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Artificial Intelligence dalam Pendidikan Era Industri 5.0: Tantangan, Interaksi, dan Keberlanjutan Mayasari, Andia Enggar; Sudarmilah, Endah
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 4 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i4.8772

Abstract

Perkembangan Artificial Intelligence (AI) di era industri 5.0 telah menciptakan transformasi besar dalam berbagai sektor, termasuk dalam dunia pendidikan. AI menghadirkan potensi baik untuk meningkatkan kualitas pembelajaran, namun juga membawa tantangan kompleks yang melibatkan aspek teknologi, keamanan, dan kesiapan sumber daya manusia. Artikel ini menyajikan kajian melalui pendekatan Systematic Literature Review (SLR) untuk mengeksplorasi tiga bahasan utama : (1) Tantangan penerapan AI dalam dunia pendidikan di era Industri 5.0, (2) Bentuk interaksi antaran manusia dan mesin, serta (3) potensi keberlanjutan hubungan manusia dan mesin dalam dunia pendidikan. Metode SLR digunakan untuk menyeleksi dan menganalisis literatur ilmiah yang relevan, dengan proses seleksi berdasarkan protokol PRISMA. Hasil Kajian menunjukkan bahwa tantangan utama mencakup infrastruktur teknologi yang belum merata, keterbatasan tenaga pengajar yang kompoten, keamanan data serta kebutuhan untuk kurikulum yang adaptif. Interaksi manusia dan mesin telah berkembang dari hubunngan satu arah menjadi kolaborasi yang saling melengkapi dengan didukung teknologi seperti AI, robotika, Extended Reality (XR), blockchain dan Digital Twin (DT). Sementara itu, keberlanjutan hubungan manusia dan mesin dapat terwujud apabila terdapat sinergi antara teknologi dan pendidikan yang inklusif serta pemahaman dan kepercayaan terhadap sistem AI. Kajian ini diharapkan dapat menjadi landasan dalam merancang strategi implementasi AI yang efektif, etis dan berkelanjutan dalam dunia pendidikan.
Enhancing Information Technology Adoption Potential in MSMEs: a Conceptual Model Based on TOE Framework Ainayah Syifa Hendri; Endah Sudarmilah
JUITA: Jurnal Informatika JUITA Vol. 12 No. 1, May 2024
Publisher : Department of Informatics Engineering, Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/juita.v12i1.21051

Abstract

The adoption of Information Technology (IT) by Micro, Small, and Medium Enterprises (MSMEs) has become essential in the digital era. Nevertheless, challenges persist, such as enhancing IT adoption in the MSMEs sector and optimizing its benefits. This research aims to create a comprehensive model based on the Technology- Organization-Environment (TOE) framework by analyzing technological, organizational, and environmental factors influencing IT adoption among MSMEs in Pangandaran, Indonesia. Employing a quantitative approach, an online questionnaire was distributed to MSMEs, and data were analyzed using Partial Least Square-Structural Equation Modeling (PLS- SEM) through SmartPLS. The study significantly contributes to understanding IT adoption, emphasizing organizational context as the primary predictor, followed by technological and environmental contexts. Positive relationships were found between four contextual constructs: complexity, top management support, organizational readiness, and competitive pressure towards IT adoption in MSMEs. Conversely, compatibility and government support exhibited negative impacts. These findings have practical implications for Indonesian MSMEs by enhancing understanding of factors influencing IT adoption to support business operations. Furthermore, these findings hold the potential to assist MSMEs and the Indonesian government in optimizing IT adoption success. The generated data can be employed by MSMEs management authorities to devise strategies for enhancing IT adoption among MSMEs.
Blockchain in Higher Education: A Systematic Review of Integration Frameworks and Adoption Challenges Abdul Samee; Endah Sudarmilah; Yusuf Sulistyo Nugroho
SMARTICS Journal Vol 12 No 1 (2026): Journal SMARTICS (April 2026)
Publisher : Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/smartics.v12i1.12545

