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Pengaruh Penggunaan Gadget dan Minat Belajar terhadap Hasil Belajar Informatika Siswa Kelas X SMA Negeri 2 Tondano Sanjaya, I Wayan Gian; Rianto, Indra; Ratumbuisang, Keith Francis
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 5 No. 6 (2025): EduTIK : Desember 2025
Publisher : Jurusan PTIK Universitas Negeri Manado

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Abstract

Penelitian ini bertujuan untuk mengetahui apakah terdapat pengaruh penggunaan gadget dan minat belajar terhadap hasil belajar siswa pada mata pelajaran informatika di SMA Negeri 2 Tondano. Penelitian ini menggunakan metode kuantitatif dengan analisis deskriptif dan regresi linear berganda. Instrumen penelitian berupa angket yang telah diuji validitas dan reliabilitasnya. Sampel penelitian sebanyak 60 siswa kelas X yang dipilih dengan teknik proportional random sampling. Data dianalisis menggunakan SPSS versi 25 melalui uji normalitas, uji linearitas, uji t, uji F, dan koefisien determinasi. Hasil penelitian menunjukkan bahwa terdapat pengaruh signifikan penggunaan gadget dan minat belajar, baik secara parsial maupun simultan, terhadap hasil belajar informatika siswa. Dengan demikian, penggunaan gadget secara bijak dan peningkatan minat belajar menjadi faktor penting dalam mendukung keberhasilan pembelajaran.
Pengembangan Media Pembelajaran Interaktif Berbasis Game Edukatif dengan Pendekatan Technological Pedagogical Content Knowledge (TPACK) Ratumbuisang, Keith Francis; Modeong, Merriam; Karu, Ricardo
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 5 No. 6 (2025): EduTIK : Desember 2025
Publisher : Jurusan PTIK Universitas Negeri Manado

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis game edukatif berjudul Adventure Education dengan menggunakan pendekatan Technological Pedagogical Content Knowledge (TPACK). Pengembangan dilakukan untuk meningkatkan efektivitas pembelajaran sejarah Indonesia bagi anak-anak melalui media yang menyenangkan, interaktif, dan mudah diakses. Metode yang digunakan adalah Research and Development (R&D) dengan model ADDIE, yang meliputi tahap Analysis, Design, Development, Implementation, dan Evaluation. Alat utama pengembangan menggunakan GDevelop 5, sedangkan data dikumpulkan melalui validasi ahli dan uji coba pengguna. Hasil penelitian menunjukkan bahwa media yang dikembangkan memperoleh rata-rata penilaian 86% (kategori sangat layak) dari ahli media dan ahli materi, serta 86,5% (kategori sangat layak) dari hasil uji coba pengguna. Game ini memiliki tiga stage dengan tingkat kesulitan yang meningkat secara bertahap, dilengkapi dengan kuis evaluatif di setiap akhir level. Temuan penelitian menunjukkan bahwa integrasi unsur teknologi, pedagogi, dan konten dalam kerangka TPACK menghasilkan media pembelajaran yang menarik, efektif, dan relevan dengan karakteristik anak-anak. Kesimpulannya, Adventure Education dapat menjadi alternatif inovatif dalam pembelajaran sejarah Indonesia berbasis teknologi interaktif yang mampu menumbuhkan motivasi belajar dan pengalaman belajar bermakna bagi peserta didik.
Enhancing Quality Assurance in Teacher Education: Development of a PPEPP-Based Micro Teaching Assessment System Ratumbuisang, Keith Francis; Sumual, Herry; Naharia, Orbanus; Parinsi, Mario Tulenan; Tamboto, Hendry; Umbase, Ruth; Ratu, Donal; Palilingan, Rolles N.
International Journal of Information Technology and Education Vol. 4 No. 4 (2025): September 2025
Publisher : JR Education

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Abstract

Micro teaching assessment plays a strategic role in preparing prospective teachers to develop professional teaching competencies. However, in many teacher education institutions, the assessment process is still conducted manually, inconsistently, and without adequate integration into institutional quality assurance systems. These limitations reduce the effectiveness of assessment as a tool for educational management and continuous improvement. This study aims to develop and evaluate a Micro Teaching Assessment Information System based on the PPEPP cycle (Planning, Implementation, Evaluation, Control, and Improvement) to support more systematic, transparent, and accountable assessment management. The research employed a Research and Development (R&D) approach consisting of needs analysis, system design, prototype development, expert validation, field testing, and product revision. Data were collected through observations, interviews, questionnaires, and system usability testing, and were analyzed using descriptive and inferential statistics as well as thematic analysis. The results indicate that the developed system achieved high levels of feasibility and usability, improved assessment efficiency, standardized evaluation procedures, enhanced the quality of feedback, and enabled real-time monitoring of student performance. The study concludes that the PPEPP-based assessment information system provides an effective technological solution for strengthening micro teaching management, supporting data-driven decision-making, and promoting sustainable quality improvement in teacher education.
INTERACTIVE MULTIMEDIA AS INSTRUCTIONAL MEDIA FOR ELEMENTARY SCHOOL STUDENTS Ratumbuisang, Keith Francis; Ratumbuisang, Yosua Fitsgerald
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 4 No. 2 (2023): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v4i2.1516

Abstract

The purpose of this research id to develop an interactive multimedia as instructional media with Adobe Animate application on computer introduction material. To determine the feasibility of the interactive multimedia requires expert judgment in terms of materials and media as well as students. This is a Research and Development (R&D) which adapted from the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation), but only carried out until the Implementation. Validation is carried out by material experts, media experts, teachers, and students. Data collection techniques in this development research use a questionnaire. Data obtained from the questionnaire was then analyzed descriptively qualitatively and quantitatively. Based on four assessments which are material expert, media expert, teachers and students’ assessment, the level of feasibility of developed interactive instructional media is valid and worthy of being used as a computer introduction instructional media for Elementary school students. Thus, the use of this media helps connect students with enjoyable learning experience. As a result, a positive consequence of utilizing this interactive instructional media is that teacher must keep their materials up to date.