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PRE-SERVICE TEACHERS’ DIGITAL LITERACY: A LEAP IN TIME Wawan Setiawan; Aim Abdulkarim; Eki Nugraha
Jurnal Pengajaran MIPA Vol 25, No 1 (2020): JPMIPA: Volume 25, Issue 1, 2020
Publisher : Faculty of Mathematics and Science Education, Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18269/jpmipa.v23i1.13907

Abstract

Technology provides convenience in every aspect of life. In education, technology revitalizes and supports learning by breaking barriers which inhibits learning. Pre-service teachers are a key factor in future generation education, but their ability to make use of benefits technology has to offer is scarcely explored. In this qualitative study, we surveyed 480 students currently enrolled in one of Teachers Training Institutes in Indonesia and digital literacy in every undergraduate level (freshman, sophomore, junior, and senior) was evaluated. Substantial evidence was found and showed that digital literacy improves with education level. Implications for pre-service teachers’ education program are addressed.
Implementasi Algoritma Extreme Learning Machine pada Prediksi Aktivitas Badai Geomagnetik Irsyad Prawira; Rani Megasari; Eki Nugraha; Anton Winarko
JATIKOM: Jurnal Aplikasi dan Teori Ilmu Komputer Vol 1, No 1 (2018)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jatikom.v1i1.25121

Abstract

Badai geomagnetik merupakan gangguan yang terjadi di magnetosfer bumi, akibat adanya aktivitas matahari yang dapat berdampak pada infrastruktur listrik di bumi. Sebagai peringatan dini, Lembaga Penerbangan dan Antariksa Nasional (LAPAN) di Indonesia memiliki kegiatan rutin untuk memprediksi kemungkinan terjadinya badai tersebut dalam rentang waktu 24 jam ke depan. Namun pada tahun 2015, hasil prediksi badai geomagnetik yang dilakukan secara manual oleh LAPAN hanya mendapatkan akurasi sebesar 57.14%. Oleh karena itu, penelitian ini mengusulkan pemanfaatan metode Extreme Learning Machine (ELM) dengan inisiasi bobot dan bias input secara acak sehingga memiliki waktu eksekusi cepat dalam melakukan prediksi badai geomagnetik, yang bertujuan untuk mendapatkan nilai prediksi secara otomatis dengan nilai akurasi yang dapat dijadikan sebagai pendukung keputusan. Data penelitian yang digunakan meliputi data coronal hole, coronal mass ejection, solar wind dan indeks Dst pada tahun 2011 hingga 2016. Hasil penelitian ini menunjukkan algoritma ELM memiliki tingkat akurasi yang lebih besar dalam memprediksi badai geomagnetik tahun 2015, dengan nilai 57.80822%. Meskipun memiliki selisih akurasi yang kecil, namun pemanfaatan ELM ini dapat membantu prediksi badai geomagnetik secara otomatis. Secara umum, algoritma ELM yang dibangun dalam penelitian ini memiliki nilai rata-rata akurasi prediksi tertinggi sebesar 69.9055%.
Implementation of the Guided Discovery Learning Model Using Web-Based Learning Media to Improve Vocational School Students' Cognition Jasmine Tsania; Budi Laksono Putro; Eki Nugraha
Jurnal Guru Komputer Vol 4, No 1 (2023): JGrKom: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i1.64139

Abstract

Database subjects are considered difficult to understand because they are abstract and require students to learn, master, and understand the concepts of the subjects being taught. This study aims to understand how the application of the guided discovery learning model using web-based learning media can improve the cognitive abilities of vocational students. The research method used is the Smart Learning Environment Establishment Guideline (SLEEG) and the pre-experimental research design type is one group pretest-posttest. The research subjects used were students of class XI RPL 1 at SMK Bina Wisata Lembang. The results obtained from this study through the calculation of the gain test resulted in an average gain of 0.50 and included the 'medium' effectiveness criteria. Students respond to learning media with a percentage value of 85% where this number is included in the 'very good' category. So, the end of this study concluded that web-based learning media with the Guided Discovery Learning model can improve the cognitive skills of vocational students in database subjects.
DESIGNING AN ONLINE EXAMINATION SYSTEM WITH OBJECT DETECTION-BASED PROCTORING Andini Setya Arianti; Muhammad Aldi Surya Putra; Eki Nugraha
Computing and Education Technology Journal Vol 3, No 2 (2023): OKTOBER
Publisher : Pendidikan Komputer FKIP Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/cetj.v3i2.10507