Abstract

Blockchain has emerged as a promising infrastructure to address persistent inefficiencies in higher education systems, particularly within Learning Management Systems (LMS) and administrative processes, due to its potential to improve transparency, security, and operational efficiency. This review conducts a Systematic Literature Review (SLR), following PRISMA 2020 guidelines, to evaluate blockchain integration approaches in academic contexts. Unlike previous reviews, this review specifically synthesizes literature published between 2020 and 2025, providing a timely and focused analysis of recent advancements. A total of 41 peer-reviewed articles were selected and directly cited in this review. The analysis investigates implementation frameworks, practical use cases, and the technological, organizational, and regulatory factors influencing adoption. Key findings reveal that blockchain facilitates secure credentialing, decentralized identity verification, learner autonomy, and institutional transparency. However, significant barriers such as scalability limitations, legal uncertainty, and interoperability challenges continue to hinder widespread deployment. This review provides a comprehensive synthesis of current practices and offers actionable, research-informed recommendations for policymakers, technology developers, and higher education institutions aiming to implement blockchain-driven solutions.
Game Edukasi Berbasis Augmented Reality untuk Mengajarkan Konsep Geometri Pada Siswa SD Menggunakan Unity 3D Muhammad Devano Danendra Hansfawwazi Al-Ghifari; Endah Sudarmilah
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9114

Abstract

Mathematics, particularly geometry, is often considered difficult to understand by elementary school students due to its abstract nature and the high level of spatial visualization it requires. The low interest of students in learning mathematics indicates the need for more innovative and enjoyable learning approaches. This study aims to develop a learning medium based on Augmented Reality (AR) in the form of an educational adventure game to help students understand geometric concepts visually and interactively. AR technology was chosen for its ability to display three-dimensional objects in the real world, thereby enhancing students' spatial understanding. The application integrates elements of a 2D platformer game and interactive quizzes aligned with the Kurikulum Merdeka, and is intended for students in grades IV to VI of elementary school. Enemy characters are designed to resemble geometric shapes to make it easier for students to recognize the forms in a fun way. The AR feature enables 3D visualization of the shapes, complete with names and formulas. The development process follows the Game Development Life Cycle (GDLC), consisting of six stages: initiation, pre-production, production, testing, beta, and release. Black-box testing showed that all 24 features and buttons functioned as expected, achieving a 100% success rate. Usability evaluation was conducted using the System Usability Scale (SUS) questionnaire involving 26 students from MI MPK Kertonatan, resulting in an average score of 69.61. This score falls into the marginal - high category (Grade D) and was rated ok by the users. This AR-based learning media is considered feasible to use and has the potential to enhance students’ interest and understanding of geometric concepts interactively.
Development and Usability Evaluation of an Android-Based Marker-Based Augmented Reality Application for Residential Property Promotion Devi Afriyantari Puspa Putri; Endah Sudarmilah; Fatah Yasin Al Irsyadi; Zildan Alfatih Agustian; Alif Pandu Raharjo
International Journal of Computer and Information System (IJCIS) Vol 7, No 3 (2026): IJCIS : Vol 7 - Issue 3 - 2026
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v7i3.280

Abstract

The growing demand for interactive digital marketing has encouraged the adoption of Augmented Reality (AR) to overcome the limitations of conventional property promotion media. However, existing studies have primarily emphasized system implementation or marketing outcomes, with limited attention to evaluating application quality from the users' perspective. This study aims to develop an Android-based marker-based AR application for residential property promotion, verify its functionality through black-box testing, and evaluate its usability using a validated and reliable evaluation instrument. The application was developed following the Four-D (4D) development model and implemented using Unity and the Vuforia SDK to integrate printed property brochures with interactive three-dimensional visualization. Functional verification was conducted using black-box testing, while usability evaluation involved 51 respondents, comprising 45 public users and six property developers. The evaluation instrument was first validated and tested for reliability before descriptive statistical analysis was performed. The results showed that all application features operated according to the specified functional requirements. The questionnaire demonstrated acceptable validity and reliability, with a Cronbach's Alpha coefficient of 0.678. User evaluation indicated positive acceptance, achieving overall scores of 85.11% from public users and 85.33% from developers. These findings demonstrate that the proposed application provides an effective and user-friendly approach to residential property promotion by combining interactive three-dimensional visualization with conventional printed brochures. The proposed development and evaluation framework may serve as a reference for future AR-based promotional applications
Sistem Informasi Simpan Pinjam di Koperasi Pendidikan Wonogiri Hanifa Salsabila; Endah Sudarmilah
Jurnal Repositor Vol. 2 No. 5 (2020): Mei 2020
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/repositor.v2i5.30704

