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All Journal IAES International Journal of Artificial Intelligence (IJ-AI) Jurnal Pengajaran MIPA TELKOMNIKA (Telecommunication Computing Electronics and Control) Jurnal Ilmu Komputer (JIK) Indonesian Journal of Disability Studies Journal of Engineering and Technological Sciences ELINVO (Electronics, Informatics, and Vocational Education) Jurnal Penelitian dan Pembelajaran IPA Indonesian Journal of Science and Technology QUANTUM: Jurnal Inovasi Pendidikan Sains JOIV : International Journal on Informatics Visualization Al Ishlah Jurnal Pendidikan Knowledge Engineering and Data Science Jurnal Penelitian Pendidikan IPA (JPPIPA) Momentum: Physics Education Journal MUST: Journal of Mathematics Education, Science and Technology Journal of Natural Science and Integration JURNAL TEKNIK INFORMATIKA DAN SISTEM INFORMASI JURNAL PENDIDIKAN TAMBUSAI Journal of Education Technology Jurnal Tekno Insentif Jurnal Sains Dirgantara Education and Human Development Journal Jurnal Paedagogy Cendikia : Media Jurnal Ilmiah Pendidikan Journal Evaluation in Education (JEE) Brilliance: Research of Artificial Intelligence Jurnal Pengabdian Masyarakat untuk Negeri (UN-PENMAS) Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Digital Transformation Technology (Digitech) Journal of Coaching and Sports Science IJOEM: Indonesian Journal of Elearning and Multimedia Finger : Jurnal Ilmiah Teknologi Pendidikan Bulletin of Social Informatics Theory and Application Jurnal Guru Komputer Jurnal Pendidikan Teknologi Informasi dan Komunikasi Jurnal Ilmiah Sistem Informasi Journal of Computers for Society Cadika Journal.
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A Content Analysis of Digital Edutainment for Disaster Literacy in Higher Education Prasetyaningsih, Prasetyaningsih; Kaniawati, Ida; Riza, Lala Septem; Utama, Judhistira Aria
Jurnal Penelitian dan Pembelajaran IPA Vol 11, No 1 (2025): Available Online in May 2025 (Web of Science Indexed)
Publisher : Department of Science Education, Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30870/jppi.v11i1.29857

Abstract

Disaster literacy is a crucial competency for communities at risk of natural hazards, especially for higher education students who will significantly contribute to future preparedness efforts.  This research aimed to examine the efficacy of digital edutainment, including films and interactive content on platforms such as YouTube, TikTok, Instagram, and Coursera, in improving disaster literacy.  We conducted a qualitative content analysis of materials concerning disaster knowledge, attitudes, and practical skills pertinent to mitigation and emergency response. Results indicate that edutainment effectively enhances foundational knowledge and promotes proactive attitudes; however, practical skills, including evacuation procedures and preparedness drills, are inadequately represented.  It is advisable to collaborate with scientific agencies such as BMKG and BNPB to ensure the accuracy and relevance of content.  This research emphasises the importance of incorporating edutainment into higher education curricula as an effective combination of learning and entertainment, supporting a comprehensive approach that integrates knowledge, attitudes, and skills to enhance societal preparedness for future disasters.
ANALISIS PENERIMAAN PENGGUNA TERHADAP PEMBELAJARAN MULTIMEDIA PEMROGRAMAN BERORIENTASI OBJEK BERBASIS QR CODE PADA PENDIDIKAN VOKASI DENGAN PENDEKATAN TECHNOLOGY ACCEPTANCE MODEL (TAM) Al Husaeni, Dwi Fitria; Komaro, Mumu; Riza, Lala Septem; Rahman, Eka Fitrajaya; Piantari, Erna; Suherman, Amay
MUST: Journal of Mathematics Education, Science and Technology Vol 10 No 1 (2025)
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/must.v10i1.25503