Abstract

Evaluation plays a significant role in the learning process, including the use of exams as a means of assessing students' understanding of the taught material. Continous evaluation processes assist teachers in understanding the strengths and limitations of their teaching methods. However, the importance of addressing academic dishonesty issues in evaluations is also emphasized. Upholding evaluation integrity involves security measures such as implementing online proctoring and utilizing artificial intelligence technologies. This research aims to develop an object detection-based online exam system, with the goal of enhancing evaluation effectiveness and mitigating potential cheating. The study employs the Research and Development (R&D) methodology, using the Rapid Application Development (RAD) model for application development. Various stages are undertaken in this research, starting with data collection through literature review, interviews, and observations to gather relevant information. Subsequently, the identified issues are formulated based on the collected data, followed by application modeling and development, including system requirement analysis, application process modeling, database design, and user interface development. Application testing is performed using black-box testing to ensure the quality of the final outcome, and object detection is validated using accuracy and intersection over union metrics. Expert validation is conducted to evaluate the feasibility of the generated exam system. The application is then implemented through exams administered to students, followed by data analysis based on user feedback and teacher assessment. Research findings indicate that the object detection-based online exam system positively contributes to reducing academic dishonesty by 73.1%. Assessment using the PSSUQ instrument also shows positive results for the exam system, with scores for each aspect below the maximum threshold according to PSSUQ assessment criteria.
Implementasi Model Meaningful Instructional Design (MID) Berbantukan Multimedia Gamifikasi untuk Meningkatkan Pemahaman Siswa Pada Mata Pelajaran Komputer dan Jaringan Dasar Nugraha, Eki; Faizal, Mochammad Yusuf; Nurdin, Enjang Ali; Hikmawan, Rizki
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 10 No. 2 (2024): Volume 10 No 2 September 2024
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v10i2.1662

Abstract

Abstrak Materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar sering kali dianggap sulit oleh siswa, terutama karena sifatnya yang abstrak dan tidak tervisualisasikan dengan baik. Studi ini bertujuan untuk mengevaluasi efektivitas model pembelajaran Meaningful Instructional Design berbantuan multimedia gamifikasi dalam meningkatkan pemahaman siswa terhadap materi ini. Metode penelitian yang digunakan adalah Quasi Experimental dengan desain Nonequivalent Control Group Design, melibatkan 40 siswa kelas X RPL di SMK Bina Wisata Lembang. Hasil penelitian menunjukkan adanya peningkatan pemahaman yang signifikan pada kelas eksperimen dibandingkan dengan kelas kontrol, dengan gain score sebesar 0,5525 untuk kelas eksperimen dan 0,3447 untuk kelas kontrol. Selain itu, 85,57% siswa memberikan respon positif terhadap penggunaan multimedia dalam pembelajaran. Temuan ini mengindikasikan bahwa penggunaan multimedia gamifikasi dalam model pembelajaran Meaningful Instructional Design dapat secara efektif meningkatkan pemahaman siswa pada materi pengalamatan IP Address dalam mata pelajaran Komputer dan Jaringan Dasar. Kata Kunci: Model Meaningful Instructional Design (MID); Multimedia; Pemahaman Siswa.   Abstract The topic of IP Addressing in the Computer and Network Basics course is often considered difficult by students, primarily due to its abstract nature and lack of proper visualization. This study aims to evaluate the effectiveness of the Meaningful Instructional Design model, supported by gamified multimedia, in enhancing students' understanding of this material. The research method used is Quasi Experimental with a Nonequivalent Control Group Design, involving 40 students from class X RPL at SMK Bina Wisata Lembang. The results of the study indicate a significant increase in understanding in the experimental class compared to the control class, with a gain score of 0.5525 for the experimental class and 0.3447 for the control class. Additionally, 85.57% of students gave positive feedback on the use of multimedia in learning. These findings suggest that the use of gamified multimedia in the Meaningful Instructional Design model can effectively improve students' understanding of IP Addressing in the Computer and Network Basics course. Keyword: Meaningful Instructional Design (MID) Model; Multimedia; Student Understanding
E-Learning Berbasis Design Thinking untuk Meningkatkan Kognitif Siswa dalam Pembelajaran Pemodelan Perangkat Lunak Ningsih, Siti Widya; Putro, Budi Laksono; Nurdin, Enjang Ali; Nugraha, Eki
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.3928