Abstract

Koperasi merupakan organisasi yang ada dibidang kesejahteraan, dengan tujuan menunjang perekonomian masyarakat. Koperasi simpan pinjam yaitu koperasi yang menyediakan jasa untuk meminjam uang dan menyimpan uang. Permasalahan yang ada pada Koperasi Simpan Pinjam Pendidikan Wonogiri saat ini adalah ketiadaan support teknologi untuk sistem informasinya. Pelayanan di koperasi ini meliputi proses transaksi simpan pinjam, pembayaran angsuran, dan pengolahan data anggota yang masih menggunakan pencatatan secara manual. Hal ini dapat menimbulkan rentan adanya kesalahan dalam proses penginputan data. Dari permasalahan tersebut Koperasi Pendidikan Wonogiri ini membutuhkan suatu sistem informasi dengan tujuan untuk memudahkan yang awalnya menggunakan non-komputerisasi menjadi komputerisasi. Dengan menggunakan metode waterfall dan diaplikasikan dalam bentuk aplikasi berbasis web ini dirancang menggunakan bahasa pemrograman PHP dan di simpan dalam sebuah database MySQL. Sistem yang dibuat diharapkan dapat membantu pengguna khususnya anggota koperasi dan petugas koperasi dalam melakukan transaksi simpan pinjam.
WORK-BASED LEARNING DIGITAL UNTUK MENINGKATKAN KESIAPAN KERJA SISWA PENDIDIKAN VOKASI: SYSTEMATIC REVIEW Mas’ula Mas’ula; Endah Sudarmilah
ACADEMIA: Jurnal Inovasi Riset Akademik Vol. 6 No. 4 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/academia.v6i4.13855

