibatan aktif, serta pemahaman konseptual peserta didik pada berbagai jenjang dan mata pelajaran. Media ini efektif mendukung pembelajaran berbasis permainan (game-based learning) melalui fitur interaktif seperti kuis, teka-teki silang, dan evaluasi daring. Secara teoretis, temuan penelitian ini memperkuat konsep game-based learning dan pemanfaatan teknologi digital sebagai strategi pembelajaran yang berpusat pada peserta didik. Secara praktis, hasil penelitian ini berimplikasi pada pentingnya integrasi media digital interaktif seperti ProProfs Brain Games dalam implementasi Kurikulum Merdeka untuk menciptakan pembelajaran yang lebih bermakna, adaptif, dan sesuai dengan karakteristik peserta didik di era digital.
Pelatihan Pembelajaran Koding pada Komunitas Belajar Pendidikan Dasar dan Menengah (Dikdasmen) Muhammadiyah Banjarbaru [Coding Learning Training at the Muhammadiyah Banjarbaru Elementary and Secondary Education (Dikdasmen) Learning Community] Utama, Agus Hadi; Qomario, Qomario; Rahman, Abdul; Dewantara, Brezto Asagi
Indonesia Berdaya Vol 7, No 3 (2026)
Publisher : UKInstitute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47679/ib.20261252

Abstract

The community service activity (abdimas) titled "Coding Learning Training for the Muhammadiyah Primary and Secondary Education Learning Community (Dikdasmen) Banjarbaru" was implemented as part of the 2025 PDWA program. This activity was designed to enhance teacher competencies in response to the new curriculum direction, which integrates coding and Artificial Intelligence (AI). The target participants were teachers associated with the Muhammadiyah Teachers Forum (FGM) in Banjarbaru. The effectiveness of the training was measured using quantitative methods (pre-test and post-test) and qualitative methods (satisfaction surveys). Quantitative results from 39 participants indicated a highly significant improvement in understanding, with the average score increasing from 68.5 (pre-test) to 88 (post-test). These findings were reinforced by qualitative feedback, which showed high levels of satisfaction regarding the material, instructor performance, and training methods. More than 80% of participants gave a rating of 4 or 5 (on a 1-5 scale) for key aspects such as material applicability, instructor competence, and hands-on practice sessions. Overall, this training successfully achieved its objectives, proving capable of measurably increasing teacher capacity and being well-received by the partner community. Abstrak. Kegiatan pengabdian kepada masyarakat (abdimas) dengan judul Pelatihan Pembelajaran Koding pada Komunitas Belajar Pendidikan Dasar dan Menengah (Dikdasmen) Muhammadiyah Banjarbaru telah diselenggarakan sebagai implementasi program PDWA 2025. Kegiatan ini dirancang untuk meningkatkan kompetensi guru dalam menghadapi arah baru kurikulum yang mengintegrasikan pembelajaran koding dan Kecerdasan Artifisial (KA), sasaran guru yang tergabung dalam Forum Guru Muhammadiyah (FGM) Kota Banjarbaru. Efektivitas pelatihan diukur melalui metode kuantitatif (pre-test dan post-test) dan kualitatif (survei kepuasan). Hasil kuantitatif dari 39 peserta menunjukkan adanya peningkatan pemahaman yang sangat signifikan, di mana nilai rata-rata peserta meningkat dari 68,5 (pre-test) menjadi 88 (post-test). Hasil ini diperkuat oleh umpan balik kualitatif dari peserta, yang menunjukkan tingkat kepuasan sangat tinggi terhadap materi, kinerja pemateri, dan metode pelatihan yang digunakan. Mayoritas peserta lebih dari 80% memberikan nilai 4 atau 5 (skala 1-5) untuk aspek-aspek kunci seperti aplikabilitas materi, kompetensi pemateri, dan adanya sesi praktik langsung. Secara keseluruhan, kegiatan pelatihan ini berhasil mencapai tujuannya, terbukti mampu meningkatkan kapasitas guru secara terukur, dan diterima dengan sangat baik oleh komunitas mitra.