Abstract

The research objective is to analyze the Technology Acceptance Model (TAM) in measuring QR Code-based object-oriented programming learning multimedia in supporting vocational school students' learning on problem-based object-oriented programming (PBO) material. The TAM model variables used consist of Perceived Usefulness (PU), Perceived Ease of User (PEU), and User Acceptance of IT (UA-IT). The research respondents consisted of 35 students of SMK Negeri 1 Cimahi. The research stages consisted of familiarizing respondents with the use of multimedia, distributing TAM questionnaires, and testing the TAM model using SmartPLS software. The research results show that the average value of the user response questionnaire for QR Code-based PBO learning multimedia is 84.95% in the "Very Good" category. Based on the analysis of the relationship between TAM variables using PLS, it is known that the perceived ease of user variable has a positive influence on the acceptance of QR Code-based PBO learning multimedia, the perceived usage variable has a positive influence on the acceptance of QR Code-based PBO learning multimedia, and the variable perceived ease of use and perceived use. together they have a positive influence on the acceptance of QR Code-based PBO learning multimedia. This research is expected to provide an explanation regarding the use of TAM analysis in learning multimedia
Stock Price Prediction Using the ETSFormer Model Case Study: PTBA Atqiya, Muhammad Azka; Riza, Lala Septem; Anisyah, Ani
Brilliance: Research of Artificial Intelligence Vol. 5 No. 2 (2025): Brilliance: Research of Artificial Intelligence, Article Research November 2025
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v5i2.6729

Abstract

The capital market in Indonesia is currently experiencing very rapid development. This growth is significantly evidenced by the increasing number of investors, especially from the millennial and Gen Z demographics. However, this growing investor base also faces a major challenge: high stock price volatility. These fluctuations are triggered by various factors, ranging from domestic economic policies and global geopolitical conditions to rapidly changing market sentiment. This research aims to build a stock price prediction model for PT Bukit Asam Tbk (PTBA) using the ETSFormer architecture, a modern Transformer-based method designed for time-series data. The historical stock price data used in this study covers a five-year period from 2020 to 2025. To ensure optimal model performance, the best model was identified using the Grid Search technique to find the most effective combination of hyperparameters. The results of this study determined that the best model was achieved with the hyperparameters model dimension = 16, batch size = 16, and a learning rate = 0.01, which yielded a validation loss of 0.0074. In the evaluation phase, this model demonstrated solid performance with a MAPE score of 3.28%, an MAE of 86.76, and an RMSE of 117.2. Although the resulting model is quite good at reading long-term trend directions, observations indicate limitations in capturing short-term price volatility. This implies that the model is more suitable for strategic trend analysis than for predicting daily fluctuations.
Design and Development of Virtual Reality Media on Computer System Learning to Enhance Students' Cognitive Abilities Wahyudin; Akbar, Anthonio; Nugraha, Eki; Riza, Lala Septem; Nazir, Shah
Journal of Education Technology Vol. 9 No. 2 (2025): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i2.94553

Abstract

The quality of education in Indonesia remains a significant concern, as reflected in the PISA survey, which ranks Indonesia 72nd out of 77 participating countries. One contributing factor is the limited development of Higher Order Thinking Skills (HOTS) among students, particularly in cognitive, psychomotor, and affective domains. This study aims to design and develop Virtual Reality (VR) media integrated with a Self-Directed Learning (SDL) model to enhance students' cognitive abilities in computer system learning. Employing a Research and Development (R&D) approach with the ADDIE model, this experimental research involved 33 students and applied a One Group Pre-test Post-test design. Data were collected through cognitive tests and student response questionnaires, and analyzed using paired sample t-tests and N-Gain calculations. The results indicated a significant improvement in students' cognitive abilities, with overall conceptual gains categorized as moderate and positive student responses toward the VR media. These findings suggest that SDL-based VR media can effectively foster students’ cognitive development, encourage active, independent learning, and serve as an innovative instructional solution to address educational quality challenges. The study implies that immersive technology integration, when paired with appropriate learning models, holds substantial potential in enhancing students' higher-order thinking skills in the digital era.
Deteksi Aksi Kekerasan pada Video CCTV Berbasis Skeleton dan Frame Grouping Menggunakan ConvLSTM Kafilli, Muhammad Fikri; Riza, Lala Septem; Wihardi, Yaya
JATISI Vol 12 No 3 (2025): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v12i3.12873

Abstract

Manual monitoring of surveillance video (CCTV) is inefficient and prone to human oversight. This drives the need for an automated violence detection system that is fast and accurate. Existing deep learning models are often too computationally heavy for real-time implementation, creating a dilemma between accuracy and efficiency. This research proposes a lightweight two-stream ConvLSTM architecture to address this dilemma. The method efficiently models spatio-temporal relationships by combining skeleton representation and change detection, which is then packaged through a frame grouping technique. The ConvLSTM layer serves as the main temporal model, supported by a SeparableConv2D backbone for efficient feature extraction. The model is trained on the RWF-2000 dataset and evaluated using cross-dataset validation on the Surveillance Camera Fight Dataset to test its generalization capability. The results show that the proposed model achieves superior performance with an accuracy and F1-Score of 74.00%, and is highly efficient with an inference speed of 518.45 FPS. This research demonstrates that the two-stream architecture combining skeleton representation, frame grouping, and ConvLSTM modeling successfully creates a robust, fast violence detection system, offering a practical solution for real-world monitoring applications.
Development of a Drill-and-Practice Chatbot for Enhancing English Pronunciation through Interactive Dialogue Exercises Iskandar, Aysha Alia; Megasari, Rani; Nazir, Shah; Riza, Lala Septem
Jurnal Paedagogy Vol. 12 No. 4 (2025): October
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jp.v12i4.17760

