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Analysis of the KompuLearn Application to Improve Cognitive Skills According to the Growth Mindset Framework Aisyah Nursyahidah; Enjang Ali Nurdin; Enjun Junaeti; Eka Fitrajaya Rahman; Erna Piantari
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 10 No. 1 (2025)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v10i1.459

Abstract

Informatics education at the vocational high school level continues to face challenges, particularly in students' limited understanding of algorithmic and programming concepts and the prevalence of a fixed mindset. This study aims to enhance students’ cognitive skills and foster a growth mindset by integrating a growth mindset framework into the instructional design of informatics learning. The learning design incorporates the Problem-Based Learning (PBL) model and is supported by a digital mobile application called KompuLearn. The research employed a Research and Development (R&D) methodology using the ADDIE model and a one-group pretest-posttest design. The participants consisted of 30 tenth-grade students from a vocational high school. Results showed an improvement in average scores from 52.6 (pretest) to 76.2 (posttest), with a normalized gain (N-gain) of 51.1%, categorized as moderate. One-way ANOVA analysis revealed a significant difference (p < 0.001) in cognitive gains among students with different mindset tendencies. Moreover, the proportion of students exhibiting growth mindset characteristics increased, as reflected in both the data distribution across learning phases and the questionnaire responses. These findings indicate that integrating a growth mindset framework into informatics learning design—through a PBL approach and digital support—positively contributes to cognitive improvement and mindset development among vocational high school students.
The Scientist Mila: Game Edukasi untuk Simulasi Sistem Pencernaan Azzahra, Warda; Inayah, Seni Siti; Sirojudin, Agus Rian; Junaeti, Enjun
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.17509

Abstract

Nowadays, learning media are increasingly being developed in various forms by various parties with the aim of being a tool increasing students' understanding of learning. One type of media that can be implemented in learning is games. The use of games in the learning process has the potential to improve children's learning process. The purpose of this research is to develop learning media that can present interactive visualizations of human digestive system material in elementary school (SD). This study is a development research that uses the DDD-E model (Decide, Design, Develop, Evaluate). The reason for using this model is that, in this study, the development of novel visual games will be carried out where each time developing or adding features will be evaluated. The results showed that the developed media can be used as a learning medium for elementary school students on the subject of the human digestive system. The total percentage of the average value given by subject matter experts was 100%, media experts was 97.5%, and psychology experts was 87.5%. Therefore, the average overall score was 95%, with a very good category. Dewasa ini, media pembelajaran semakin banyak dikembangkan dalam berbagai bentuk oleh berbagai pihak dengan tujuan sebagai alat bantu peningkat pemahaman belajar siswa. Salah satu media yang dapat diimplementasikan dalam pembelajaran adalah game. Penggunaan game dalam proses pembelajaran dinilai berpotensi dalam meningkatkan proses belajar anak-anak. Tujuan penelitian ini adalah mengembangkan media pembelajaran yang dapat menyajikan visualisasi interaktif materi sistem pencernaan manusia di sekolah dasar (SD). Penelitian ini merupakan penelitian pengembangan yang menggunakan model DDD-E (Decide, Design, Develop, Evaluate). Alasan digunakannya model ini karena dalam penelitian ini akan dilaksanakan pengembangan game visual novel dimana setiap kali melakukan pengembangan atau penambahan fitur akan diadakan evaluasi. Hasil penelitian menunjukkan bahwa media yang dikembangkan dapat digunakan sebagai media pembelajaran siswa SD pada mata pelajaran sistem pencernaan manusia. Dimana persentase total nilai rata-rata yang diberikan ahli pelajaran sebesar 100%, ahli media sebesar 97,5%, dan ahli psikologi sebesar 87,5%. Jadi rata-rata skor keseluruhan adalah 95% dengan kategori Sangat Baik.
Perancangan UI/UX Web e-Commerce ‘Hallo Coffee' Menggunakan Metode User Centered Design Dinata, Putri Zukhruf; Urwah, Mushfani Ainul; Rahmawan, Mochammad Reza; Junaeti, Enjun
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.17511

