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The Effect of Artificial Intelligence in Improving Student Learning Achievement in High School Sugiarso, Brave A.; Nurjamin, Asep; Judijanto, Loso; Firdausiyah, Luluk; Hidayat, Ardian Al
World Psychology Vol. 3 No. 1 (2024)
Publisher : Sekolah Tinggi Agama Islam Al-Hikmah Pariangan Batusangkar, West Sumatra, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55849/wp.v3i1.569

Abstract

Artificial Intelligence (AI) is a process to shape human thinking styles in order to design machines to be able to behave like humans or also called Cognitive Tasks, namely from programmed information data that makes machines able to do work like humans are doing automatically. The purpose of the study is to see how influential Artificial Intelligence is in improving student achievement, especially in high school. This problem utilizes a quantitative approach with a survey model and in-depth interviews. The research survey used by researchers is online-based using the Google Form Platform. The results of this study explain that Artificial Intelligence can assist teachers in creating students who excel in learning, especially at the high school level. The conclusion of the research on the Effect of Artificial Intelligence at the Senior High School level in Improving Student Learning Achievement is that with the help of this Artificial Intelligence Technology, it helps teachers in achieving student competence in the teaching and learning process and students can also improve achievement in the learning process. The limitation of this study is that researchers only conducted research on the influence of Artificial Intelligence in improving student achievement at the senior high school level, researchers hope that future researchers can conduct the same research but at a higher level.
Pelatihan dan Pendampingan Pemanfaatan Tools Artificial Intelligence untuk Guru Brave A. Sugiarso; Arie S.M. Lumenta; Pingkan A.K. Pratasis
ASPIRASI : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat Vol. 2 No. 6 (2024): November: ASPIRASI : Publikasi Hasil Pengabdian dan Kegiatan Masyarakat
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/aspirasi.v2i6.1187

Abstract

The training and mentoring activities for the use of Artificial Intelligence (AI) tools for teachers were chosen with the aim of enhancing or improving teachers’ understanding and ability to implement AI technology in the educational environment. Initial interviews revealed a lack of knowledge and skills among teachers in utilizing AI tools, which affects the quality and effectiveness of learning. The methods applied in this community service include counseling and training, preceded by surveys and interviews. Teachers were given intensive training that included an overview of AI and how to apply AI tools in the teaching and learning process. Additionally, there was an implementation phase that required teachers to design and implement simple AI-based learning applications as supporting media. The AI tools used included Gamma, IlovePDF, chatPDF, and ChatGPT. The results showed significant improvements in teachers’ understanding and skills in using AI tools. Teachers were able to create AI-based learning applications aimed at enhancing interaction between teachers and students. Furthermore, teachers could reduce administrative workload and optimize resources. Thus, the use of AI can have a positive effect on the quality of learning. The implementation of AI also facilitates teachers’ work in managing administration, such as handling attendance, assessments, and lesson planning.
PENERAPAN TEKNOLOGI AUGMENTED REALITY DALAM MENYAJIKAN MATERI PEMBELAJARAN UNTUK MENINGKATKAN MINAT BELAJAR SISWA Sugiarso, Brave A.; Narasiang, Benefit Semuel; Pranajaya, Syatria Adymas; Gunawan, Tedi; Fayola, Ayyesha Dara; Marzuki, Marzuki; Arifianto, Teguh
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 2 (2024): Volume 7 No. 2 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i2.27550

Abstract

Penelitian ini bertujuan untuk mengeksplorasi penerapan teknologi augmented reality (AR) dalam meningkatkan minat belajar siswa. Melalui metode studi literatur, kami menganalisis berbagai sumber informasi yang relevan untuk memahami dampak penggunaan AR dalam konteks pendidikan. Hasil penelitian menunjukkan bahwa penerapan AR dalam pembelajaran dapat meningkatkan minat belajar siswa melalui pengalaman pembelajaran yang interaktif, imersif, dan relevan dengan dunia nyata. Namun, tantangan seperti infrastruktur teknologi yang kurang memadai dan kesiapan guru dalam mengintegrasikan AR ke dalam kurikulum perlu diatasi. Oleh karena itu, diperlukan upaya kolaboratif antara berbagai pihak untuk mendukung implementasi AR dalam pendidikan secara luas. Penelitian ini memberikan pemahaman yang mendalam tentang potensi dan tantangan dalam penerapan AR dalam meningkatkan minat belajar siswa, serta memberikan arahan untuk pengembangan lebih lanjut dalam pendidikan berbasis teknologi.
Pengembangan Game Edukasi Tebak Bendera Menggunakan Metode Game Development Life Cycle Trifena Sweetly Kasenda; Reinal Eljre Moningka; Happyeaster Nathanael Maindoka; Abdon E. Sayori; Ade Yusupa; Brave A. Sugiarso; Yuri Akay; Kenneth Palilingan
Jurnal Ilmiah Literasi Indonesia Vol. 1 No. 2 (2025): DESEMBER
Publisher : Indo Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63822/7z3cc431