Abstract

This study aims to implement a drill and practice-based chatbot to improve English speaking skills, particularly in the aspect of pronunciation. The research employed a mixed-methods approach by combining the Research and Development (ADDIE) model with a quasi-experimental design using a pretest-posttest control group pattern. The participants consisted of 76 eighth-grade students from SMPN 5 Cirebon, divided into experimental and control groups. The instruments used included a pronunciation assessment rubric based on the Cambridge English Linguaskill Speaking Global Assessment Criteria, observation sheets, and student perception questionnaires. Data analysis was conducted through normality tests, the Wilcoxon Signed Rank Test, the Mann-Whitney U Test, and N-Gain calculation, complemented by qualitative analysis from observations and questionnaires. The findings revealed that the use of a drill and practice-based chatbot had a positive impact on improving students' pronunciation skills, although the improvement achieved remained merely in the low category, with an N-Gain score of 0.25. The chatbot was proven to provide broader, more flexible, and personalized practice opportunities for students, as well as facilitate instant feedback that is difficult to obtain in conventional learning. These results indicate that chatbots can serve as an effective supplementary medium in English language learning, particularly for practicing pronunciation both independently and in integration with classroom learning, suggesting the potential for further development and integration of chatbot technology in language education.
Learning Evaluation Using Block Programming on Object-Oriented Programming Materials to Improve Cognitive Skills Huda, Kirana Syafa; Alfitri, Latifahny Aridia; Hamzah, Raseeda; Riza, Lala Septem
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 3 (2025): Indonesian Journal of E-learning and Multimedia (October 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i3.473

Abstract

Background: Vocational students in Indonesia face low cognitive performance due to curricula that emphasize memorization and shallow understanding. In programming subjects such as Object-Oriented Programming (OOP), students often manage to write syntactically correct code but struggle with conceptual mastery. This limits their ability to develop higher-order thinking skills such as analysis, evaluation, and creation.Aims: This study aims to evaluate the use of block programming in OOP materials and its impact on improving students’ cognitive abilities in class X PPLG 3 at SMKN 4 Bandung.Methods: A quantitative approach was applied using a one-group pretest–posttest experimental design. Research instruments included expert validation sheets, cognitive evaluation tests, and student response questionnaires. Data were collected from 34 students to measure learning improvementResults: The findings revealed a significant increase in student performance, with average scores rising from 27.03 (pretest) to 85.47 (posttest). The N-Gain score reached 0.80 (80.29%), categorized as “high.” Student responses toward block programming media reached 93.61%, showing strong engagement. The integration of block programming with Problem-Based Learning (PBL) provided a contextualized and intuitive approach, transforming abstract OOP concepts into more tangible visual representations.Conclusion: Block programming is effective as a learning evaluation medium in OOP. It supports cognitive development, enhances student engagement, and simplifies complex concepts. This study recommends the broader use of block programming in evaluating OOP learning to create interactive and measurable experiences.
Penerapan Computational Thinking melalui Aktifitas Unplugged dalam Materi Pengelolaan Sampah pada Pendidikan Anak Usia Dini Rosa, Elisa; Nuraulia, Anti; Destian, Rangga; Riza, Lala Septem
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.14509

