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Peningkatan Minat Belajar Informatika SMP Melalui Penerapan Game Class of Champions Ganesha, Febriansyah Satriagung; Smaragdina, Azhar Ahmad; Rizky, Dion Dwi; Maulana, Hans Gallih
Indonesian Research Journal on Education Vol. 5 No. 4 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i4.2906

Abstract

Penelitian ini dilatarbelakangi oleh permasalahan mengenai rendahnya minat belajar peserta didik khususnya dalam pembelajaran informatika. Penelitian ini bertujuan untuk mengkaji pengaruh penerapan Game Class of Champions terhadap minat belajar peserta didik. Penelitian ini menggunakan desain penelitian tindakan kelas dan dilaksanakan dalam dua siklus. Subjek dalam penelitian ini adalah peserta didik kelas VIII-2 di SMP Negeri 29 Malang yang terdiri dari 33 peserta didik. Indikator minat belajar meliputi: adanya perasaan senang terhadap pembelajaran, adanya pemusatan perhatian dan pikiran terhadap pembelajaran, adanya ketertarikan terhadap pembelajaran, dan adanya keterlibatan peserta didik dalam pembelajaran. Instrumen penelitian ini berupa lembar angket/kuesioner minat belajar yang terdiri dari 25 soal berbentuk pilihan ganda. Peningkatan minat belajar pada peserta didik dapat dilihat dari nilai N-Gain sebesar 0.291098637 yang berarti peningkatan minat belajar dalam kategori berminat Penelitian ini menunjukkan bahwa penerapan Game Class of Champions mampu meningkatkan minat belajar peserta didik dalam pembelajaran informatika.
Peningkatan Hasil Belajar Informatika Peserta Didik Kelas VII-3 Menggunakan Model Problem Based Learning Berbantuan Quizziz Mayta Prasasti, Francisca Anindya; Azhar Ahmad Smaragdina; Friday Okti Venanda Mega Pratami; Dion Dwi Rizky
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The research in the following research aims to determine the effect of the application of the Problem Based Learning (PBL) model assisted by Quizizz media on improving the learning outcomes of class VII-3 students in informatics subjects. A quantitative approach with a quasi-experimental design of the nonequivalent control group design type was used in this study. The sample consisted of 32 class VII-3 students, divided into an experimental group (15 students) and a control group (15 students). Data were collected through learning outcome tests and observations, then analyzed using normality tests, homogeneity tests, and t-tests. The results showed a sig. (2-tailed) value of 0.001, smaller than 0.05, so Ha was accepted and Ho was rejected, indicating a significant effect of the PBL model assisted by Quizizz on student learning outcomes. This approach provides meaning to the urgency of increasing student involvement, learning motivation, and conceptual understanding through real-world problem solving and interactive evaluation.
Pelatihan Captoria (Canva Poster Creative Art) Untuk Meningkatkan Kesadaran Lingkungan Smp Negeri 29 Malang Ridlo, Muhammad Zidni; Wahfi, Muhammad Fikri; Ratnaduhita, Nadiah Alma; Widyaningrum, Dhea; Ganesha, Febriansyah Satriagung; Maulana, Hans Gallih; Ningrum, Widya Ayu; Ardiansyah, Yanuar Eko; Prasasti, Francisca Anindya Mayta; Smaragdina, Azhar Ahmad
Jurnal Masyarakat Madani Indonesia Vol. 4 No. 4 (2025): November
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/80z06h29

Abstract

Program CAPTORIA (Canva Poster Creative Art) dilaksanakan di SMP Negeri 29 Malang sebagai upaya untuk menyalurkan energi dan potensi seni visual peserta didik yang memiliki karakter aktif kinestetik sekaligus meningkatkan kesadaran mereka terhadap pentingnya menjaga kebersihan lingkungan sekolah. Program ini menggunakan metode observasi, koordinasi dengan pihak sekolah, sosialisasi, pelatihan desain poster digital menggunakan aplikasi Canva, presentasi karya siswa, serta evaluasi dampak kegiatan. Hasil pelaksanaan menunjukkan adanya peningkatan signifikan dalam kepedulian siswa terhadap kebersihan lingkungan serta kemampuan mereka dalam menyampaikan pesan moral melalui media visual. Sebagian besar peserta (lebih dari 85%) melaporkan peningkatan pemahaman dan kesadaran lingkungan, sementara guru mencatat penurunan perilaku kurang kondusif di kelas. Meski terdapat kendala teknis seperti keterbatasan perangkat digital dan adaptasi siswa terhadap aplikasi, hal ini dapat diatasi dengan pendampingan intensif. Secara keseluruhan, pemanfaatan teknologi digital kreatif terbukti efektif dalam mengembangkan kreativitas, membentuk karakter, dan menumbuhkan kepedulian sosial peserta didik. Program ini diharapkan dapat menjadi model inovasi pembelajaran yang berkelanjutan di lingkungan sekolah.
AI UNTUK GENERASI CERDAS: BELAJAR TEKNOLOGI BERSAMA PENDIDIKAN PROFESI GURU Abdul Wafi; Adi Wahyu Wardani; Ainun Nur Baiti; Dwi Widiyasari; Ella Amelia Widodo; Moh. Nur Zamzami; M. Ajie Kalifatullah; Khoirul Anwar; Sigit Perdana; Azhar Ahmad Smaragdina; Didik Dwi Prasetya
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.30839

