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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
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.
Media Pembelajaran Berbasis Film dalam Materi Konversi Bilangan untuk Meningkatkan Kemampuan Siswa Gerraldi, Alief; Riza, Lala Septem; Wahyudin, Wahyudin
Digital Transformation Technology Vol. 5 No. 1 (2025): Periode Maret 2025
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v5i1.6437

Abstract

Pembelajaran konversi bilangan sering kali dipandang sebagai hal yang abstrak dan sulit dimengerti saat diajarkan dengan metode konvensional seperti ceramah, sehingga mengakibatkan rendahnya motivasi dan partisipasi mahasiswa. Dalam konteks pendidikan, pemahaman tentang konversi bilangan sangat krusial, terutama dalam bidang pemrograman komputer, di mana peserta didik harus mengkonversi nilai dari desimal ke biner untuk berinteraksi dengan perangkat keras. Studi ini bertujuan untuk merancang, melaksanakan, dan menganalisis efektivitas media pembelajaran yang berbasis film guna meningkatkan pemahaman tentang konversi bilangan. Metode yang diterapkan adalah kuasi eksperimen dengan desain Pretest-Posttest Satu Kelompok pada 6 mahasiswa Teknik Informatika di STMIK Cilegon Rajawali. Media film dibuat dengan mengikuti langkah-langkah dari model ADDIE (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi). Data kuantitatif diperoleh dari hasil pre-test dan post-test yang selanjutnya dianalisis dengan menggunakan uji normalitas, uji-t, dan N-Gain. Implementasi media pembelajaran film terbukti dapat meningkatkan pemahaman mahasiswa secara signifikan. Peningkatan ini terjadi karena media film mampu menyajikan konsep abstrak secara visual dan terstruktur, yang secara tidak langsung melatih mahasiswa untuk berpikir algoritmik
Mediating Role of Artificial Intelligence in Linking Self-Efficacy and Learner Performance Siregar, Herbert; Munir, Munir; Sobandi, Ade; Riza, Lala Septem; Nusratullo, Samialloi
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 10 No 2 (2025): Education and Human Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/ehdj.v10i2.7936

Abstract

The integration of Artificial Intelligence (AI) into education continues to expand, yet its effectiveness in improving learning outcomes requires further examination, particularly with regard to the role of self-efficacy in digital learning in Indonesia. This study extends Bandura’s self-efficacy construct by conceptualizing AI as a latent mediating variable functioning as an adaptive educational mechanism through feedback, personalized resources, and dynamic scaffolding. A quantitative approach was employed via an online survey conducted between February and May 2024, yielding 279 valid responses from secondary and higher education students across several Indonesian provinces. Data were analyzed using SEM-PLS with SmartPLS 3.0. The results show that self-efficacy moderately predicts AI adoption (β = 0.373), AI integration strongly predicts learning behavior and performance (β = 0.649), while the direct pathway from self-efficacy is relatively weak (β = 0.144), with the indirect pathway mediated by AI substantially stronger (mediation effect = 0.242). Theoretically, these findings enrich Bandura’s framework of self-efficacy in the context of digital learning by highlighting AI as a central mediating construct, while practically they provide implications for adaptive learning strategies, digital education policy, and technology-driven pedagogical innovation.
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 Ani Anisyah Ani Anisyah anne Hafina, anne Aqhbar Habib Arianti, Andini Setya Asep Bayu Dani Nandiyanto Asep Wahyudin Asep Wahyudin AZ Pranata Azharludin, Nur Maisarah Nor Budi Mulyanti Budiana, Dian Cep Ubad Abdullah Dadang Lukman Hakim Destian, Rangga Dewini Dewini Didin Wahyudin Dzulkalnine, Mohamad Faiz Edy Soewono Edy Soewono Eka Fitrajaya Rahman Eki Nugraha Eliyawati Eliyawati Enjang Ali Nurdin Enjun Junaeti Erlangga, E. Erna Piantari Erry Fuadillah Fadzil, Ahmad Firdaus Ahmad Faisal Syaiful Anwar Farhan Dhiyaa Pratama Farizi, Syahandhika Naufal Fathimah, Nusuki Syari'ati Fatimah, Nusuki Syariati Ferry Mukharradi Simatupang Fidela Zhafirah 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 Jono, Mohd Nor Hajar Hasrol Judhistira Aria Utama Kafilli, Muhammad Fikri Kenny David Kenny David Khyrina Airin Fariza Abu Samah Kuntjoro Adji Sidarto Kuntjoro Adji Sidarto Liliasari Mahmoud Fahsi Masnur Ali Mediayani, Melani Mega Fatimah Rosana Mohd Nor Hajar Hasrol Jono Muhammad Afif Auliya Muhammad Alam Basallamah Muhammad Aziz Muhammad Azka Atqiya 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 Novri Asri 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 Pratiwi Pratiwi 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 Sulistiyono, Yakub Eriyanto Suratno Susilawati - Tarpin Juandi 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