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Implementasi Inovasi Pojok Role Model untuk Menumbuhkan Karakter Disiplin, Tanggung Jawab, dan Menghormati pada Siswa UPT SPF SD Negeri 106813 Amplas Nasrun Nasrun; Abdul Hamid K; Masta Marselina Sembiring; Ishaq Matondang
IHSAN : JURNAL PENGABDIAN MASYARAKAT Vol 8, No 1 (2026): Ihsan: Jurnal Pengabdian Masyarakat (April)
Publisher : University of Muhammadiyah Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/ihsan.v8i1.26989

Abstract

Pendidikan karakter merupakan komponen esensial dalam proses pendidikan yang berperan penting dalam membentuk kepribadian, moral, serta nilai-nilai positif pada diri peserta didik. Kondisi di UPT SPF SD Negeri 106813 Amplas menunjukkan adanya tantangan nyata dalam menanamkan nilai-nilai karakter pada siswa. Untuk menjawab permasalahan tersebut, kegiatan Program Kemitraan Masyarakat (PKM) ini dilaksanakan melalui beberapa tahapan, yaitu sosialisasi, pelatihan, pendampingan, dan evaluasi program. Implementasi Pojok Role Model sebagai inovasi pembinaan karakter memberikan berbagai dampak positif, antara lain: menyediakan teladan yang inspiratif bagi siswa, menumbuhkan motivasi untuk berperilaku positif, serta menghubungkan pembelajaran dengan konteks kehidupan nyata. Selain itu, kegiatan ini juga meningkatkan kesadaran sosial dan moral siswa melalui pembelajaran tentang kisah perjuangan dan kontribusi tokoh inspiratif, sehingga mendorong tumbuhnya empati, tanggung jawab sosial, dan kemampuan pengambilan keputusan yang bermoral. Lebih jauh, keberadaan Pojok Role Model turut menciptakan lingkungan belajar yang positif dan kondusif, di mana siswa merasa didukung untuk berkembang baik secara moral maupun sosial.
Design and Evaluation of an Integrated Virtual Laboratory Framework with Learning Analytics for Vocational Computer Network Engineering Education Haida Dafitri; Abdul Hamid K; Sahat Siagian
Information Technology Education Journal Vol. 5, No. 2, May (2026)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v5i2.266

Abstract

Purpose — This study proposes and evaluates an integrated virtual laboratory learning framework that combines virtual laboratories, Learning Management Systems (LMS), and learning analytics to support structured learning in vocational computer network engineering education. The framework is organized into five instructional phases (Highlight–Analyze–Integrate–Do–Assess) to facilitate coherent learning progression and data-informed feedback. Design/methods/approach — An early-stage (single-cycle) Design-Based Research (DBR) approach was employed using a quasi-experimental pre-test–post-test design involving 60 vocational high school students. Data were collected through cognitive achievement tests, practical performance assessments, classroom observations, and LMS-based learning analytics logs. Data analysis included normalized gain (N-gain), paired-sample t-tests, effect size (Cohen’s d), and descriptive and correlational analyses. Findings — The results indicate that the proposed framework is associated with improved cognitive achievement, with mean scores increasing from 58.3 to 82.7 (N-gain = 0.57). A statistically significant difference was found between pre-test and post-test scores (p < 0.001), with a large effect size (d = 1.34). In addition, 90% of students successfully completed virtual laboratory tasks. Learning analytics further revealed reduced error frequency, increased task efficiency, and more consistent engagement patterns over time. Research implications/limitations — Significant correlations were found between learning behaviors and outcomes, particularly task completion rate (r = 0.52). However, due to the absence of a control group, the single-institution context, and the early-stage DBR design, the findings should be interpreted as indicative rather than causal, limiting generalizability. Originality/value — This study contributes by demonstrating how virtual laboratories, LMS, and learning analytics can be systematically aligned within a structured instructional framework in vocational education. The study emphasizes pedagogical sequencing and the integration of behavioral analytics into the learning process, providing initial empirical support for technology-enhanced instructional design that warrants further validation through multi-site and longitudinal studies.
Mobile-Based Augmented Reality Learning Media for Curved Surface Geometry: Development, Validation, and Effectiveness Evaluation Donaldy Josevani Tindangen; Mukhtar Mukhtar; Abdul Hamid K
FINGER : Jurnal Ilmiah Teknologi Pendidikan Vol. 5 No. 2 (2026): Finger : Jurnal Ilmiah Teknologi Pendidikan
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/finger.v5i2.681