Abstract

Perancangan e-learning berbasis Design Thinking merupakan pendekatan inovatif dalam pembelajaran pemodelan perangkat lunak. Permasalahan utama dalam penelitian ini adalah bagaimana merancang e-learning yang efektif berdasarkan prinsip Design Thinking untuk meningkatkan pembelajaran pemodelan perangkat lunak. Tujuan dari penelitian ini adalah untuk mengembangkan sistem e-learning yang menggunakan pendekatan Design Thinking dan menerapkannya dalam pembelajaran pemodelan perangkat lunak. Luaran yang ingin dicapai adalah merancang e-learning yang interaktif, menarik dan efektif dalam meningkatkan pemahaman siswa tentang pemodelan perangkat lunak. Metode penelitian yang digunakan adalah Smart Learning Environment Establishment Guideline (SLEEG). Dalam metode ini terdapat enam tahapan yaitu Plan, Do, Check, Act, tahapan tersebut meliputi metode Analyze, Design, Development, Implementation, dan Evaluation atau ADDIE. Studi literatur, observasi dan wawancara juga dilakukan oleh peneliti. Hasil penelitian ini menunjukkan bahwa penerapan e-learning berbasis Design Thinking dapat meningkatkan pemahaman siswa pada mata pelajaran Pemodelan Perangkat Lunak (PPL). Rata-rata keseluruhan aspek sebesar 101,4 yang dapat dikategorikan “Baik”. Data penelitian menunjukkan adanya peningkatan prestasi kognitif belajar siswa yang signifikan dan respon positif siswa terhadap penggunaan e-learning sebagai media pembelajaran.
Post-pandemic e-teaching: Developing the Game for Microscopic Atom Simulation (GEMAS) to enhance students' scientific conceptions of phase structures Zahran, Muhammad; Samsudin, Achmad; Novia, Hera; Fratiwi, Nuzulira Janeusse; Nurdini, Nurdini; Ningsih, Dena Tresna; Nugraha, Eki; Nasbey, Hadi; Sözbilir, Mustafa
Journal of Environment and Sustainability Education Vol. 3 No. 1 (2025)
Publisher : Education and Development Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62672/joease.v3i1.55

Abstract

This research focuses on the early development of GEMAS (Game for Microscopic Atom Simulation) as an innovative digital teaching tool designed to support instruction on phase structures in physics education. In response to the post-pandemic shift towards technology-enhanced teaching, GEMAS was developed to integrate interactive, simulation-based pedagogy that enhances conceptual visualization. The study follows the 3D model (Define, Design, and Develop) and employs Multifaceted Rasch Measurement (MRFM) for evaluation. Validation was conducted by five experts, assessing curriculum alignment, scientific accuracy, language clarity, visual arrangement, and instructional effectiveness. These dimensions align with best practices in e-teaching, ensuring accessibility, engagement, and pedagogical rigor. MRFM analysis confirms the tool’s validity, with positive average scores across all indicators. The findings suggest that GEMAS is a well-designed digital resource, ready for implementation to enhance physics instruction in post-pandemic educational settings. The implications of this study extend beyond validating GEMAS as a tool; it demonstrates how immersive 3D simulations can address persistent misconceptions in physics education, particularly in post-pandemic contexts where digital engagement is critical. By bridging abstract concepts with interactive visualization, GEMAS offers a scalable model for enhancing e-teaching practices and fostering deeper conceptual understanding among students.
E-Learning Berbasis Design Thinking untuk Meningkatkan Kognitif Siswa dalam Pembelajaran Pemodelan Perangkat Lunak Ningsih, Siti Widya; Putro, Budi Laksono; Nurdin, Enjang Ali; Nugraha, Eki
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.3928

