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Peningkatan Kompetensi Guru STEM Dalam Pembelajaran Informatika Berbasis HOTS dan Computational Thinking Guna Mendukung Implementasi Kurikulum Merdeka di MTsN I Mataram Dyah Susilowati; Reny Refitaningsih Peby Ria; Rini Anggriani; Suci Indah Salsabila; Rifqi Aditia; Fatahul Aziz
Journal of Community Development Vol. 5 No. 3 (2025): April
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/comdev.v5i3.1290

Abstract

Increasing teacher competence in learning informatics based on Higher Order Thinking Skills (HOTS) and Computational Thinking in the Merdeka Curriculum is an important aspect in facing educational challenges in the digital era. The importance of increasing teacher competence in HOTS and Computational Thinking-based informatics learning lies in the ability to equip students with critical and analytical skills needed in the digital era. In addition, competent teachers can create an innovative learning environment, so that students are better able to face complex challenges in the future and are ready to contribute optimally in society. Therefore, the objectives of this service activity are 1) conducting training for STEM teachers (Informatics, Science, Mathematics subjects) in implementing Informatics learning. (2) Training in compiling HOTS and Computational Thinking based learning assessments, (3) Training in laboratory management.. This activity was attended by 20 teachers, laboratory managers at MTsN 1 Mataram. The results of this activity are proven: (1) STEM teacher competency training in Informatics learning, the average pre-test is 39% and post-test is 96% there is an increase of 58%. (2) HOTS and Computational Thinking assessment preparation training, the average pre-test is 60% and post-test is 94% there is an increase of 34%. (3) Laboratory management training, the average pre-test is 48% and post-test is 89% there is an increase of 41%. Thus, this activity has succeeded in improving teacher skills in utilizing information technology and applying it to the preparation of assessments in learning while improving the overall management capabilities of laboratory management.
Pengembangan Multimedia Pembelajaran Interaktif Mata Pelajaran IPA Untuk Siswa Kelas IV SD Negeri 1 NIPA Berbasis Desktop Intan Apriliani Adi Ningsih; Dyah Susilowati; Miftahul Madani
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 3 No 1 (2025): Agustus
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/284wgt46

Abstract

Science learning in elementary schools often struggles with the delivery of abstract concepts and the limited use of interactive media. Observations in a fourth-grade class at SD Negeri 1 Nipa revealed that instruction relied solely on thematic textbooks, resulting in low student engagement and limited understanding of scientific concepts. This study aimed to develop and evaluate the feasibility and effectiveness of a desktop-based interactive multimedia tool to support science learning. Using a Research and Development (R&D) approach, the study applied the ADDIE model, which includes analysis, design, development, implementation, and evaluation stages. The multimedia was created using Articulate Storyline and Adobe Photoshop, and tested on a small scale with fourth-grade students. Evaluation involved expert validation and student learning assessments. The results of this study showed that the multimedia received an average validation score of 91.32% from three experts, categorized as "highly feasible". Effectiveness testing showed a significant improvement in student performance, with the average score increasing from 58.75 (pre-test) to 87.75 (post-test). The N-Gain score of 0.70 indicated a high level of learning gain, further confirmed by a paired sample t-test result of 0.000 (p < 0.05), showing statistical significance. In conclusion, the desktop-based multimedia is both feasible and effective in enhancing science learning outcomes. It is strongly recommended as an innovative instructional medium to address the challenges of science education at the elementary level.
UI/UX Instrument Validity and Reliability in Augmented Reality Geometry Learning with Hand Gestures Recognition Dyah Susilowati; Dian Syafitri Ch.; Helna Wardhana; Sultan Fahrurazy
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 4 No 1 (2026): Agustus 2026 In-Press
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v4i1.6337

Abstract

The implementation of Augmented Reality learning media in authentic educational contexts requires a rigorous instrument to assess usability, interaction quality, user satisfaction, and learning support. This study aimed to examine the validity and reliability of a User Interface/User  Experience instrument used to evaluate augmented reality-based geometry learning media integrated with hand gesture recognition. This study employed a Research and Development approach, which focused on instrument testing conducted as part of the product evaluation phase. Content validity was established through expert assessment, followed by construct validation using Confirmatory Factor Analysis. The analysis demonstrated an excellent measurement model, with a Comparative Fit Index of 1.000, Root Mean Square Error of Approximation of  0.000, and Goodness of Fit Index of 0.995. Reliability analysis produced coefficients of 0.959 for the User Interface construct, 0.935 for User Experience, and 0.968 for the complete instrument, indicating strong internal consistency. These findings indicated that the instrument achieved a high level of validity and satisfactory reliability, demonstrating its appropriateness and consistency for evaluating user experience in interactive learning environments. The study provides a psychometrically robust evaluation instrument that can be used to systematically assess the quality of Augmented Reality-based interactive geometry learning media and support more credible evaluation of user interaction and learning experiences.
LEARNING OUTCOMES OF A COMPUTER BASED TEST FOR COMPUTATIONAL THINKING BASED ON LOCAL WISDOM Reny Refitaningsih Peby Ria; Dyah Susilowati
International Education Trend Issue Vol. 1 No. 2 (2023): International Education Trend Issue July–December
Publisher : PT. BATARI EDU CALYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56442/ieti.v1i2.303

Abstract

Computational Thinking (CT) is an important ability in solving complex problems in the era of industrial revolution 4.0. This research aims to determine student learning outcomes in local wisdom-based computational thinking diagnostic tests in information technology research learning using CBT. This type of research is quantitative research with a descriptive approach. The sample for this research was 108 undergraduate students in Computer Science and Bachelor of Information Technology, Bumigora University. Construct validity estimation using EFA and instrument reliability using Cronbach Alpha. Data collection techniques and instruments use a two tier diagnostic test with CBT. The data analysis technique uses the average test. The results of this study show that the average student score on the local wisdom-based CT diagnostic test using CBT is in the high category. Thus, student learning outcomes in CT ability are high.