Abstract

Pembelajaran yang mengintegrasikan computational thinking untuk tingkat anak usia dini masih jarang ditemukan di Indonesia, padahal kemampuan ini dipercayai para ahli sebagai kemampuan yang dibutuhkan pada abad 21. Dengan computational thinking proses belajar menjadi lebih bermakna dan diharapkan dapat melatih kemampuan menyelesaikan permasalahan dengan langkah-langkah yang logis, terstruktur, dan efektif bagi anak usia dini. Guru dituntut memiliki kemampuan merancang pengalaman pembelajaran dengan menggabungkan konsep computational thinking. Dalam mengenalkan computational thinking pada anak usia dini salah satunya dapat dilakukan dengan aktifitas unplugged. Tujuan dari penelitian adalah menerapkan computational thinking melalui aktifitas unplugged untuk meningkatkan pemahaman anak usia dini dalam pengelolaan sampah khususnya memilah jenis sampah yang berbeda baik organik,non organik dan residu. Metode yang digunakan adalah metode kuantitatif jenis eksperimen dengan One-Group Pre-test-Post-test design yang melibatkan siswa siswi TK Baiti Kids bandung. Dari hasil uji t, dapat disimpulkan bahwa terdapat peningkatan pemahaman siswa terhadap pengelolaan sampah. Peningkatan skor yang signifikan juga terlihat berdasarkan analisis dekriptif dimana nilai rerata pretest sebesar 45,91 dan nilai rerata postest sebesar 81,82.
Game untuk Meningkatkan Hasil Belajar Siswa SMK pada Pembelajaran Algoritma Pengurutan dengan Metode Drill Olyan, Warzuqni; Prabawa, Harsa Wara; Riza, Lala Septem; Wahyudin, Wahyudin
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Abstrak Pemrograman Dasar merupakan salah satu mata pelajaran kompetensi untuk jurusan Rekayasa Perangkat Lunak (RPL). Permasalahan mendasar yang umumnya dihadapi oleh siswa adalah lemahnya kemampuan siswa dalam mengekspresikan pemecahan masalah dalam bentuk algoritma secara terurut dan benar. Lemahnya kemampuan siswa ini berdampak pada rendahnya tingkat pemahaman konsep mereka di kelas dan hasil belajar mereka. Latihan yang berpola dan berulang-ulang dapat membantu siswa untuk mengerti materi. Penelitian ini bertujuan untuk merancang dan mengembangkan media intreraktif dengan metode drill untuk meningkatkan hasil pembelajaran siswa pada materi Pengurutan Algoritma. Penelitian ini menggunakan metode penelitian Siklus Hidup Menyeluruh dengan tahapan-tahapan meliputi: (1) analisis, (2) desain, (3) pengembangan, (4) implementasi dan (5) penilaian. Dari penelitian ini didapatkan hasil: 1) Media interaktif pengurutan algoritma telah dikembangkan serta dinilai baik oleh ahli media dan ahli materi dengan rata-rata persentase kelayakan sebesar 83% dan 89% 2) Respon siswa terhadap media interaktif pengurutan algortima didapatkan penilaian dengan persentase 90% dengan kriteria sangat baik, 3) Penggunaan multimedia meningkatkan pemahaman kognitif siswa, dibuktikan dari rata-rata nilai sebesar 36,00. Kemudian mengalami kenaikan setelah menggunakan multimedia, rata-rata nilai menjadi sebesar 74.67. Selain itu berdasarkan hasil pretest dan posttest, diperoleh rata-rata n-gain sebesar 0,61 dengan kriteria efektivitas “Sedang”.
Implementation of multimedia interactive learning through a STEM approach based on computational thinking to improve student learning outcomes Rambari Apandi, Anjar; Munir, Munir; Riza, Lala Septem
Cendikia : Media Jurnal Ilmiah Pendidikan Vol 14 No 4 (2024): March : Education Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/cendikia.v14i4.4936

