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Analisis Butir Soal Komputer Materi Corel Draw Tingkat Sekolah Dasar Rosdiana, Shinta P.; Rufii, H.
MODELING: Jurnal Program Studi PGMI Vol. 11 No. 1 (2024): Maret
Publisher : Program Studi PGMI Sekolah Tinggi Ilmu Tarbiyah Nahdlatul Ulama Al Hikmah Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69896/modeling.v11i1.2231

Abstract

DOI: https://doi.org/10.36835/modeling.v11i1.2231 Pembelajaran komputer dimasukkan di jenjang Pendidikan sekolah dasar sebagai materi muatan lokal. Salah satu topik yang diajarkan adalah corel draw. Materi ini khususnya diajarkan pada murid jenjang kelas 5 sekolah dasar. Kemampuan yang dilatihkan meliputi pengenalan icon dan tools yang terdapat di aplikasi corel draw, bagaimana membuat garis dan bentuk, menggunakan warna dan mengaplikasikannya pada desain yang mereka buat. Kemampuan ini perlu diukur tingkat ketercapaiannya dengan berbagai macam tes agar guru tahu sampai sejauh mana materi sudah dikuasai murid-murid. Tes pengukuran yang digunakan untuk mengevaluasi capaian adalah mengembangkan butir soal dengan menganalisis validitas, reliabilitas, daya beda dan tingkat kesukaran. Penelitian ini adalah berupa analisis deskriptif kuantitatif. Teknik analisis dilakukan dengan aplikasi IBM SPSS 22 dan aplikasi Microsoft excel, kemudian dijelaskan secara deskriptif untuk mengambil kesimpulan. Hasil ini meliputi empat hal antara lain (1) validitas diperoleh hasil 7 soal tidak valid. Sedangkan 8 soal dinyatakan valid dengan nilai validitas yang berbeda; (2) reliabilitas dinyatakan dengan nilai 0,574; (3) daya pembeda instrument tes ini kategori baik dengan sejumlah 5 soal. (4) tingkat kesukaran soal tes ini kategori mudah sebanyak 11 nomor soal sehingga dapat disimpulkan masih perlu diperbaiki lagi pada soal berikutnya.
PELATIHAN PUBLIKASI KARYA ILMIAH DI OPEN JOURNAL SYSTEM BAGI GURU SMPN 7 KELURAHAN PERAK BARAT, KECAMATAN KREMBANGAN KOTA SURABAYA Wawan Gunawan; Nurmida Chaterine Sitompul; Rufi’i; Retno Danu Rusmawati; Atiqoh; Achmad Noor Fatirul; Sabariah; Andri Kurniawan; Yoso Wiyarno; Arif Yachya
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 2 No 03 (2024): JUNI 2024
Publisher : Media Inovasi Pendidikan dan Publikasi

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Abstract

Guru dituntut dalam belajar mengajar, harus menguasai beberapa komponen yang sangat penting yaitu Penelitian dan Publikasi karya Ilmiah di Open Journal System (OJS). Untuk mewujudkan hal tersebut guru harus dibekali dengan kemampuan membuat Penelitian dan Publikasi karya Ilmiah di Open Journal System (OJS). Sebagian besar guru SMPN 7 Kelurahan Perak Barat, Kecamatan Krembangan Kota Surabaya merasa kesulitan dalam membuat dan memanfaatkan Penelitian dan Publikasi karya Ilmiah di Open Journal System (OJS). PKM ini bertujuan untuk: (1) mengetahui membuat Penelitian atau karya Ilmiah yang baik dan benar, (2) mengetahui cara Publikasi karya Ilmiah di Open Journal System (OJS),(3) mengetahui jenis-jenis Publikasi karya Ilmiah di Open Journal System (OJS) yang bereputasi nasional dan international, dan (4) mengetahui Aplikasi Sinta untuk Publikasi karya Ilmiah di Open Journal System (OJS). Mitra PKM ini adalah guru-guru di SMPN 7 Kelurahan Perak Barat, Kecamatan Krembangan Kota Surabaya. Pengaplikasian kegiatan Pengabdian Pada Masyarakat (PPM) dilaksanakan secara luring dan daring. Kegiatan pengabdian secara keseluruhan dapat dinilai cukup baik, dilihat dari keberhasilan target jumlah peserta pelatihan dinilai cukup baik, ketercapaian tujuan pelatihan dinilai baik, ketercapaian target materi yang telah direncanakan dinilai baik, dan kemampuan peserta dalam penguasaan materi dinilai baik.
PEMANFAATAN AI DALAM PENGAJARAN DAN PEMBELAJARAN Sabariah, Sabariah; Rufi'i, Rufi'i; Rusmawati, Retno Danu; Bandono, Adi; Kurniawan, Andri
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 8, No 2 (2024)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v8i2.2288

