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The Role of Artificial Intelligence in Enhancing Critical Thinking in Education : A Systematic Literature Review Tarwanto, Rahmat Alvin; Sujana, Yudianto; Prakisya, Nurcahya Pradana Taufik
IJIE (Indonesian Journal of Informatics Education) Vol 9, No 2 (2025): (IJIE) Indonesian Journal of Informatics Education - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v9i2.103868

Abstract

The emergence of generative AI, particularly language models like ChatGPT, has revolutionized educational practices by enhancing lesson planning and fostering critical thinking. This systematic literature review investigates the application of generative AI in creating effective lesson plans and its broader role in improving the educational process. By synthesizing findings from multiple studies, this research highlights AI's ability to personalize learning, provide adaptive feedback, and simulate real-world scenarios, which collectively promote analytical and reflective thinking among students. Additionally, the integration of ethical considerations in AI-supported education fosters responsible use and critical evaluation of AI systems. Despite its potential, challenges such as ethical dilemmas, dependency on technology, and algorithmic biases remain significant. This study underscores the transformative role of generative AI in modern education, offering practical insights and recommendations for integrating AI tools effectively. The findings contribute to understanding AI's impact on pedagogy, student engagement, and the development of higher-order thinking skills, emphasizing the importance of a balanced approach that aligns AI capabilities with human.
The Making of Interactive Applications of Beginning Counting with Montessori Method for Kindergarten Students Saputro, Andito Haryo; Maryono, Dwi; Sujana, Yudianto
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.249 KB) | DOI: 10.20961/ijie.v3i1.15024

Abstract

This study aims to create an interactive application of beginning counting with the Montessori method that appropriate to apply as a learning media in Kindergarten. And also to find out the appropriateness of interactive application. The research method used in this research is Research and Development (R&D) and using the ADDIE development model. The development model is divided into 5 stages : (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. In the development stage, the RAD (Rapid Application Development) method is used. The interview method, literature method, and instrument method are used in collecting data. Further, interactive application validated or assessed by media expert and material expert. The results showed that the interactive application of beginning counting with the Montessori method successfully created. The application divided into 3 parts : (1) Knowing numbers, (2) Sorting numbers, and (3) Counting with numbers. Based on the results of the validation of the interactive application, the percentage of interactive application appropriateness were obtained 96.6% by material expert, and 94.7% by media expert. This shows that the interactive application that has been developed can be used as learning resources or learning media of beginning counting. 
A Comparative Study of Machine Learning Models for Sentiment Analysis of Dana App Reviews Sujana, Yudianto
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.93132

Abstract

Sentiment analysis of user reviews has become increasingly important for mobile app developers, as it can provide valuable insights into customer satisfaction and guide the improvement of app features. In this study, we compared the performance of three machine learning models - Support Vector Machine, Neural Network, and Bidirectional Long Short-Term Memory - in classifying the sentiment of user reviews for the Dana mobile application. Our results showed that the Bi-LSTM model outperformed the other models, achieving the highest accuracy, precision, recall, and F1-score. The superior performance of the Bi-LSTM model can be attributed to its ability to capture long-term dependencies and contextual information within the review text, which is crucial for accurate sentiment analysis. These findings highlight the effectiveness of deep learning techniques in handling the complexities of language and sentiment analysis, particularly in the context of user-generated content. The insights from this study can inform the development of more accurate and efficient sentiment analysis tools for mobile app reviews, ultimately benefiting both app developers and users.
The Role of Artificial Intelligence in Programming Education and Its Impact on the Learning Process Dwiantoro, Bagas; Sujana, Yudianto; Hatta, Puspanda
IJIE (Indonesian Journal of Informatics Education) Vol 9, No 1 (2025): (IJIE) Indonesian Journal of Informatics Education - July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v9i1.103884

Abstract

The integration of Artificial Intelligence (AI) into programming education has rapidly expanded, offering both promising opportunities and complex challenges. This study conducts a systematic literature review (SLR) using the PRISMA framework to examine the influence of AI tools on creativity, collaboration, and technology acceptance in programming education. A total of 33 peer-reviewed studies published between 2022 and 2024 were analysed to explore the pedagogical impact of AI. The findings indicate that AI tools support creative problem-solving, enhance collaborative learning, and increase student engagement through personalized feedback and adaptive learning environments. Despite these benefits, concerns remain about the potential for over-reliance on AI, reduced critical thinking, and ethical issues such as bias and authorship. While AI encourages iterative and imaginative approaches to programming, its successful implementation depends on instructional strategies that promote reflection, responsible tool use, and alignment with real-world programming practices. This study emphasizes the importance of balancing the advantages of AI with thoughtful pedagogy to support meaningful learning. Future research is recommended to investigate the long-term effects of AI on student development and to refine frameworks for integrating AI tools into programming education.
Development of Module and Augmented Reality Based Android Aplication Computer Assembly For Vocational High School Student Maulana, Muhammad Ardan; Sujana, Yudianto; Budianto, Aris
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35751