Abstract

The development of information technology has encouraged the use of digital learning media that are more interactive and engaging, including educational games. This study aims to develop an educational game titled Guess the Flag as a learning medium for basic geography material for elementary school students. The development process follows the Game Development Life Cycle (GDLC), which consists of Initiation, Pre-Production, Production, Testing, Beta, and Release stages. The game was developed using Construct 3 and designed in the form of a multiple-choice quiz to help students recognize national flags interactively. The black-box testing results indicate that all game features function properly, including question display, answer options, answer validation, and scoring. User trials with students also show that the game is enjoyable, easy to use, and able to increase students’ interest in learning basic geography. Therefore, this educational game is considered feasible to be used as an interactive and effective learning medium.
Augmented Reality pada Media Pembelajaran Listrik Statis : Augmented Reality in Static Electricity Learning Media Areros, Gabriela; Akay, Yuri Vanly; Sugiarso, Brave A.
Jurnal Teknik Informatika Vol. 20 No. 2 (2025): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

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

Abstract

Abstract — When two objects rub together or electrons move between them, there is an imbalance of positive and negative charges on one object. This is called static electricity. Based on surveys that have been conducted, it shows that the majority of students in junior high schools have difficulty understanding material and concepts about static electricity. Students feel that the presence of media in the form of learning applications can help in overcoming this problem. Thus, developing learning applications using Augmented Reality (AR) technology offers an interesting solution. This technology can be utilized in the learning process by visualizing a concept or understanding using a virtual object that is projected into the real world so as to provide information that is easy to understand. The system development method used in this research is the Multimedia Development Life Cycle. Based on data obtained from Beta Testing, 67% of respondents experienced an increase in their understanding of static electricity material after using the Static Electricity Learning Application. From these results, Augmented Reality technology can be used as a learning medium to help the learning process become better.   Abstrak — Ketika dua objek bergesekan atau elektron berpindah antara mereka, terjadi ketidakseimbangan muatan positif dan negatif di satu objek. Ini disebut listrik statis. Berdasarkan survei yang telah dilakukan menunjukkan sebagian besar siswa di sekolah menengah pertama mengalami kesulitan memahami materi dan konsep tentang listrik statis. Siswa merasa dengan adanya media berupa aplikasi pembelajaran dapat membantu dalam mengatasi masalah tersebut. Dengan demikian Pengembangan aplikasi pembelajaran menggunakan teknologi Augmented Reality (AR) menawarkan solusi yang menarik. Teknologi ini dapat dimanfaatkan dalam proses pembelajaran dengan memvisualisasikan suatu konsep atau pemahaman menggunakan suatu objek virtual yang diproyeksikan dengan dunia nyata sehingga memberikan informasi yang mudah dipahami. Metode pengembangan sistem yang digunakan dalam penelitian ini yaitu Multimedia Development Life Cycle. Berdasarkan data yang diperoleh dari Beta Testing 67% responden mengalami peningkatan pemahaman mengenai materi listrik statis setelah menggunakan Aplikasi Pembelajaran Listrik Statis. Dari hasil tersebut teknologi Augmented Reality dapat dimanfaatkan sebagai media pembelajaran untuk membantu proses belajar menjadi lebih baik.