Abstract

Pemanfaatan kecerdasan buatan (AI) dalam pendidikan dapat meningkatkan pengalaman belajar siswa melalui personalisasi dan adaptasi terhadap kebutuhan individu. AI juga mendukung manajemen pendidikan dengan meningkatkan efisiensi administrasi dan transparansi. Meskipun AI memiliki potensi besar, tantangan terkait kontrol dan interaksi sosial siswa tetap perlu diperhatikan untuk penerapan yang efektif. Pengabdian ini dilakukan dengan pendekatan Participatory Rural Appraisal dengan menggunakan media berbasis IT seoerti laptop, LCD Proyektor untuk mendukung kegiatan. Hasil penunjukkan: pelatihan AI efektif memperkenalkan aplikasi yang meningkatkan kualitas pengajaran, seperti personalisasi pembelajaran, automasi tugas, dan penilaian berbasis kompetensi. Guru kini lebih siap memanfaatkan AI, yang meningkatkan efisiensi dan efektivitas pengajaran. AI memungkinkan materi disesuaikan dengan kebutuhan siswa, meningkatkan keterlibatan, dan menciptakan pembelajaran adaptif yang lebih personal. Kesimpulan: Pengabdian masyarakat ini sukses, memberikan dampak positif bagi guru yang berhasil memahami dan mengoperasikan teknologi AI dalam pembelajaran.  Abstract. The use of Artificial Intelligence (AI) in education can enhance students' learning experiences through personalization and adaptation to individual needs. AI also supports educational management by improving administrative efficiency and transparency. Although AI holds great potential, challenges related to control and student social interaction must be considered for effective implementation. This community service was conducted using a Participatory Rural Appraisal approach, utilizing IT-based media such as laptops and LCD projectors to support activities. The results showed that the AI training effectively introduced applications that improve teaching quality, such as personalized learning, task automation, and competency-based assessment. Teachers are now better prepared to leverage AI, which enhances teaching efficiency and effectiveness. AI allows materials to be tailored to students' needs, increases engagement, and creates more personalized adaptive learning. In conclusion, this community service was successful, providing a positive impact on teachers who were able to understand and operate AI technology in teaching.
KEEFEKTIFAN MULTIMEDIA INTERAKTIF ”BAN” BERBASIS ARTICULATE STORYLINE PADA MATA PELAJARAN IPAS DI SEKOLAH DASAR Yusi Ferawati, Eka; Rufi’i; Reza Rachmadtullah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 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.v10i01.23516

Abstract

This study developed the interactive multimedia "BAN" based on Articulate Storyline for teaching Ilmu Pengetahuan alalam dan Sosial (IPAS) on the topic of natural landscapes in elementary school students, specifically grade IV. The study aimed to test the feasibility of the product considering its effectiveness, practicality and validity. The research used a development model called ADDIE (Analysis, Design, Development, Implementation, Evaluation). The subjects consisted of 25 Grade IV students from SDN Kertajaya IV/210 Surabaya. Validation results showed the material validity at 91.11% and media validity at 91.42%. Practicality was measured through teacher surveys (92%) and student surveys (93.20%). The analysis of student learning completeness obtained a percentage of 88% with a very good category. The paired t-test results obtained a Sig. value of 0.00, indicating that the Sig. (2-tailed) value of 0.00 < 0.05, which shows that the students' learning outcomes differ significantly from the pretest and posttest data. Multimedia "BAN" can attract students' attention and make them focus on the lesson. Multimedia can also enhance the quality of learning, as evidenced by the improvement in students' learning outcomes.
Harnessing Generative AI for ESP: A Cross-Disciplinary Vocational Education Framework with Predictive Modeling Evidence from Indonesia Pranoto, Dani Chandra Yudho; Rufii, Rufii; Sabariah, Sabariah; Bandono, Adi
International Journal of Artificial Intelligence Research Vol 9, No 1.1 (2025)
Publisher : Universitas Dharma Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29099/ijair.v9i1.1.1569