Abstract

Perancangan e-learning berbasis Design Thinking merupakan pendekatan inovatif dalam pembelajaran pemodelan perangkat lunak. Permasalahan utama dalam penelitian ini adalah bagaimana merancang e-learning yang efektif berdasarkan prinsip Design Thinking untuk meningkatkan pembelajaran pemodelan perangkat lunak. Tujuan dari penelitian ini adalah untuk mengembangkan sistem e-learning yang menggunakan pendekatan Design Thinking dan menerapkannya dalam pembelajaran pemodelan perangkat lunak. Luaran yang ingin dicapai adalah merancang e-learning yang interaktif, menarik dan efektif dalam meningkatkan pemahaman siswa tentang pemodelan perangkat lunak. Metode penelitian yang digunakan adalah Smart Learning Environment Establishment Guideline (SLEEG). Dalam metode ini terdapat enam tahapan yaitu Plan, Do, Check, Act, tahapan tersebut meliputi metode Analyze, Design, Development, Implementation, dan Evaluation atau ADDIE. Studi literatur, observasi dan wawancara juga dilakukan oleh peneliti. Hasil penelitian ini menunjukkan bahwa penerapan e-learning berbasis Design Thinking dapat meningkatkan pemahaman siswa pada mata pelajaran Pemodelan Perangkat Lunak (PPL). Rata-rata keseluruhan aspek sebesar 101,4 yang dapat dikategorikan “Baik”. Data penelitian menunjukkan adanya peningkatan prestasi kognitif belajar siswa yang signifikan dan respon positif siswa terhadap penggunaan e-learning sebagai media pembelajaran.
Hybrid Database Architecture for Retail Big Data Analytics: PostgreSQL vs MongoDB Performance Analysis Noor, Tubagus Firman Iskandar; Nugraha, Eki; Maknun, Johar; Kustiawan, Iwan; Shaymanov, Farxod Xushbakovich
International Journal of Electronics and Communications Systems Vol. 5 No. 2 (2025): International Journal of Electronics and Communications System
Publisher : Universitas Islam Negeri Raden Intan Lampung, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijecs.v5i2.28108

Abstract

The rapid growth of retail big data has intensified the challenge of selecting a database architecture that can balance analytical performance and resource efficiency, particularly in data-intensive retail environments. This study aims to conduct a comparative performance analysis between PostgreSQL 16 and MongoDB 8.0 in the context of implementing big data analytics in the retail industry. An experimental quantitative approach is used, utilizing a large-scale, real-world retail sales and inventory dataset to benchmark PostgreSQL 16 and MongoDB 8.0 across a range of representative analytical workloads. Results show MongoDB is 28-31% faster in query processing, but PostgreSQL is 13-17% more efficient in resource usage (CPU, RAM, Storage I/O) and requires 6x less storage. These results indicate that MongoDB consistently achieves faster execution times for read-intensive analytical queries, especially in large-scale aggregation operations. Conversely, PostgreSQL exhibits superior storage efficiency and lower computational resource consumption due to its normalized relational architecture. These findings reveal a fundamental trade-off between analytical speed and infrastructure efficiency in retail big data systems. This research contributes to the development of hybrid data architecture strategies for big data analytics in the retail industry, supporting performance optimization and informed decision-making in data-rich environments
Alignment of Poetry Instructional Design with Cognitive Load Theory Principles: A Survey of Junior High School Teachers Rudi Adi Nugroho; Indra Nugrahayu Taufik; Yulia Puspita; Encep Kusumah; Eki Nugraha; Nurulrabihah Mat Noh
Tabasa: Jurnal Bahasa, Sastra Indonesia, dan Pengajarannya Vol. 7 No. 01 (2026)
Publisher : UIN Raden Mas Said Surakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22515/tabasa.v7i01.14481