Co-Authors Abdon E. Sayori Adi Cipto Tunggil Akay, Yuri Vanly Alwin M. Sambul, Alwin M. Ambat, Mentari Putri Andrew Mazzarah Pulingkareng Anggah Juanda Areros, Gabriela Arie Lumenta Arie S.M Lumenta, Arie S.M Arie S.M.Lumenta Armansyah Andriboko Arni S. Sakul Arsul Arsul Arsul Arsul, Arsul Arthur M. Rumagit Arthur Rumagit Asep Nurjamin Assa, Marry Christin Axel D. Rumate Balamba, Muhammad Kemal Benefit S. Narasiang Bong E. Reginald Bong E. Reginald, Bong E. Brian W.K. Malubaya Chatleen Prisilia Ompi Christian Leonard Cliff Liem Christine D. Sarante Dawaso, Hafdi Demi Adidrana Dringhuzen J. Mamahit Ekawati P. Poli Fadli Umafagur, Fadli Faisal Fatgehipon Faisal Fatgehipon, Faisal Fajar T. Patiung Fayola, Ayyesha Dara Fernandito, Durand Fiorginia Sweety Kalengkongan Firdausiyah, Luluk Gessal, Costantien I.Y. Gunawan, Tedi Hance B. Bastian Hance B. Bastian, Hance B. Hans F. Wowor Hans Wowor Happyeaster Nathanael Maindoka Hermanses, Janiver Franklin Hidayat, Ardian Al Hidayatulloh, Arif Hilipito, Moh Aswar K. Ilham Juliansya Irene S. Walingkas Iwayan S. A. Mukti, Iwayan S. A. Janiver Franklin Hermanses Janny O. Wuwung Jecky Y. Akay Jeine E. Sarite Jerly Refo Merentek Jerwin, Langie J.F. Jimmy R. Robot Judijanto, Loso Julian Onibala Julian Onibala, Julian Jullia Gracia Agu Kaligis, Ronaldo Karen V. L. Kapoyos Karthika A. Ngantung Karundeng, Christian O. Kendenan, Fernando S. Kenneth Palilingan Kristian B.A. Walangare Kristian Imanuel Kuhon Kurniawan, Dwi A. Lamonge, Louis George Lasabuda, Badzlina K. Lengkong, Cheril M. Lestari, Widya A. Lily S. Patras Lusia E. Manik Lysy C. Moleong Mangente, Geybi Beatrice Mario O. Tambayong Mario O. Tambayong, Mario O. Markho I. Maramis Markho I. Maramis, Markho I. Marry Christin Assa Marzuki Marzuki Meicsy E.I Najoan Meicsy E.I. Najoan Meita Rumbayan Meita Rumbayan Mekel, Weliam J. Mokoginta, Hendra S. Mongilala, Mestilia M. Narasiang, Benefit Semuel Olivia M. Sinaulan Olivia M. Sinaulan, Olivia M. Ompi, Chatleen Prisilia Pailah, Regina Marcellina Pingkan A.K. Pratasis Porsche, Devrico Prasetyo U. Rompas Pratasis, Pingkan A.K. Pulingkareng, Andrew Mazzarah Purnomo, Hendra Claus Elia Rahmat H. Labatjo Rahmat H. Labatjo, Rahmat H. Rasyid, Yuli Lestari Rawis, Zwingly Ch. Raymond Anakotta Raymond Rumajar Raymond Rumajar, Raymond Reinal Eljre Moningka Ria A. Makalalag Riane Kawengian Rio V. Toar Rio V. Toar, Rio V. Rizal Sengkey Rumate, Axel D. Sampe Pasang, Mikha Yudha Sary D. E. Paturusi Sary D.E. Paturusi Sherwin R. U. A. Sompie Sherwin R.U.A. Sompie Sherwin R.U.A. Sompie Singa, Sitty Steven Ray Sentinuwo Sumenge Kaunang Suprapto, Habrian Y.O. Syatria Adymas Pranajaya Taju, Charestania Gabriella TEGUH ARIFIANTO, TEGUH Thomas, Dianto G. Topuh, Elvionita C. Tri C. Rante Tri C. Rante, Tri C. Trifena Sweetly Kasenda Ulukyanan, Corneles Boneventura Valentina Dhamayanti vania rampo Veronika Paputi Virginia Tulenan Waraney Patrio Langkun Watung, Vina Gracia Raflen Wowiling, Widya Ingelia Xaverius B. N. Najoan, Xaverius B. N. Xaverius B.N. Najoan Xaverius Najoan Xaverius Najoan Yaulie D.Y. Rindengan Yaulie Deo Y. Rindengan Yuri Akay