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This study examines how Generative AI tools, specifically ChatGPT and Gemini, can enhance English for Specific Purposes (ESP) learning and education. Drawing on the UTAUT2 model of technology acceptance and recent discussions on AI-mediated learning, we examine the roles of baseline ability, perceived usefulness, and satisfaction as mediating factors in ESP classrooms. Data were collected from 50 vocational students across five departments using pre- and post-tests, AI usage logs, and Likert-scale surveys. Statistical analyses included descriptive statistics, paired t-tests, ANOVA with Tukey adjustment, correlation, reliability tests, and predictive modeling (OLS and LASSO) in SAS Studio. Results show a mean learning gain of 24.42 points, with Nursing and IT students benefiting most. AI usage hours strongly correlate with post-test scores but not directly with learning gain, suggesting that perceived usefulness and satisfaction (both rated 4.4/5 with ? = 1.00) mediate the outcomes. Baseline competence remains the strongest predictor, highlighting persistent disparities in skill distribution across vocational fields. These findings suggest that the effective integration of Generative AI in ESP requires scaffolding and domain-specific alignment, rather than simple exposure. The study offers a novel framework for AI-supported ESP instruction, providing practical guidance for educators and policymakers in Indonesia and similar contexts.
A ROUGH MOTORIC MODULE FOR KINDERGARTEN TEACHERS: RESEARCH AND DEVELOPMENT Sunarsih; Rufi’i; Djoko Adi Walujo
Jurnal PAJAR (Pendidikan dan Pengajaran) Vol. 5 No. 3 (2021): May
Publisher : Laboratorium Program Studi Pendidikan Guru Sekolah Dasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33578/pjr.v5i3.829

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The aim of this development was to produce a rough motoric module for early childhood education (PAUD). This research was included as research and development (R&D) with Brog and Gall model which consists of seven stages. The result of validation from material experts obtained that the average percentage of the feasibility of the modules was 93% (very feasible). Then, the result of validation from design experts obtained a percentage of 90% (very feasible); the result of small group assessments by subject teachers was 97% (very feasible); and the result of large group test by all teachers in group III was 96% (very feasible). The module provided an open opportunity for PAUD teachers to develop children's rough motoric skills. Moreover, rough motoric development materials provided a variety of new learning styles so they enriched insights to PAUD teachers. It could be concluded that the module was suitable to be used by kindergarten teachers. This module could also be used as a reference for teachers in PAUD educational institutions.
Gamified Project-Based Learning Strategy to Enhance Students’ Collaboration and Creativity Skills: A Quasi-Experimental Study at Al-Islam Junior High School Krian Sidoarjo Bandono, Adi; Sabariah, Sabariah; Rufii, Rufii; Tardjo, Netty; Tafuzi, Novta Ittaqy; Sufairo, Nurus; Nugroho, Sukmo Hadi
Rekayasa Vol 18, No 3: Desember, 2025
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/rekayasa.v18i3.32655

Abstract

This study examines the effectiveness of a Gamified Project-Based Learning (PjBL) strategy in enhancing students’ collaboration and creativity skills at SMP Al-Islam Krian Sidoarjo. Although PjBL has been widely implemented to foster 21st-century competencies, challenges remain in sustaining student motivation and engagement during project activities. Gamification through point systems, badges, levels, rewards, and leaderboards offers a potential solution by integrating game elements that stimulate student participation and intrinsic motivation. This study employed a mixed-methods approach with a quasi-experimental non-equivalent control group design. A total of 35 respondents were divided into two groups: an experimental group receiving gamified PjBL and a control group receiving conventional PjBL. Data were collected through pre-test and post-test instruments (using a Likert scale of 1–5), observation sheets, student interviews, and rubric-based project assessments. The findings demonstrate a significant increase in collaboration and creativity among students in the experimental group. Quantitative results reveal large effect sizes for both collaboration (d = 1.42) and creativity (d = 1.57), with p 0.001. In contrast, the control group showed only marginal improvements. Qualitative evidence from observations and interviews further indicates heightened engagement, stronger team communication, and increased idea generation among students exposed to gamified PjBL. The study contributes theoretically by enriching the discourse on the integration of gamification in PjBL environments and practically by offering empirical insights for secondary schools seeking to develop more interactive, student-centered pedagogical strategies. The findings underscore the potential of gamified PjBL as a transformative instructional model for cultivating essential 21st-century skills in Indonesian middle schools.
PENGEMBANGAN MEDIA INTERAKTIF ARTICULATE PADA MATA PELAJARAN INFORMATIKA MODEL 4 D Wuliadi; Rufi’i; Reza Rachmadtullah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

