Claim Missing Document
Check
Articles

Found 15 Documents
Search

PELATIHAN DAN PENDAMPINGAN PEMBUATAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS WEBSITE SEBAGAI PENUNJANG PEMBELAJARAN DI SEKOLAH MENENGAH PERTAMA NEGERI 4 SAMARINDA Yudo Dwiyono; Galih Yudha Saputra; Bagus Rekso Setiawan
Jurnal Pengabdian Kreativitas Pendidikan Mahakam (JPKPM) Vol. 2 No. 1 (2022): Juni
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Widya Gama Mahakam Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (168.958 KB)

Abstract

Kegiatan pengabdian ini adalah pelatihan pengembangan media pembelajaran interaktif berbasis website menggunakan google sites untuk membuat kegiatan pembelajaran lebih menyenangkan. Kegiatan pengabdian ini dilakukan dengan melaksanakan pelatihan dan pendampingan dalam pengembangan media pembelajaran interaktif menggunakan google sites. Tim pengabdi akan melakukan pelatihan, pendampingan dan pembimbingan pengembangan media pembelajaran interaktif kepada peserta yaitu guru di Sekolah Menengah Pertama Negeri 4 Samarinda, kemudian melakukan proses evaluasi yang dilaksanakan untuk mengetahui apakah para guru dapat memahami materi yang diberikan dengan setiap guru mencoba untuk mengembangkan media pembelajarannya masing-masing, dimana untuk guru yang berhasil mengembangkan media pembelajaran tersebut akan diberikan penghargaan berupa sertifikat 32 Jam Pelajaran. Setelah kegiatan ini terlaksana peserta mendapatkan ketrampilan dalam mendesain dan merancang proses pembelajaran menggunakan media berbasis website dengan menggunakan google sites melalui pelatihan yang diselenggarakan.
The Effect of YouTube Learning Videos on Student Learning Outcomes in Block Programming Subjects Hijrah Sakinah; Galih Yudha Saputra; Ari Prayogo
Jurnal Inovasi Pendidikan dan Sains Vol 6 No 3 (2025): December
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jips.v6i3.2690

Abstract

This study aims to analyze the effect of using YouTube videos as an additional learning resource on student learning outcomes in Block Programming. The research method used a quasi-experiment with two groups, namely class 7E as the control group and class 7F as the experimental group. The sample was selected from two classes with the lowest daily test scores among all seventh-grade students at SMP Negeri 2 Tenggarong Seberang. The independent variable in this study was the use of YouTube media, while the dependent variable was student learning outcomes. Normality and homogeneity tests showed that the data met the requirements for further analysis. The results showed that the average post-test score of the experimental class that used YouTube media was 78, higher than the control class, which had an average score of 74. The hypothesis test results using SPSS version 26 obtained a significance value of 0.041 < 0.05, so Hₐ was accepted and H₀ was rejected. Thus, this study concluded that the use of YouTube videos had a significant effect on improving student learning outcomes in Block Programming material
Development of Interactive Learning Media Based on Website Using Google Sites at SMK Negeri 1 Samarinda Muhammad Fatwa Putera Adrian; Galih Yudha Saputra
Poltanesa Vol 26 No 1 (2025): June 2025
Publisher : P3KM Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tanesa.v26i1.3268

Abstract

The rapid advancement of information technology requires the education sector to adapt by adopting modern learning methodologies. SMK Negeri 1 Samarinda, a leading vocational institution, faces challenges in providing engaging learning materials, especially in the Computer Network Engineering (TJKT) department. Observations show that conventional media, such as PowerPoint presentations, printed modules, and WhatsApp groups, are often monotonous, reducing student motivation. This research aims to develop interactive website-based learning media using Google Sites for the Basic Vocational Program subject. The study employed the Planning, Production, and Evaluation (PPE) development model. Data were collected through observations and questionnaires, analyzed using descriptive methods. The developed media was evaluated by one content expert, three media specialists, and tested with 28 students from Class X TJKT. Results indicate that the media received an average score of 4.6 from content experts (highly feasible), 4.4 from media experts (highly feasible), and an 84.56% positive response from students. The website includes instructional materials, educational videos, interactive games, assessment tools, and feedback mechanisms, accessible on any internet-connected device. This web-based platform enhances student engagement through multimedia integration and offers flexible resource access, serving as an effective solution to limited educational infrastructure. The implementation addresses technological constraints while preparing students for the digital workplace they will encounter in their future careers.
The Effect of Interactive Learning Media Based on GlideApps on Students’ Digital Literacy in Informatics Subjects Anisa Permata Sari; Silfia Hasanah; Wahyudin; Munir; Galih Yudha Saputra
Poltanesa Vol 26 No 2 (2025): December 2025
Publisher : P3KM Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tanesa.v26i2.3476