Abstract

Currently, many startup coffee shop entrepreneurs still require a platform to promote sales. In addition, some existing platforms are still in the general scope, not specifically for coffee shop sales. This research aims to design a user interface for a menu ordering application in a café, as well as an online café reservation on a website platform. This application can later be used by coffee shop owners to assist with the sales process. The method used in this research was a user-centered design (UCD). The result of this research is a prototype of Hallo Coffee website user interface design. Based on the expert validation test, it was concluded that the user interface design of the Hallo Coffee website that has been produced is attractive and easy for users to understand. Saat ini masih banyak pengusaha coffee shop rintisan yang masih membutuhkan platform untuk mempromosikan penjualannya. Selain itu di beberapa platform yang sudah ada, masih dalam lingkup secara umum tidak khusus untuk penjualan di sebuah coffee shop saja. Penelitian ini bertujuan untuk merancang sebuah desain user interface untuk aplikasi pemesanan menu di sebuah kafe sekaligus reservasi kafe secara online pada platform website. Aplikasi ini nantinya dapat digunakan oleh pemilik coffee shop untuk membantu proses penjualannya. Metode yang digunakan dalam penelitian ini adalah User Centered Design (UCD). Hasil dari penelitian ini yaitu berupa prototype desain user interface website Hallo Coffee. Berdasarkan uji validasi ahli disimpulkan bahwa desain user interface website Hallo Coffee yang telah dihasilkan, dikemas dengan menarik dan mudah dimengerti oleh user.
Multimedia Development in Guided Inquiry-Based Learning to Enhance Vocational High School Students' Computational Thinking Skills Muhammad Akmaluddin Andayani Komara; Enjun Junaeti; Erna Piantari; Eka Fitrajaya Rahman
Computing and Education Technology Journal Vol 5, No 1 (2025): APRIL
Publisher : Pendidikan Komputer FKIP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/cetj.v5i1.15228

Abstract

This study aims to develop multimedia-based learning using the Guided Inquiry-Based Learning model to enhance computational thinking skills among vocational high school students in the context of Society 5.0. The research adopts a Research and Development (R&D) approach following the ADDIE model and employs a one-group pretest-posttest design to evaluate its effectiveness. The developed multimedia integrates interactive educational games to support engagement and conceptual understanding. The results indicate a significant increase in students' computational thinking abilities, with average pretest and posttest scores improving from 41.30 to 67.83. The normalized gain scores show moderate improvement across computational thinking elements: decomposition (0.413), abstraction (0.283), pattern recognition (0.263), and algorithmic thinking (0.337). Student responses reveal an 82% satisfaction rate, categorized as "Very Good," reflecting high levels of motivation and engagement. The use of multimedia and interactive games within a guided inquiry framework effectively supports contextual and abstract learning processes, demonstrating its potential as a practical and innovative solution to strengthen computational thinking skills in vocational education.
Evaluating Students' Creative Thinking Skills Through E-Portfolios and Problem Based Learning Mutiara Rahmani; Enjun Junaeti; Andini Setia Arianti
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 4 No 2 (SEMNASTIK) (2024): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akun
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol4No2(SEMNASTIK).pp129-135

Abstract

According to the 2018 PISA results, Indonesian students' creative thinking skills remain low. This study aims to analyze students' creative thinking in logo design through Problem-Based Learning (PBL) using a web-based e-portfolio. The research followed the ADDIE model. In the Analysis phase, students' creative thinking needs were identified; the Design and Development phases involved constructing the PBL framework and configuring the e-portfolio platform. During the Implementation phase, students worked in groups of 3-4 over three weeks on logo design tasks, documenting their processes and receiving feedback via the e-portfolio. In the Evaluation phase, student progress was monitored, and portfolios were qualitatively assessed for improvements in creative thinking. A sample of 34 high school students was selected through convenient sampling based on class scheduling. Data were collected through questionnaires, interviews, and student portfolios and analyzed qualitatively using creative thinking dimensions of fluency, flexibility, originality, and elaboration. Overall, 50% of students’ performances across all dimensions were rated "Very Good," and 47.5% were rated "Good." The use of e-portfolios facilitated self-reflection and iterative feedback, demonstrating a positive impact on creative thinking skills. These findings suggest that e-portfolios can be effectively integrated into broader educational contexts to enhance creative thinking.
Designing Digital Microlearning Modules to Enhance Sigma Notation Conceptual Understanding and Computational Thinking in Calculus Learning Enjun Junaeti; Nanang Priatna; Dadan Dasari; Tatang Herman
Journal of Education Technology Vol. 10 No. 1 (2026): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v10i01.55901