Abstract

Background: Curved surface geometry is often difficult for junior high school students because the concepts require strong spatial visualization skills. Augmented Reality (AR) offers opportunities to support mathematics learning through interactive three-dimensional representations.Aims: To facilitate the learning of curved surface geometry, a mobile-based Augmented Reality (AR) application was designed and implemented. Its feasibility and effectiveness were then examined to determine its contribution to improving students' mathematics achievement.Methods: A research and development (R&D) approach based on the ADDIE model was adopted in this study. The application incorporates three-dimensional geometry visualization, object interaction, learning content, quizzes, and final assessments. Its feasibility was assessed by experts in materials, media, and instructional design. A post-test-only quasi-experimental design was used to investigate its effectiveness, involving 30 students in the experimental group and 30 students in the control group. The collected data were analyzed through descriptive statistics and an independent samples t-test.Results: With a feasibility score of 88.42%, the application was categorized as very feasible and obtained a practicality rating of 90.20% from students. Students in the experimental group achieved a higher average post-test score (M = 13.57, SD = 1.16) compared with those in the control group (M = 12.37, SD = 1.38). The independent samples t-test indicated a statistically significant difference (t = 2.165, p < .05), demonstrating better learning performance among AR application users.Conclusion: The developed AR application was feasible for classroom use and was associated with improved mathematics learning outcomes in curved surface geometry. Further studies involving larger samples and broader learning indicators are recommended.
A STEM-BASED INTERACTIVE E-MODULE FOR STRENGTHENING STATISTICAL LITERACY IN MATHEMATICS LEARNING: DEVELOPMENT AND EVALUATION STUDY Bintari Solafide Pasaribu; Abdul Hamid K; R. Mursid
International Journal of Social Science, Educational, Economics, Agriculture Research and Technology (IJSET) Vol. 5 No. 8 (2026): JULY
Publisher : RADJA PUBLIKA

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

Abstract

This study aimed to develop and evaluate a STEM-based interactive e-module to strengthen students’ statistical literacy in mathematics learning. The study employed a Research and Development (R&D) approach using the ADDIE model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. The research was conducted at SMP Negeri 3 Medan involving 64 Grade VIII students, with 32 students in the experimental class and 32 students in the control class. The developed e-module integrated Science, Technology, Engineering, and Mathematics (STEM) principles with interactive multimedia features, including animations, videos, simulations, and contextual statistical problem-solving activities. The quality of the e-module was assessed through validity, practicality, and effectiveness evaluations. Expert validation results indicated that the e-module was highly valid, with scores of 86.43% from subject matter experts, 91.56% from media experts, and 95.63% from instructional design experts. Practicality testing showed positive responses from teachers (92.14%) and students (82.24%), indicating that the e-module was practical and easy to implement in classroom learning. The effectiveness evaluation revealed a significant improvement in students’ statistical literacy. The average score increased from 58.00 on the pretest to 82.06 on the posttest. Furthermore, the N-Gain value reached 0.59, indicating a moderate improvement category, while Cohen’s effect size of 0.93 demonstrated a large practical effect. Classical learning mastery reached 81.25%, and the independent-samples t-test showed a significant difference between the experimental and control groups (p = 0.000 < 0.05). These findings demonstrate that the STEM-based interactive e-module is valid, practical, and effective for enhancing students’ statistical literacy and supporting meaningful mathematics learning in the digital era.
Development of Learning Media Using Google Site with Flipped Classroom Model to Improve Social Studies Learning Outcomes in Junior High School Students Negeri 2 Siempat Nempu Hulu Laristina Sinaga; Samsidar Tanjung; Abdul Hamid K
The Eastasouth Journal of Learning and Educations Vol. 4 No. 02 (2026): The Eastasouth Journal of Learning and Educations (ESLE)
Publisher : Eastasouth Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/esle.v4i02.1111