Abstract

The rapid development of digital technology requires the improvement of students’ digital literacy, particularly in Informatics education. Digital literacy goes beyond the ability to operate technological devices, encompassing critical thinking, collaboration, and understanding of digital ethics. To support these competencies, interactive learning media relevant to students’ digital context are essential. GlideApps, a no-code web-based application platform, provides an innovative solution that enables teachers and students to independently develop interactive learning media. This study aims to analyze the role of GlideApps in enhancing students’ digital literacy in Informatics subjects. The research employs a Systematic Literature Review (SLR) of national and international studies published between 2018 and 2024. The findings reveal that GlideApps promotes student engagement, supports project-based learning, and simplifies application development without requiring programming skills. Moreover, it fosters students’ understanding of computational thinking and the ethical use of digital technology. However, challenges remain, including limited teacher training, unequal infrastructure, and the scarcity of specific research on GlideApps’ impact on digital literacy dimensions. The study concludes that GlideApps holds significant potential as an interactive learning medium to strengthen digital literacy, while recommending further context-based and in-depth research.
Development of Video Learning Materials on Computational Thinking in Class XI Students of Private High School Tunas Kelapa Samarinda Academic Year 2024/2025 Nadilla Putri Mulyadi; Galih Yudha Saputra
TEPIAN Vol. 6 No. 2 (2025): June 2025
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v6i2.3253

Abstract

In the digital era, science and technologies are developing so fast, it’s also influences developments of students’ mindset and character in learning. so the Indonesian governments try to improve the existing curriculum of the name “Kurikulum Merdeka”. In this curriculum, students are required to have high order thinking skill levels to support their lives in keeping up with changing times. Of course, it’s also requiring teachers to be more creative and provide innovation in the teaching and learning process. The aim of the research is to develop learning media products in the form of videos learning and see the eligibility of the product being developed and implement the product for students whose result is the form of pretest and posttest scores and N-Gain scores to determine whether it's works to improve student learning outcomes. The method used in this research is Research and Development (R&D) with the ASSURE model (Analyze, State, Select, Utilize, Require, Evaluate, and Revise). The results of the eligibility test carried out by three media and one material expert were analyzed using a Likert scale. For the respective results obtained of the three media expert were 93%, 92%, 96% with an average of 93% which was included in the very eligible category, and the result from the material experts is 98% with “very eligible” category. Then for the results of the product implementation in the form of a pretest score with an average of 38, a posttest score with an average of 96, an average N-Gain Score of 0,95 and a percent of N-Gain is 95% which was included in the “high” dan “effective” category. Based on the results of this assessment, it can be concluded that the development of video learning materials on computational thinking in 11th grade class at Private High School Tunas Kelapa Samarinda is “very eligible” to be used in the learning process and is effective in improving student learning outcomes.
Impact of Ease of Use, Usefulness, Attitude, and Trust on AI Adoption Intentions in Higher Education Erwin Margatama; Galih Yudha Saputra; Celine Aloyshima Haris
TEPIAN Vol. 7 No. 1 (2026): March 2026
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v6i4.3485

Abstract

The integration of Artificial Intelligence (AI) in higher education has attracted increasing attention, particularly in computer education. However, students’ acceptance of AI is influenced by several factors that require further investigation. This study aims to examine the effect of perceived ease of use, perceived usefulness, attitude, and trust on the utilization of AI in learning activities among computer education students. A quantitative approach was employed using Partial Least Squares–Structural Equation Modeling (PLS-SEM) with data collected from undergraduate students. The findings reveal that ease of use and usefulness significantly influence students’ attitudes toward AI, while trust plays a crucial role in shaping both attitudes and actual utilization. Furthermore, attitude is confirmed as a mediating variable that strengthens the relationship between ease of use, usefulness, trust, and the adoption of AI tools in learning. These results provide empirical support for the Technology Acceptance Model (TAM) and extend it by incorporating trust as an additional construct, offering new insights into AI adoption in higher education. The study highlights both theoretical contributions and practical implications for educators, particularly in the Indonesian context, to integrate AI effectively into learning environments.
Pelatihan Dan Pendampingan Implementasi System Information School Library Berbasis Website Di SMP Negeri 14 Palaran Galih Yudha Saputra; Hanny Puja Novianti; Muhammad Rizal Nur Wahid
Jurnal Pengabdian Masyarakat Profesi Guru Vol. 2 No. 2 (2025)
Publisher : Program Studi Pendidikan Profesi Guru, Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jpmpg.v2i2.4712