Abstract

Difficulties in learning calculus remain a major challenge for computer science students because abstract concepts and complex mathematical procedures frequently hinder analytical and computational reasoning abilities. This study aims to develop a digital microlearning module designed to support computer science education students in understanding sigma notation while strengthening their computational thinking skills. A research and development approach adopting the ADDIE framework was employed through analysis, design, development, implementation, and evaluation stages. The module was validated by one mathematics education expert and two computer science education experts specializing in multimedia before being implemented with 41 students. Data were collected through essay-based tests and student perception questionnaires addressing attention, emotional engagement, comprehension, and accessibility aspects. Findings revealed that most students successfully achieved the intended learning objectives, particularly in recognizing numerical patterns, constructing sigma notation expressions, and applying decomposition, pattern recognition, algorithmic thinking, and abstraction during problem-solving activities. Difficulties nevertheless remained in algebraic manipulation and evaluation of generalized summation forms. Students demonstrated positive perceptions toward the developed modules, especially regarding learning flexibility and support for independent learning. These findings indicate that digital microlearning has significant potential to support computational thinking–based calculus learning in computer science education.
Rancang Bangun Media Pembelajaran Interaktif Berbasis Pendekatan PRIMM Untuk Meningkatkan Berpikir Kritis Siswa di SMK Siti Nuraeni; Enjun Junaeti; Yogi Prasetyo
Jurnal Ilmu Pendidikan dan Sains Islam Interdisipliner Vol. 5 No. 3 Agustus 2026: Jurnal Ilmu Pendidikan dan Sains Islam Interdisipliner
Publisher : Yayasan Azhar Amanaa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59944/jipsi.v5i3.1510

Abstract

Kemampuan berpikir kritis siswa Sekolah Menengah Kejuruan (SMK) masih perlu ditingkatkan. Penelitian ini bertujuan mengembangakn media pembelajaran interaktif berbasis pendekatan PRIMM untuk meningkatkan berpikir kritis siswa di Sekolah Menengah Kejuruan (SMK). Metode yang digunakan adalah Research and Development (R&D) dengan pengembangan ADDIE. Subjek penelitian ini adalah siswa kelas X di salah satu SMK Negeri di Majalengka, Jawa Barat yang berjumlah 29 orang. Instrumen yang digunakan terdiri dari instrumen validasi kelayakan media oleh ahli menggunakan Learning Object Review Instrument (LORI), instrumen validasi keterkaitan pendekatan predict, run, investigate, modify, dan make (PRIMM), serta tanggapan siswa menggunakan System Usability Scale (SUS). Hasil penilaian LORI sebesar 90%, pendekatan PRIMM sebesar 94%, serta tanggapan siswa mendapatkan skor SUS rata-rata 80,4 yang masuk ke dalam kategori “Baik”. Peningkatan kemampuan berpikir kritis terlihat dari nilai N-Gain sebesar 0,38 yang masuk ke dalam kategori “sedang”. Peningkatan terjadi pada seluruh indikator berpikir kritis, dengan interpretation mengalami peningkatan tertinggi. Sementara itu, analysis dan self-regulation menunjukkan peningkatan rendah sehingga masih perlu ditingkatkan. Dengan demikian, media pembelajaran interaktif berbasis pendekatan PRIMM efektif dalam meningkatkan kemampuan berpikir kritis siswa SMK, meskipun pengembangan strategi pembelajaran yang lebih optimal masih diperlukan untuk meningkatkan kemampuan analysis dan self-regulation