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The Utilization of Generative AI in Designing Data Analytics and Visualization Workshop (Case Study: GDGoC at Universitas Negeri Malang) Refiana Andiyah; Ence Surahman; Herlina Ike Oktaviani
International Journal of Computer Science and Humanitarian AI Vol. 2 No. 2 (2025): IJCSHAI
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/ijcshai.v2i2.13519

Abstract

This study explores the use of Generative Artificial Intelligence (Generative AI) in designing a Data Analytics and Visualization workshop within the Google Developer Groups on Campus (GDGoC) community at the State University of Malang. Employing a qualitative case study approach, data were gathered through in-depth interviews, observations, and document analysis involving key informants directly engaged in the planning and execution of the workshop. The findings reveal that Generative AI significantly enhanced the efficiency, effectiveness, and quality of the workshop program. The technology was utilized across various stages, from conceptualizing the event and gathering references to preparing presentation materials. Respondents noted that Generative AI facilitated faster and more systematic material organization, supporting prior research on its ability to improve productivity and efficiency in educational settings. Nevertheless, the study also identified challenges, including reliance on AI, difficulties in generating appropriate prompts, and the necessity of validating AI-generated content. In the context of Human-Computer Interaction (HCI), Generative AI was perceived to offer favorable usability and user experience, although adequate digital literacy is essential to ensure its ethical and effective use. In conclusion, Generative AI presents considerable potential as a tool for developing training programs, with human involvement remaining critical to ensure the relevance and accuracy of the generated information.
Assessing Teacher Readiness for AI Utilization: Between Innovation Opportunities and Ethical Challenges in 21st-Century Learning Nindigraha, Nunung; Firdaus, Kevin Herdinata Cahyadi; Prihatmoko, Yulias; Oktaviani, Herlina Ike
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 1 (2026): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i1.18047

Abstract

This study aims to analyze teachers’ readiness and ethical awareness in utilizing Artificial Intelligence (AI) for learning innovation in Indonesia, examining their perceptions of AI’s benefits and challenges, exploring its pedagogical applications, and developing a conceptual AI literacy framework for educators. Employing a quantitative descriptive design, the research involved 107 teachers across educational levels who completed an online survey using a 7-point Likert scale. Data were analyzed descriptively and comparatively, guided by the Technology Acceptance Model (TAM), Technological Pedagogical Content Knowledge (TPACK), and Diffusion of Innovation Theory. The findings indicate moderate technological readiness (M = 3.66; SD = 1.16) and positive perceptions of AI’s potential to enhance productivity and creativity in teaching (M = 3.8). AI is predominantly used for lesson planning (75.7%) and content development (64.5%), while its application in assessment remains limited (46.7%). Teachers demonstrate relatively high ethical awareness (M = 4.20; SD = 1.24) regarding data privacy, plagiarism, and algorithmic fairness, although a gap persists between ethical understanding and classroom practice. Major barriers include limited AI-specific training (68%), inadequate infrastructure (54%), and concerns about reliability and validity (49%). The study proposes an “AI Literacy Framework for Teachers” integrating technical, pedagogical, and ethical competencies, emphasizing the alignment of technological proficiency with moral reflection and humanistic values to support innovative and responsible learning.
Pengembangan Aplikasi Asesmen Untuk Pembelajaran Tembang Kreasi Pada Mata Pelajaran Bahasa Jawa Setiawan, Bintang; Utami, Deka Dyah; Oktaviani, Herlina Ike
Journal of Educational Technology Studies and Applied Research Vol 2 No 2 (2025): [5] - 2025 December
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/c5678b21

Abstract

Penelitian ini bertujuan mengembangkan aplikasi asesmen berbasis Android untuk pembelajaran Tembang Kreasi dalam mata pelajaran Bahasa Jawa di kelas VII SMP. Aplikasi ini dirancang sebagai media evaluasi interaktif yang memanfaatkan elemen visual, audio, dan umpan balik instan, guna meningkatkan efektivitas serta daya tarik proses pembelajaran. Penelitian menggunakan model pengembangan 4-D (Define, Design, Develop, Disseminate) yang mencakup validasi ahli media dan materi serta uji coba terbatas. Hasil validasi menunjukkan tingkat kelayakan aplikasi sebesar 95-100% dari para ahli dan respons positif siswa sebesar 88%. Uji coba aplikasi menunjukkan peningkatan hasil belajar dengan 65,2% siswa mencapai Kriteria Ketuntasan Minimal (KKM). Kesimpulannya, aplikasi ini efektif sebagai media asesmen yang mendukung pemahaman siswa terhadap materi Tembang Kreasi, memberikan pengalaman belajar inovatif, dan relevan dengan era digital. Pengembangan aplikasi ini juga berimplikasi pada pelestarian budaya lokal melalui integrasi teknologi pendidikan.
Pengembangan Multimedia Interaktif Berbasis Website Dengan Objek 3D Viewer Pada Materi Kehidupan Masyarakat Masa Pra Aksara di Indonesia Mata Pelajaran Sejarah Kelas X SMA Dewi, Nadiva Priyuana; Adi, Eka Pramono; Oktaviani, Herlina Ike
Journal of Educational Technology Studies and Applied Research Vol 2 No 2 (2025): [5] - 2025 December
Publisher : Teknologi Pendidikan ID

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70125/szs5td23

Abstract

Perkembangan teknologi saat ini memiliki perkembangan yang cukup signifikan, termasuk dalam bidang pendidikan. Hasil survey melalui metode wawancara yang dilaksanakan di SMAN 1 Tumpang memaparkan bahwasanya minimnya ketersediaan media pembelajaran membuat penyampaian materi kurang variatif, sehingga siswa kesulitan dalam memvisualisasikan materi masa pra aksara terutama contoh peninggalan pada masa itu. Tujuan dari penelitian ini untuk menghasilkan multimedia interaktif berbasis website dengan objek 3D viewer yang layak digunakan untuk pembelajaran sejarah materi kehidupan masyarakat masa pra aksara di Indonesia kelas X SMA. Penelitian ini menggunakan metode R&D dan menggunakan model pengembangan Lee & Owens. Dalam penelitian ini digunakan 4 tahap pengembangan yakni analisis, desain, pengembangan, dan implementasi. Hasil yang diperoleh dari validasi materi yaitu sebesar (100%), ahli media (100%), uji coba peperorangan (91,18%), uji coba kelompok kecil (94,12%) dan uji coba lapangan (94,46%) sehingga dapat disimpulkan produk multimedia interaktif berbasis website dengan objek 3D viewer materi masa pra aksara kelas X SMA dinyatakan valid/layak digunakan dalam pembelajaran sejarah. Tanggapan siswa menunjukkan respon positif dalam penerimaan media terutama pada fitur 3D objek viewer yang memberikan pengalaman belajar yang menyenangkan, meningkatkan keterlibatan siswa, mampu memvisualisasikan objek nyata, menarik dan memberikan kemudahan dalam memahami materi.