Abstract

Rendahnya pemanfaatan teknologi dalam pengelolaan perpustakaan di SMP Negeri 14 Palaran menghambat efisiensi layanan pencatatan, pencarian, dan peminjaman buku. Kegiatan pelatihan dan pendampingan dilakukan untuk meningkatkan kapasitas petugas perpustakaan dalam mengelola sistem informasi berbasis website. Metode pelaksanaan meliputi perencanaan dengan koordinasi awal bersama pihak sekolah, pelaksanaan berupa pelatihan dan praktik langsung implementasi sistem, evaluasi melalui pre-test dan post-test, serta refleksi melalui diskusi dan wawancara. Kegiatan ini melibatkan tiga peserta dan dilaksanakan selama dua hari pada bulan September 2024. Hasil pelatihan menunjukkan peningkatan pemahaman dan keterampilan peserta hingga 85% dalam mengoperasikan sistem. Penggunaan sistem SLiMS memberikan dampak signifikan dalam efisiensi pengelolaan perpustakaan. Kegiatan ini mendukung upaya penguatan literasi digital dan transformasi perpustakaan sekolah abad ke-21.
Development of a School Profile Information System Based on Digital Branding to Support Promotional Strategies and Institutional Image with ISO 9126 Evaluation Galih Yudha Saputra; Fachrul Rozie; Widyatmike Gede Mulawarman; Nurlaili Nurlaili
Poltanesa Vol 27 No 1 (2026): June 2026
Publisher : P3KM Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tanesa.v27i1.3798

Abstract

This study aims to develop a School Profile Information System based on digital branding to support promotional strategies and strengthen the institutional image of SMP Negeri 5 Samarinda. The developed system is designed as a web-based information and promotion medium to facilitate users in accessing school-related information effectively and interactively. The research employed the Research and Development (R&D) method to produce and evaluate the quality of the developed system. Data collection techniques included observation and interviews to identify user needs and system requirements. System quality evaluation was conducted using the ISO 9126 standard, focusing on four aspects: functionality, usability, portability, and reliability. The functionality and portability tests were analyzed using the Guttman scale and obtained a score of 1, indicating that the system was categorized as “feasible.” The usability aspect was evaluated using a Likert scale and achieved a percentage score of 83%, categorized as “very good.” Meanwhile, the reliability test also obtained a score of 1, indicating that the system met the reliability criteria. The results of this study indicate that the developed School Profile Information System is feasible to be used as a digital branding medium to support school promotional activities and improve institutional image.
The Effect of Using Powtoon Interactive Learning Media to Improve Learning Outcomes in Class X Informatics Subjects at SMK Kesehatan Samarinda Anisa Permata Sari; Haeruddin; Galih Yudha Saputra
TEPIAN Vol. 5 No. 1 (2024): March 2024
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v5i1.2214

Abstract

This study aims to determine the effect of using Powtoon interactive learning media to improve learning outcomes in learning Informatics class X students at SMK Kesehatan Samarinda. This type of research is quantitative, namely experimental research (pre-experimental design) using a one group pretest-posttest design research design, namely an experiment that in its implementation only involves one class as an experimental class without a control class (comparison class). Data analysis used descriptive analysis techniques and inferential analysis techniques. The results of descriptive statistics show that the average student pre-test score is 46.56 and has increased after being treated with an average student post-test score of 80.31. The results of inferential statistical analysis by testing the normality of pre-test and post-test data were normally distributed. The results of hypothesis analysis using the Paired Sample T-Test test, namely significance, obtained a value smaller than 0.05, namely 0.000 <0.05, meaning that there is a difference when the initial test (pre-test) and the final test results (post-test) so that the null hypothesis (Ho) is rejected and the alternative hypothesis (Ha) is accepted. The results of the analysis of student learning on the use of Powtoon interactive learning media in Informatics subjects obtained an N-Gain of 0.72 which is included in the high category. This study shows that there is an effect of using Powtoon interactive learning media to improve student learning outcomes in Informatics class X Nursing 2 at SMK Kesehatan Samarinda.
Student Skills in Operating CorelDraw 2020 Application on Class XI DKV SMKN 4 Samarinda Aisha Syifa Salsabila; Ramaulvi Muhammad Akhyar; Galih Yudha Saputra
TEPIAN Vol. 5 No. 1 (2024): March 2024
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v5i1.2222

Abstract

This research is descriptive qualitative in nature and was conducted during the 2023/2024 academic year on the topic of operating CorelDraw 2020. The subjects of this study were 34 students from class XI DKV 2. The object of the research was the students' skills in operating CorelDraw 2020, categorizing them as very skilled, skilled, or less skilled. The research activities included observation, practical tests, interviews, and documentation. Data analysis techniques involved data reduction, data presentation, and triangulation. Based on the research results and discussions, it can be concluded that the skills of class XI students at SMK Negeri 4 Samarinda in practicing exercises related to operating CorelDraw 2020 are generally skilled. Specifically, it was found that 11 students were very skilled, 13 students were skilled, and 10 students were less skilled in operating CorelDraw 2020. Factors contributing to the less skilled performance of some students include a lack of active participation in lessons, not following the teacher's demonstration steps, and not actively asking questions or taking notes on the material. On the other hand, the factors contributing to the skilled performance of students include regularly reviewing lesson materials at home and using tutorial videos for learning. Generally, students struggled with tasks such as managing outlines, combining objects, inserting objects using PowerClip Inside, positioning objects with shortcuts, using the Artistic Media tool, trimming objects using other objects, and using LiveSketch.