Abstract

The advancement of artificial intelligence (AI) technology presents both challenges and opportunities in the field of education. This report presents the outcomes of a community service activity conducted by lecturers and student-teachers from the Teacher Professional Education (PPG) Program at Universitas Negeri Malang through an educational talk show at SMA Negeri 8 Malang. The initiative aimed to improve digital literacy among students and teachers regarding the ethical and responsible use of AI. The talk show involved students, teachers, and student council members (OSIS), and featured expert speakers who discussed the fundamentals of AI, its applications, and associated risks such as technological dependency and academic plagiarism. The activity led to increased awareness of the benefits and challenges of AI, as well as the importance of academic integrity and character in its use. The school responded positively by establishing an AI Literacy Team, organizing teacher workshops, and launching the campaign “Smart AI, Not Instant AI.” This program serves as a model for promoting an adaptive and ethical digital culture within secondary education.
PENINGKATAN MOTIVASI BELAJAR PESERTA DIDIK MELALUI PERMAINAN TREASURE HUNT PADA MATERI ANALISIS DATA DI KELAS VIII SMP Gallih Maulana, Hans; Azhar Ahmad Smaragdina; Dion Dwi Rizky; Cindy Kusumawati; Febriansyah Satriagung Ganesha; Widyah Ayu Ningrum
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.24842

Abstract

This study began with a problem found by researchers that is learning motivation in Informatics subjects. The observation’s results at SMP Negeri 29 Malang show learning motivation of 75% of students is less. This study’s purpose is improving the learning motivation of class VIII students at SMP Negeri 29 Malang by implementing the Treasure Hunt game on data analysis material. This game uses the unplugged method so that students find it easier to search for, analyze, and present data. This study uses the Kemmis and Taggart. Cycle starts from the planning, implementation, observation, and reflection repeatedly twice. The instruments used include observation sheets, questionnaires, and assessment. Treasure Hunt was tested on 20 students randomly. The results showed an increase in learning motivation, positive responses, and increase learning outcomes. Thus, the implementation of the Treasure Hunt game has effective in improving students' learning motivation.
MENINGKATKAN MOTIVASI BELAJAR SISWA MENGGUNAKAN ZEP QUIZ PADA PEMBELAJARAN INFORMATIKA DI SMP Widyaningrum, Dhea; Azhar Ahmad Smaragdina; Dion Dwi Rizky; Yanuar Eko Ardiansyah; Francisca Anindya Mayta Prasasti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10, Nomor 02 Juni 2025 publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.28792

Abstract

The primary objective of this study is to enhance students' learning motivation in the Informatics subject through the use of the interactive media platform, Zep Quiz. Adopting the Kemmis and McTaggart model, this research employed a Classroom Action Research (CAR) approach, conducted over 2 cycles. The study involved 30 seventh-grade students from class VII-1 at SMP Negeri 29 Malang. Data were collected using a learning motivation questionnaire and analyzed quantitatively using descriptive statistics by calculating the average motivation scores. Improvements in motivation were observed through the results of the questionnaire. The findings indicate that the majority of students showed an increase in learning motivation after participating in quiz-based learning using Zep Quiz. A comparison between cycles revealed an increase in the number of students in the high motivation category and a decrease in those in the low motivation category. Zep Quiz helped create a dynamic and competitive learning atmosphere, encouraging students to be more motivated and actively engaged in understanding the subject matter.
MENINGKATKAN MOTIVASI DAN HASIL BELAJAR SISWA MELALUI VIDIO PEMBELAJARAN BERBASIS SOSIAL MEDIA PADA PELAJARAN INFORMATIKA UNTUK KELAS 7 SMP 29 MALANG Yanuar Eko Ardiansyah; Azhar Ahmad Smaragdina; Dion Dwi Rizky; Dhea Widyaningrum; Francisca Anindya Mayta Prasasti
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 03 (2025): Volume 10 No. 03 September 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i03.31310

