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Pengaruh Penggunaan Video Animasi Berbasis STEM Berbantuan Web terhadap Kemampuan Berpikir Kreatif Siswa pada Materi Desain Grafis di SMKN 1 Kota Bima Bayu Rawanda; Suharti Suharti; Lisda Ramdhani
Infomatika: Pendidikan Informatika Vol 4, No 1 (2025): April 2025
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/infotika.v4i1.666

Abstract

Technological advancements in education have opened opportunities to implement innovative and effective learning media. This study aims to examine the effect of using STEM-based (Science, Technology, Engineering, Mathematics) animated videos supported by a web platform on students’ creative thinking skills in graphic design subjects at SMKN 1 Kota Bima. The research employed a quasi-experimental design with a nonequivalent control group, involving both an experimental group and a control group. The research subjects consisted of 60 eleventh-grade students majoring in Graphic Design, with 30 students in the experimental group and 30 in the control group. Data were collected through creative thinking skill tests, questionnaires, and observations. The results showed a significant difference in creative thinking skills between students who used the STEM-based animated video and those who received conventional instruction, with an average increase of 28% in the experimental group. This media provided a more engaging and interactive learning experience and effectively facilitated students’ understanding of graphic design concepts in an innovative and enjoyable way. It is concluded that the use of web-assisted STEM-based animated videos has a positive and significant effect on students' creative thinking skills in graphic design learning at SMKN 1 Kota Bima.
Identifikasi Gaya Belajar Mahasiswa Berbasis Deep Learning Pada Mata Kuliah Telaah Kurikulum: Studi Kasus Program Studi Pendidikan Informatika Suharti Suharti; Faidin Faidin
Infomatika: Pendidikan Informatika Vol 5, No 1 (2026): April 2026
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/infotika.v5i1.1060

Abstract

Identifikasi gaya belajar mahasiswa secara akurat merupakan langkah kunci dalam merancang sistem pembelajaran yang adaptif dan personal, khususnya pada mata kuliah yang menuntut pemahaman konseptual mendalam seperti Telaah Kurikulum. Penelitian ini bertujuan: (1) mengidentifikasi distribusi gaya belajar mahasiswa Program Studi Pendidikan Informatika pada mata kuliah Telaah Kurikulum menggunakan pendekatan deep learning berbasis data perilaku Google Classroom; (2) membandingkan performa beberapa arsitektur deep learning dalam mengklasifikasikan gaya belajar berdasarkan Felder-Silverman Learning Style Model (FSLSM); dan (3) menganalisis hubungan antara gaya belajar yang teridentifikasi dengan capaian belajar mahasiswa. Penelitian menggunakan metode kuantitatif dengan desain eksperimental komputasional. Data dikumpulkan dari log aktivitas Google Classroom milik 50 mahasiswa aktif peserta mata kuliah Telaah Kurikulum selama satu semester (16 minggu), mencakup frekuensi akses materi, durasi interaksi, pola partisipasi komentar kelas, dan hasil kuis Google Forms. Empat dimensi FSLSM digunakan sebagai label klasifikasi: Aktif/Reflektif, Sensing/Intuitif, Visual/Verbal, dan Sekuensial/Global. Tiga arsitektur deep learning dibandingkan: Long Short-Term Memory (LSTM), Bidirectional LSTM (BiLSTM), dan Convolutional Neural Network (CNN). Hasil penelitian menunjukkan model CNN-BiLSTM hibrida mencapai akurasi tertinggi sebesar 91,8% (F1-score = 0,907), mengungguli LSTM (85,6%) dan CNN (83,4%). Profil gaya belajar yang paling banyak ditemukan adalah Reflektif-Intuitif-Visual-Global (34,0%) dan Aktif-Sensing-Visual-Sekuensial (26,0%), mencerminkan karakteristik mata kuliah Telaah Kurikulum yang bersifat konseptual-analitis. Terdapat korelasi positif yang signifikan antara kesesuaian gaya belajar dengan strategi pembelajaran dan capaian akademik mahasiswa (r = 0,587; p 0,01). Penelitian ini menyimpulkan bahwa pendekatan deep learning berbasis data Google Classroom efektif mengidentifikasi gaya belajar mahasiswa pada mata kuliah Telaah Kurikulum dan dapat menjadi dasar pengembangan sistem pembelajaran adaptif di perguruan tinggi Indonesia.
Pelatihan Pembelajaran Multiliterasi Berbasis Pendekatan Multimodal Untuk Meningkatkan Kompetensi Guru Di MA Darul Hikmah Kabupaten Bima Bagus Muhamad Fadli; Suharti Suharti; Faidin Faidin
Jurnal Ilmiah Pengabdian dan Pemberdayaan Masyarakat Vol 2, No 01 (2026): Januari 2026
Publisher : STKI Harapan Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56842/jippma.v2i01.1019

Abstract

Di era digital, literasi menuntut kemampuan memahami makna melalui berbagai modalitas untuk meningkatkan Higher Order Thinking Skills (HOTS) siswa. Namun, guru di MA Darul Hikmah Kabupaten Bima masih menghadapi kendala dalam memahami konsep multiliterasi dan keterbatasan keterampilan digital. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi guru melalui workshop pengembangan media pembelajaran multimodal berbasis teks fiksi lokal Bima. Metode yang digunakan adalah pendekatan partisipatif yang meliputi tahap persiapan, pelaksanaan workshop selama satu minggu pada November 2025, dan evaluasi. Hasil kegiatan menunjukkan peningkatan signifikan pada kompetensi guru, di mana 100% peserta menyatakan puas dan berhasil memproduksi media inovatif seperti infografis digital, video, dan presentasi interaktif. Kegiatan ini berhasil mendukung pencapaian HOTS siswa melalui implementasi pembelajaran yang kontekstual.
Culturally Based Unplugged Coding and Creatif Thinking: A Systematic Literature Review DIAN PRATIWI; Mallevi Agustin Ningrum; Kartika Rinakit Adhe; Suharti Suharti; Nurul Istiq'faroh
Journal of Education and Teaching Learning Vol.4 No.1 July (2026)
Publisher : PT MEDIA JURNAL DAN PENDIDIKAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59211/mjpjetl.v4i1.278

Abstract

Indonesia's traditional games, folktales, and arts remain a largely untapped resource for early computational thinking (CT) education, a field still shaped by Western frames. Unplugged coding offers a developmentally appropriate, screen-free route into CT, yet how it works when grounded in local culture, and how it relates to creative thinking, has not been synthesised. This study addresses that gap through a systematic literature review guided by PRISMA 2020. Searches of Scopus and Google Scholar covered 2015 to 2026. Of 476 records identified, 18 studies met the inclusion criteria and were synthesised thematically. Three patterns emerged. Cultural integration took four forms: narrative-based coding, traditional-game and familiar-context coding, local-wisdom curriculum and materials, and teacher-designed culturally responsive activities. The approach supported creative thinking through three mechanisms: creative expression, divergent thinking, and creative confidence, although direct evidence rested largely on a single study. The corpus also sat on two axes, from strictly unplugged to plugged activity and from explicit local wisdom to broader cultural framing, with the strictly unplugged and local-wisdom combination concentrated in Indonesian work. The review supports neither the claim that the approach transforms early CT education nor the view that culture is mere decoration. It recasts culture less as a motivational layer than as a pedagogical mechanism that can bridge computational and creative thinking when it forms the activity's generative core. A four-dimensional framework of cultural grounding, computational scaffolding, creative activation, and professional enablement is proposed.