Abstract

Based on observation in class X TKJ SMK Negeri 1 Sawit. Students had some problem when learning computer assembly. That happens because lack of equipment and learning media. They need a learning media that can be used to study computer assembly not only inside a school but outside as well. We propose to solve that problem with developing a new learning media that can help students learn independently. We develop a module and android based augmented reality application called ARRAKOM . when ARRAKOM detect a marker in the module. It can display a 3-dimensional model in real time. Learning media is created using ADDIE consist of Analysis, Design, Development, Implementation, and Evaluation. In the development stage, we are using an incremental model and created 2 prototypes of ARRAKOM. In result of the feasibility test, Arrakom gets measured with a Likert scale from expert media get percentage 75% very good, 25% good, 0% bad, 0% very bad. for expert material get percentage 57% very good, 43% good, 0% bad, 0% very bad. And from user get percentage 47% very good, 43% good, 3% bad and 0% very bad.
Development of Learning Media Game Computer Assembly (GAPEKO) Android Based on Computer Assembly Subjects for Students TKJ SMK Negeri 1 Sukoharjo Widiasih, Mutri; Sujana, Yudianto; Thamrin, A G
Journal of Informatics and Vocational Education Vol 2, No 1 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i1.35699

Abstract

Research and development is aimed to (1) make the game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo to support the material practice of computer assembly (2) to investigate the feasibility of learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo. GAPEKO learning media is developed by Adobe Flash Professional CS6 and published as an .apk file to be installed and used on android phone. Research and development is carried out with a model of the development of DDD-E (Decide, Design, Develop, Evaluate). The results of the feasibility study and measurement of media expert obtained a percentage of 78.23% is categorized as very feasible, material expert obtained a percentage of 91.67% is categorized as very feasible, and the test results obtained by a percentage of 81.35% users categorized as very feasible. Based on the measurement results feasibility it can be concluded that the learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo included in the category of very feasible to use, both from the aspect of media, materials, and users.
Information System of International Conference Management Based on Web Sidiq, Ahmad; Sujana, Yudianto; Budianto, Aris
Journal of Informatics and Vocational Education Vol 1, No 1 (2018): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v1i1.35714

Abstract

Technological advances can be utilized to make information dissemination faster and more efficient. One example of the use of technology as a medium of information and management in the implementation of the conference is an information management system based on WEB. Based on the observations that have been conducted, found various problems, among others for the preparation of activity data reports, data participants, and so forth, actually already utilizing information technology, but still less effective. So many weaknesses that appear like; less effective and efficient in data processing, the time required for the preparation of reports long enough and the risk of error becomes large. Then from the side of presence also still printed manually. In addition, all the participants who register will be placed certificates, although the participants are not present in the conference, this happens because of the organizers difficult to sort out which participants are present and not present. In this article presented the feasibility test results of the conference management information system developed. Testing is performed on system experts, substance experts,   and users. Expert testing system using the instrument referring to ISO 9126 get 93% percentage. Expert testing of substance using instrument referring to ISO 9126 get 86% percentage.   While testing of users using the instruments that refer to ISO 9126 aspects of functionality gets an average percentage of 88.2%.
Co-Authors A G Thamrin Abdullayev, Vugar Adriani Rahma Pudyaningtyas Agus Efendi Ahmad Sidiq Alifah, Nurul Lailani Alifia Nisa Nursanti Amalia Desy Puspitasari Amir Amir Aris Budianto, Aris Asih Mukharoh Basori Basori Denaro, Lino Garda Djaelani Djaelani Dwi Maryono Dwiantoro, Bagas Dyah Yuni Kurniawati Dyah Yuni Kurniawati, Dyah Yuni Elia Supriani Endang Sri Markamah Fatihul Ilmy, Hafsah Forry Stella Nasanjaya Hanung Tegar Pambudi Hartono Hartono Hertiana Yuni Kharismawati Hesti Wulandari Indah Rukmana Sari Indah Saptarini Iud Puspita Wijianingsih Joko Daryanto Karsono Karsono Karsono Karsono Kuswadi Kuswadi Lies Lestari Mahendra Lalita Mulyatno Maria Edel Frudis Aga Maryam Mar'atus Sholikah Maulana, Muhammad Ardan Mida Septi Karunia Muhammad Hassan Massaty, Muhammad Hassan Muhammad Munif Syamsuddin Muhammad Munif Syamsudin Murni Ramli Murni Ramli Nanda Muna Ayuni Ngadino Yustinus Ngadino Yustinus Novita Ambaryani Nur Hidayattur Rohmah, Nur Hidayattur Nurul Kusuma Dewi Peduk Rintayati Prakisya, Nurcahya Pradana Taufik Prasetyo, Riyan Bagas Dwi Puspanda Hatta Rengganis Nahar Kharisma Reni Dew Nur Isnaini Rika Novellidianingrum Roihanah Hardiyani Rosihan Ari Yuana, Rosihan Ari Ruli Hafidah Sahni Damerianta Purba. Skom. MM Samidi Samidi Saparida Rahmi Saputro, Andito Haryo Siswanto, Rahmat Siti Hitthotunnahdliyyah Al Badawi Siti Wahyuningsih Suciati *, Suciati Tarwanto, Rahmat Alvin Tiara Ratnasari Tri Ulya Wardati Qariah Usada Usada Warananingtyas Palupi Warananingtyas Palupi Widiasih, Mutri Wihidayat, Endar Suprih