Abstract

This study aimed to develop Problem-Based Learning (PBL)-based instructional videos accessible across devices to enhance seventh-grade students’ understanding of informatics at SMPN 29 Malang. The research employed a quasi-experimental method with a pretest-posttest design, using instruments including pretests, posttests, and student activity observation sheets. The results showed that the initial average pretest score was 40.94, increasing slightly to 44.22 before the implementation of PBL. After applying the PBL model, a significant improvement was observed: 64.06 in Cycle 1 and 75.94 in Cycle 2. The N-Gain scores were 0.46 in Cycle 1 and 0.62 in Cycle 2, both categorized as moderate to relatively high. Student engagement was also considered active, with an average score of 3.13 on a 1–4 Likert scale, indicating meaningful participation during the learning process. These findings suggest that PBL-based instructional videos are effective in improving both students' conceptual understanding and learning engagement, aligning with previous studies that highlight the strengths of the PBL model.
The Effectiveness of Flipbook-Based Learning Media Using Problem-Based Learning on Students’ Interest in UX Design Course Hidayat, Wahyu Nur; Smaragdina, Azhar Ahmad; Kirana, Kartika Candra; Firmansyah, Muhammad Ferdian; Mas’udah, Ajeng Ramadhani Lailul; Akbar, Asna Isyarotul; Sari, Rahajeng Kartika
Edu Komputika Journal Vol. 11 No. 1 (2024): Edu Komputika Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukom.v11i1.10696

Abstract

User Experience Design at the State University of Malang encounters significant challenges in students' grasp of essential concepts such as Design Thinking, User Experience (UX), and User Interface (UI) design, primarily due to the lack of specialized learning resources. This study addresses these challenges by developing a Flipbook-based learning resource integrated with Problem-Based Learning (PBL) strategies, aiming to enhance student engagement and motivation. The research follows the Research and Development (R&D) method, utilizing the ADDIE model, which includes Analyze, Design, Development, Implement, and Evaluate phases. The resulting media, a UX Design flipbook with a .html extension, underwent rigorous validation. Material expert validation achieved a score of 81.90%, while media expert validation scored 87.82%, both categorized as very feasible. Furthermore, small and large group trials yielded very feasible ratings of 86.23% and 87.38%, respectively. The student interest test indicated a high score of 86.30%, reflecting very high student interest. These findings demonstrate that the developed media is well-suited as supplementary material in UX Design education, promoting a more interactive, engaging, and effective learning environment. This innovative approach holds promise for improving student understanding and interest in the UX Design course.
Co-Authors Abdul Wafi Achmad Hamdan Adi Wahyu Wardani Agung Wahyu Agung Winarno Ahmadi, Rizky Ainun Nur Baiti Akbar, Asna Isyarotul Akbar, Iqbal Pratama Fajar Andika Bagus Nur Rahma Putra, Andika Bagus Nur Rahma Andriansyah, Yudo Dendy Ardiansyah, Yanuar Eko Ashar, Muhammad Aya Sofia Mufti Ayudhitama, Annisa Putri Cindy Kusumawati Desinta Dwi Rapita Dhea Widyaningrum Dicki Dwi Prasetya Didik Dwi Prasetya Didik Sukriono Dila Umnia Soraya Dion Dwi Rizky Dwi Widiyasari Dyah Lestari Ekaliya Priti Anggraeni Ella Amelia Widodo Fauzi, Rochmad Febriansyah Satriagung Ganesha Filsafalasafi, Alfi Firmansyah, Feri Hidayatullah Firmansyah, Muhammad Ferdian Francisca Anindya Mayta Prasasti Friday Okti Venanda Mega Pratami Gallih Maulana, Hans Ganesha, Febriansyah Satriagung Gunawan, Agung Wahyu Hakiki, Muhammad Akhsan Harits Ar Rosyid Joumil Aidil Saifuddin Kartika Candra Kirana KHOIRUL ANWAR Kholiqin, Sabrina Nabila Kiong, Tee Tze M. Ajie Kalifatullah Mas’udah, Ajeng Ramadhani Lailul Maulana, Hans Gallih Mayta Prasasti, Francisca Anindya Md Yunos, Jailani bin Moh. Nur Zamzami Muhamad Akhsan Hakiki Muhamad Fajar Nasrullah Muhammad Iqbal Akbar Nasmansyah, Wiki Nasmansyah, Wiki Nasmansyah Nidhom, Ahmad Mursyidun Ningrum, Gres Dyah Kusuma Ningrum, Widya Ayu Ningrum, Widyah Ayu Nur Fauziah NUR FAUZIAH Nur Hidayat, Wahyu Nur Susilowati, Risky Cantika pradana, Muhamad Yunan Prasasti, Francisca Anindya Mayta Rachmawati Rachmawati Rachmawati, Nur Sita Yunia Ratnaduhita, Nadiah Alma Ridlo, Muhammad Zidni Rizky, Dion Dwi Salsabila, Unik Hanifah Sari, Agista Yuana Sari, Rahajeng Kartika Setiadi Cahyono Putro Shofiea, Maulida Sigit Perdana Slamet Wibawanto Sri Untari Sukma Ulandari Syaad Patmanthara Wahfi, Muhammad Fikri Wardhani, Eka R. Wardhani, Eka Rachmawati Wardhani, Eka Rakhmawati Widyah Ayu Ningrum Widyaningrum, Dhea Yanuar Eko Ardiansyah Yuli Agustina, Yuli