Abstract

This research aims to develop and evaluate Google Site-based learning media that is integrated with the flipped classroom model in social studies learning at SMP Negeri 2 Siempat Nempu Hulu. The research uses a Research and Development (R&D) approach with the ADDIE model which includes the stages of analysis, design, development, implementation, and evaluation. A mixed methods approach is used by combining qualitative and quantitative data. The research subjects were grade VIII students who were divided into experimental and control classes using cluster random sampling techniques. Data collection was carried out through expert validation, student response questionnaires, observations, interviews, and pretest and posttest tests. The developed media integrates pre-class, in-class, and post-class activities through videos, images, interactive LKPDs, reflections, and digital evaluations. The results of validation of material, media, and learning design experts show a percentage of eligibility above 90% with the very feasible category. The students' responses also showed excellent categories. The effectiveness results showed that the experimental class obtained an N-Gain value of 0.72 (high), while the control class obtained a value of 0.41 (moderate). These findings show that flipped classroom-based Google Site media is effective in increasing student social studies engagement, independence, and learning outcomes.
IMPLEMENTASI ARTIFICIAL INTELLIGENCE SEBAGAI INTELLIGENT LEARNING ASSISTANT DALAM MODEL BLENDED LEARNING UNTUK PEMBELAJARAN UI/UX DESIGN Johanes Terang Kita Perangin Angin; Abdul Hamid K; Efendi Napitupulu
Jurnal TIMES Vol 15 No 1 (2026): Jurnal TIMES
Publisher : STMIK TIME

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51351/jtm.15.1.2026971

Abstract

Perkembangan teknologi kecerdasan buatan (Artificial Intelligence/AI) memberikan peluang baru dalam meningkatkan kualitas pembelajaran berbasis teknologi, khususnya pada pembelajaran yang membutuhkan aktivitas eksploratif, praktik, dan umpan balik secara berkelanjutan seperti UI/UX Design. Model blended learning telah memberikan fleksibilitas melalui integrasi pembelajaran tatap muka dan pembelajaran daring, namun implementasinya masih menghadapi keterbatasan dalam menyediakan pendampingan belajar yang responsif dan personal bagi setiap mahasiswa. Penelitian ini bertujuan untuk mengimplementasikan Artificial Intelligence sebagai Intelligent Learning Assistant dalam model blended learning pada pembelajaran UI/UX Design. Penelitian menggunakan pendekatan Research and Development (R&D) dengan tahapan analisis kebutuhan, perancangan, pengembangan, implementasi, dan evaluasi. Intelligent Learning Assistant dikembangkan untuk mendukung mahasiswa dalam memperoleh penjelasan materi, mengeksplorasi konsep UI/UX, memperoleh umpan balik terhadap proses pembelajaran, serta membantu mengarahkan aktivitas belajar secara mandiri. Implementasi AI diintegrasikan dengan e-modul dan aktivitas pembelajaran blended learning sehingga mahasiswa dapat memperoleh dukungan pembelajaran secara fleksibel baik pada pembelajaran tatap muka maupun daring. Evaluasi dilakukan melalui pengukuran respons mahasiswa, keterlibatan dalam pembelajaran, serta capaian hasil belajar setelah menggunakan Intelligent Learning Assistant. Hasil penelitian menunjukkan bahwa integrasi AI memberikan dukungan terhadap proses pembelajaran melalui akses bantuan belajar yang lebih cepat, interaktif, dan responsif terhadap kebutuhan mahasiswa. Pemanfaatan Intelligent Learning Assistant juga memperkuat pembelajaran mandiri dan membantu mahasiswa dalam memahami serta menerapkan konsep UI/UX Design pada aktivitas berbasis proyek. Dengan demikian, integrasi Artificial Intelligence dalam blended learning berpotensi menjadi pendekatan inovatif untuk meningkatkan kualitas pengalaman belajar UI/UX Design sekaligus memperkuat pemanfaatan teknologi cerdas dalam pembelajaran di pendidikan tinggi.
INTEGRASI DIGITAL CULTURE DALAM PEMBELAJARAN DARING UNTUK MENINGKATKAN KINERJA DOSEN: PERSPEKTIF KEPEMIMPINAN DIGITAL Ryan Dallion; Hikmah Hafidza; Efira Andiyani Batubara; Marwah Halim; Esra Parmian Talenta Siburian; Abdul Hamid K; Sugiharto Sugiharto; Abdul Hasan Saragih
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.4726