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Abstract

This research aims to develop Articulate Interactive Media for Informatics at SMPN 3 Ngoro Satu Atap using the 4D development model (Define, Design, Develop, Disseminate). The Define stage identifies student needs, objectives, and characteristics. The Design stage includes designing the flow, appearance, and content of the media. The Develop stage includes media creation, validation by material and design experts, and revisions. The Disseminate stage involves limited trials and usability evaluations. Data were collected through validation sheets, documentation, and observations, then analyzed descriptively and quantitatively to assess the feasibility of the material, design, technical aspects, and learning benefits. The results indicate that the developed interactive media is highly feasible for use. Experts gave high scores for material suitability, content accuracy, appearance, interactivity, and ease of use. This media increases student motivation, engagement, and understanding, and has the potential to become an innovative model in the development of 21st-century interactive learning media.
The Influence of The PjBL vs Direct Instructional Model and Initial Ability on Knowledge and Skills Sunah Sunah; Rufii Rufii; Ujang Rohman
Eduvest - Journal of Universal Studies Vol. 4 No. 11 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i11.44747

Abstract

The objectives of this development are to (1) To examine differences Model Project Based Learning (PjBL) and initial ability to learn knowledge and skills in economics subjects. This experimental research was carried out using a Factorial 2 x 2 with multivariant analysis technique (Anonymous). The subjects in this study are grade XI students consisting of four classes with 130 students SMA Negeri 1 Ketapang. The subjects that were the focus of the experiment were taken at classical randomization, namely four classes of ABCD from SMA Negeri 1 Ketapang. The hypothesis of this study was tested using a statistical test analisis multivariant (Anonymous). The results of the calculation show that: (1) There is a difference Knowledge students who use model PjBL and methods direct instruction, (2) There is a difference Knowledge students who have Initial abilities tall and who has Initial abilities low, (3) There is an interaction between model PjBL and methods direct instruction with Initial abilities against Knowledge, (4) There is a difference Skills students who use model PjBL and methods direct instruction, (5) There is a difference Skills students who have Initial abilities tall and who has Initial abilities low, (6) There is an interaction between model PjBL and methods direct instruction with Initial abilities against Skills in grade XI students SMA Negeri 1 Ketapang. Based on the results of the study, it was concluded that by using model PjBL and Initial abilities can improve Knowledge and Skills students in Economics class XI SMA Negeri 1 Ketapang.
Development of Google Sites-Based Teaching Materials for Mathematics Subjects with Addie Model Komariah Komariah; Rufii Rufii; Ujang Rohman
Eduvest - Journal of Universal Studies Vol. 4 No. 11 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i11.44748

Abstract

The purpose of this development is to produce Google sites-Based Teaching Materials on Mathematics subjects in the form of E-Books. As a learning support medium, this E-Book is equipped with the Google Sites platform which is expected to improve the quality of the learning process where there is an increase in learning motivation in Mathematics subjects and will ultimately improve student learning outcomes. The development model used in the development of interactive learning multimedia is the ADDIE model. The ADDIE model stands for five stages of the development process, namely Analysis, Design, Develop, Implement, & Evaluate. The development process involves subject content experts, learning design experts and learning media experts to provide feedback and input on improvement. In addition, mathematics teachers. The result of this development research is that this Google sites-Based Teaching Material Product has a level of material feasibility, learning design feasibility, and learning media feasibility. Meanwhile, the level of small group trials and field trials with qualifications is very feasible and does not need to be revised.