Abstract

This study intends to analyze the use of presentation-based poetry teaching material design based on the concepts of Cognitive Load Theory (CLT) for Indonesian language instructors in junior high schools in Bandung and Cimahi. In teaching poetry as a complicated literary text, the cognitive load must be carefully managed so that the process of comprehension does not surpass the capacity of students. The research was conducted by using a survey, descriptive-evaluative approach, involving 69 Indonesian language teachers at junior high schools in Bandung and Cimahi. The tools were built in accordance with the three dimensions of CLT: management of intrinsic load, reduction of extraneous load, and optimization of germane load. The data were analyzed descriptively to show the patterns of instructional material design and their conformance to CLT principles. The study found that the use of PowerPoint and Canva is very much present in poetry learning. However, the design still does not entirely comply with the principles of CLT. The presenting materials in the learning process are not yet fully organized considering the effectiveness of material distribution. High text density and non-instructional graphic elements can lead to an increase in unnecessary load. Some of the presentation materials include reflection tasks that might help alleviate cognitive load. The results suggest that the instructional design quality of the poetry teaching materials is not fully consistent with the concepts of Cognitive Load Theory (CLT). The present instructional materials, although not entirely consistent with the principles of CLT, offer significant potential for further growth by including media based on digital technology. Studi ini bertujuan untuk meneliti penerapan desain bahan ajar puisi berbasis presentasi berdasarkan prinsip-prinsip Teori Beban Kognitif (CLT) bagi guru bahasa Indonesia di sekolah menengah pertama di Kota Bandung dan Kota Cimahi.  Pengajaran puisi sebagai teks sastra yang kompleks perlu melibatkan pengelolaan beban kognitif secara hati-hati agar proses pemahaman tidak melebihi kemampuan siswa.  Studi ini adalah penelitian survei dengan metodologi deskriptif-evaluatif, yang dilakukan pada 69 guru bahasa Indonesia di sekolah menengah pertama di kota Bandung dan Cimahi.  Alat-alat tersebut dirancang berdasarkan tiga dimensi CLT, yaitu manajemen beban intrinsik, pengurangan beban ekstrinsik, dan optimalisasi beban germane.  Data dievaluasi secara deskriptif untuk mengungkap pola desain bahan ajar dan kesesuaiannya dengan prinsip-prinsip CLT.  Temuan studi menunjukkan bahwa penggunaan Powerpoint dan Canva cukup menonjol dalam pembelajaran puisi.  Akan tetapi desainnya masih belum sepenuhnya sesuai dengan prinsip-prinsip CLT.  Bahan presentasi materi dalam pembelajaran belum sepenuhnya disusun secara baik dengan mempertimbangkan efektivitas penyampaian materi. Terdapat banyak kepadatan teks dan fitur grafis non-instruksional yang dapat menyebabkan peningkatan beban berlebih.  Pada beberapa bahan presentasi terdapat kegiatan reflektif dapat mengurangi beban kognitif.  Hasil ini menunjukkan bahwa kualitas desain instruksional bahan ajar puisi belum sepenuhnya sesuai dengan prinsip Cognitive Load Theory (CLT). Meski belum sepenuhnya sesuai dengan prinsip CLT, bahan ajar yang ada memiliki potensi yang besar untuk dikembangkan lagi dengan melibatkan media-media berbasis teknologi digital.