Abstract

This research was conducted to measure student learning outcomes using interactive multimedia with a STEM approach based on computational thinking in the informatics subject on binary numbers in class VII SMPN 1 Batujajar. The type of research used is quasi-experimental. The sample used was class VII D with a total of 32 students. The data used in this research used a pretest and posttest by giving 20 questions. Test testing is carried out by testing validity, reliability, difficulty index, and distinguishing power of questions. Data analysis uses score gain. The average pretest score before being given treatment using interactive multimedia was 50.5 and the average posttest score after being given treatment using interactive multimedia with a problem based learning model was 84.2. Thus, a gain value of 0.6814 is obtained in the medium category. It can be concluded that interactive multimedia with a STEM approach based on computational thinking can improve the learning outcomes of class VII D students at SMPN 1 Batujajar in the informatics subject on binary numbers.
Co-Authors Abdullah, Cep Ubad Abu Samah, Khyrina Airin Fariza Achmad Samsudin Ade Gafar Abdullah, Ade Gafar Ade Rohayati Ade Sobandi, Ade Adedokun-Shittu, Nafisat Afolake Adi Rahmat Ahmad Zainal Abidin Akbar, Anthonio Al Husaeni, Dwi Fitria Al Husaeni, Dwi Novia Aldi Zainafif Alejandro Rosales Pérez Alejandro Rosales-Pérez Alfitri, Latifahny Aridia Aliyya, Farrel Rahma Amay Suherman Amirah Misdan, Nur Farhanah Anisyah, Ani anne Hafina, anne Aqhbar Habib Arianti, Andini Setya Asep Bayu Dani Nandiyanto Asep Wahyudin Asep Wahyudin Asri, Novri Atqiya, Muhammad Azka AZ Pranata Basallamah, Muhammad Alam Budiana, Dian Budiman Budiman Cep Ubad Abdullah Dadang Lukman Hakim Destian, Rangga Dewini Dewini Didin Wahyudin, Didin Edy Soewono Edy Soewono Eka Fitrajaya Rahman Eki Nugraha Eliyawati Eliyawati Enjang Ali Nurdin Enjun Junaeti Erlangga, E. Erna Piantari Erry Fuadillah Faisal Syaiful Anwar Farhan Dhiyaa Pratama Farizi, Syahandhika Naufal Fathimah, Nusuki Syari'ati Fatimah, Nusuki Syariati Ferry Mukharradi Simatupang Fidela Zhafirah Firdaus, Pipin Gerraldi, Alief Gintara, Andre Rangga Gunarso Hamzah, Raseeda Hasanah , Lilik Nur Hasrol Jono, Mohd Nor Hajar Hayati , Nurlaila Herbert Siregar Homdijah, Oom Siti Huda, Kirana Syafa Husni Firmansyah Ida Kaniawati ISKANDAR, AYSHA ALIA Isma Widiaty Jaja Kustija Judhistira Aria Utama Kafilli, Muhammad Fikri Kenny David Kenny David Kesuma, Muhammad Salman Khyrina Airin Fariza Abu Samah Kuntjoro Adji Sidarto Kuntjoro Adji Sidarto Liliasari M. FURQON Mahmoud Fahsi Masnur Ali Mediayani, Melani Mohd Nor Hajar Hasrol Jono Muhammad Afif Auliya Muhammad Aziz Muhammad Bahrul Ulum Muhammad Hazmi Zuhdi Muhammad Irfan Firmansyah Muhammad Ramdan Pamungkas Muhammad Syafri Syamsudin Mumu Komaro Munir Munir Munir Munir, Munir N. Nurjanah Nanang Dwi Ardi Naufal Rabah Wahidin Nazir, Shah Nor Aiza Moketar Novi Sofia Fitriasari Novitasari , Eka Fitri Nur Maisarah Nor Azharludin Nuraulia, Anti Nurhayati, Ai Siti Nurqueen Sayang Dinnie Wirakarnain Nursalman, Muhammad Nusratullo, Samialloi Olyan, Warzuqni Parlindungan Sinaga Pérez, Alejandro Rosales Pertiwi, Anita Dyah Piantari, Erna Prabawa, Harsa Wara prasetyaningsih prasetyaningsih Prasetyaningsih Prasetyaningsih, Prasetyaningsih Prasetyaningsih, Prasetyaningsih Pudjo Sukarno Pudjo Sukarno Putri , Ananda Hafizhah Putri , Liandha Arieska Putri Amelia Solihah Putri, Iffa Ichwani Qobus, Muhammad Shofwan Rahman, M Ammar Fadhlur Rambari Apandi, Anjar Rani Megasari Raseeda Hamzah Rasim, Rasim Rena Zaen Rendi Adistya Rosdiyana Riandi Riandi Riezqa Andika Rika Rafikah Agustin Rizky Rachman Judie Rooseno Rahman Dewanto Rosa, Elisa Rosi Oktiani Rosyda, Miftahurrahma Safitri, Fibriyana Sahidin, M. Zaenal Iskandar Samah, Khyrina Airin Fariza Abu Sapiruddin, Sapiruddin Selvi Marcellia Shah Nazir Shah Nazir Sigit Nugroho Siregar, Herbert Siregar, Nofi Marlina Solihat, Syifa Sonjaya, Rebina Putri Sugeng Rifqi Mubaroq Suratno Susilawati, Susilawati Tarpin Juandi Taufiq Hidayat Topik Hidayat Tutuka Ariadji Tyas Farrah Dhiba Wahyudin Wahyudin - Wahyudin Wahyudin Sanusi Rosada Wahyudin Wahyudin Wahyudin, W. Wawan Setiawan Wibisono, Yudi Wihardi, Yaya Yudi Prasetyo Zain, Muhammad Iqbal Zainab Othman Zsalzsa Puspa Alivia