Abstract

Perkembangan transformasi digital di perguruan tinggi menuntut adanya pergeseran pola kepemimpinan dari pendekatan konvensional menuju kepemimpinan digital yang bersifat adaptif, visioner, dan kolaboratif. Artikel ini bertujuan untuk mengkaji bagaimana kepemimpinan digital berperan dalam membangun serta mengintegrasikan budaya digital (digital culture) ke dalam proses pembelajaran daring guna meningkatkan kinerja dosen. Penelitian ini menerapkan metode kualitatif dengan teknik studi literatur yang merujuk pada berbagai publikasi nasional dan internasional periode 2020–2025. Hasil kajian menunjukkan bahwa kepemimpinan digital memiliki peran sentral dalam menciptakan budaya digital yang mendorong inovasi, meningkatkan literasi teknologi, dan memperkuat kolaborasi akademik. Melalui penerapan kepemimpinan yang efektif, integrasi budaya digital terbukti mampu meningkatkan kompetensi pedagogik, produktivitas ilmiah, serta mutu layanan pembelajaran daring dosen. Temuan ini menegaskan urgensi transformasi kepemimpinan di perguruan tinggi menuju model kepemimpinan digital yang berkelanjutan dan responsif terhadap perubahan zaman. Kata kunci: kepemimpinan digital, digital culture, pembelajaran daring, kinerja dosen, pendidikan tinggi
DEVELOPING A WEB-BASED E-MODULE TO IMPROVE CIVICS LEARNING OUTCOMES FOR STUDENTS AT METHODIST SENIOR HIGH SCHOOL IN BERASTAGI Armisella Br Sembiring; Abdul Hamid K; Erma Yulia
SOSIOEDUKASI Vol 15 No 3 (2026): SOSIOEDUKASI : JURNAL ILMIAH ILMU PENDIDIKAN DAN SOSIAL
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universaitas PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36526/sosioedukasi.v15i3.9453

Abstract

This research and development study aimed to determine the feasibility, practicality, and effectiveness of a web-based e-module learning medium covering the Bhinneka Tunggal Ika (Unity in Diversity) topic for Grade XI students at Methodist Berastagi Private High School. The study employed the Research and Development (R&D) method based on the ADDIE model, comprising five stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The results indicated the following: (1) The web-based e-module was deemed highly feasible for use based on assessments by subject matter, media, and instructional design experts, achieving an average score of 93% (subject matter expert: 89%, highly feasible; media expert: 100%, highly feasible; instructional design expert: 90%, highly feasible). (2) The web-based e-module was considered highly practical, with teacher assessments yielding 94.79% and student assessments 96.30%, both falling into the "highly practical" category. (3) The web-based e-module was effective in improving student learning outcomes; the experimental class achieved an average score of 89.9, surpassing the control class's average of 83.8. Thus, it can be concluded that the developed web-based e-module on Bhinneka Tunggal Ika meets the criteria for feasibility, practicality, and effectiveness as a learning medium to enhance the Civics (Pendidikan Pancasila) learning outcomes of Grade XI students at Methodist Berastagi High School.