Abstract

ABSTRACT Digital transformation requires vocational education to prepare graduates who possess not only technical competencies but also the ability to adapt to technological advances, evolving workplace cultures, and changing industry demands. This study aims to synthesize empirical evidence on the implementation of Digital Work-Based Learning (WBL) and its contribution to improving vocational students' work readiness. The study employed a Systematic Literature Review (SLR) following the PRISMA guidelines. A total of 25 peer-reviewed journal articles with verified DOIs published between 2020 and 2025 were selected based on their relevance to Work-Based Learning, vocational education, digital learning, employability, workplace experience, and career adaptability. Data were analyzed through identification, screening, extraction, and thematic synthesis. The findings indicate that digital WBL is implemented through structured industrial internships, project-based learning, school–industry collaboration platforms, e-learning, mobile learning, gamification, augmented reality, mixed reality, and digital assessment practices that support inclusive learning. These approaches consistently enhance students' technical competencies, soft skills, self-efficacy, reflective ability, career adaptability, and overall work readiness. The effectiveness of digital WBL depends on high-quality industrial supervision, teacher competence, clear task design, continuous feedback, and alignment between vocational curricula and workplace requirements. This review concludes that digital Work-Based Learning is an effective strategy for strengthening vocational graduates' employability while emphasizing the importance of rigorous article selection and source verification to ensure the credibility of systematic review findings. ABSTRAK Transformasi digital menuntut pendidikan vokasi tidak hanya menghasilkan lulusan yang menguasai keterampilan teknis, tetapi juga memiliki kemampuan beradaptasi dengan perkembangan teknologi, budaya kerja, dan kebutuhan industri yang terus berubah. Artikel ini bertujuan menyintesis bukti empiris mengenai penerapan Work-Based Learning (WBL) di era digital serta kontribusinya terhadap peningkatan kesiapan kerja peserta didik pendidikan vokasi. Penelitian menggunakan metode Systematic Literature Review (SLR) dengan mengacu pada pedoman PRISMA. Sebanyak 25 artikel jurnal bereputasi dan memiliki DOI yang diterbitkan pada periode 2020–2025 dipilih berdasarkan kriteria relevansi terhadap Work-Based Learning, pendidikan vokasi, digitalisasi pembelajaran, employability, pengalaman kerja, dan career adaptability. Data dianalisis melalui proses identifikasi, seleksi, ekstraksi, dan sintesis tematik. Hasil kajian menunjukkan bahwa implementasi WBL digital dilakukan melalui magang industri terstruktur, pembelajaran berbasis proyek, platform kolaborasi sekolah–industri, e-learning, mobile learning, gamification, augmented reality, mixed reality, serta asesmen digital yang mendukung pembelajaran inklusif. Penerapan tersebut terbukti berkontribusi terhadap peningkatan keterampilan teknis, soft skills, efikasi diri, kemampuan refleksi, career adaptability, dan kesiapan kerja peserta didik. Efektivitas implementasi WBL digital dipengaruhi oleh kualitas supervisi industri, kompetensi guru, kejelasan tugas, umpan balik yang berkelanjutan, serta keselarasan antara kurikulum dan kebutuhan dunia kerja. Kajian ini menegaskan bahwa WBL berbasis digital merupakan strategi yang efektif untuk memperkuat kesiapan kerja lulusan pendidikan vokasi sekaligus menyoroti pentingnya seleksi dan verifikasi sumber ilmiah dalam menghasilkan sintesis yang kredibel.
Co-Authors Abdul Samee Agus Purwohartono Ainayah Syifa Hendri Al Faruqi, Muhammad Haidar Alfi Dimar Pradana Alif Pandu Raharjo Anggara, Ariski Try Anggita Puspaningrum Ardhiyatama Nur Saputra Ari Gunanto Astari, Fitria Widya Aziz Mufa’adhi Bakhtiar, Doni Nuryanto Budi Darmanto Budi Darmanto, Budi Darsono, Ruswa Della Fitria Lestari Deniar Risma Putri Devi Afriyantari Puspa Putri Diah Priyawati Dian Imam Nurrahim Dian Imam Nurrahim, Dian Imam Dita Aluf Mawsally Diva Rahmaningtyas Citra Ayu Pradani Doni Nuryanto Bakhtiar Dzaky Anwar Zein Emy Nurchasanah Endah Tri Rahayu Fadli Dana Septiawan Fahmawati Nur Makrifah Fatah Yasin Al Irsyadi fatmawati, Eka Fatmawati Fitria Widya Astari gunanto, ari Gunawan Ariyanto Haikal Ahkam Purliano Hanifa Salsabila Hanifa Salsabila Harsanto, Malika Heru Supriyono Ikhwan Caesar Amri Pradana Ikhwan Muhsinin, Yahya Imam Mujahid Inandra Asha Fardhana Irianto, Ade Gilang Hendra Istiqomah Khoirun Nisa Lawton, Megan Mahendra, Farhan Ihza Makrifah, Fahmawati Nur Martatiani Muyasaroh, Siti Mas’ula Mas’ula Mawsally, Dita Aluf Mayasari, Andia Enggar Melani, Tyas Minsih Mufa’adhi, Aziz Muhammad Devano Danendra Hansfawwazi Al-Ghifari Muhammad Vicky Al Hasri Mulyana, Afrizal Meka Nuqisari, Rina Nurchasanah, Emy Nurgiyatna Pasha Bhimasty Pradana, Alfi Dimar Pramesti, Regita Cahya Pungky Ary Wibowo Purliano, Haikal Ahkam Rafiqa Maharani Putri Siregar Regita Cahya Pramesti Rina Nuqisari Ruswa Darsono Saifur Robbi, Royan Sam'an Alghozy Sang Aji Indutoro Saputra, Ardhiyatama Nur Sari, Anggun Yunita Sarnila Sari Saputri Septiawan, Fadli Dana Siti Laila Sholihah Siti Martatiani Muyasaroh Sutrisno, Iwan Umi Fadlilah Ustia, Nurul Wibowo, Pungky Ary Windi Saputri Y. A. Hafiz Yanuarta, Azis Bisma Yoga Yogatama Dwi Prasetya Yusuf Sulistyo Nugroho Zahra Nurbana, Khadijah Zaki Satria Prayoga Zildan Alfatih Agustian