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PELATIHAN PEMANFAATAN ARTIFICIAL INTELLIGENCE DALAM PENYUSUNAN DESAIN PEMBELAJARAN BERBASIS STEM-LITERASI MATEMATIS Suryadinata, Nurain; Noer, Sri Hastuti; Rinaldi, Daniel; Abdurrafi, Muhammad Faishal; Andini, Serly Putri; Haniffadhilah, Haniffadhilah; Simbolon, Jeremi Samuel Tigor
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 7 (2025): Desember 2025
Publisher : Bajang Institute

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Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru Matematika SMA di Kabupaten Lampung Selatan dalam memanfaatkan Artificial Intelligence (AI) untuk menyusun desain pembelajaran berbasis STEM yang berorientasi pada literasi matematis. Pelatihan diikuti oleh 46 guru anggota MGMP Matematika dan dilaksanakan melalui tahapan sosialisasi, workshop, pendampingan, serta evaluasi. Guru diperkenalkan pada penggunaan tools AI (ChatGPT, Teachy, dan MagicSchool) serta penyusunan perangkat pembelajaran berbasis STEM. Evaluasi dilakukan melalui pretest–posttest dan penilaian produk pembelajaran. Hasil menunjukkan peningkatan kemampuan guru dengan nilai N-Gain sebesar 0,60 (kategori sedang), serta kualitas produk berupa modul ajar, LKPD, dan instrumen penilaian yang berada pada kategori “Baik Sekali”. Kegiatan ini berhasil memperkuat penguasaan guru terhadap teknologi AI dan integrasi pembelajaran STEM, sehingga dapat mendukung peningkatan kemampuan literasi matematis siswa di sekolah.
School Studies Mapping Integrated Physics–Math Instructional Designs and Learning Outcomes Maulina, Hervin; Sukamto, Ismu; Suryadinata, Nurain; Syarifuddin, Syarifuddin
Jurnal Pendidikan Matematika Universitas Lampung Vol. 13 No. 4 (2025): Jurnal Pendidikan Matematika Universitas Lampung
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/mtk/v13i4.pp241-257

Abstract

This research aims to systematically examine the application of physics-mathematics integration and its impact on learning. Through the Systematic Literature Review approach, this article analyzes 15 selected empirical research articles obtained from the Scopus and ScienceDirect databases. Article selection guided by the PRISMA method. The analysis yields five instructional design orientations that integrate physics and mathematics learning, namely problem–project integration, representation–transition integration, cross-disciplinary integration, tech–creative integration, and cognitive–affective integration. The study also found that such integrative design not only improves cognitive performance but also fosters creativity, collaboration, and confidence, which are important competencies for scientific literacy and problem-solving.
Penyusunan Instrumen Assessment for Learning Berbasis Problem Based Learning untuk Mengukur Kemampuan Numerasi dan Literasi Sains Nurhanurawati, Nurhanurawati; Viyanti, Viyanti; Suryadinata, Nurain; Priadi, Median Agus
Ruang Pengabdian: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 1 (2025): RUANG PENGABDIAN: Jurnal Pengabdian kepada Masyarakat
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/rp/v5i1.hal.56-62

Abstract

The results of observations conducted in senior high schools across South Lampung Regency indicate that teachers still require adequate training and support in implementing learning assessments, particularly assessments that promote numeracy skills, scientific literacy, and problem-based learning. This Community Service Program (PkM) involved 30 teachers of Mathematics and Science subjects (Biology, Chemistry, and Physics). The implementation methods consisted of in-service training and on-the-job training. During the in-service training phase, participants received materials on Assessment for Learning, Problem-Based Learning, and the enhancement of numeracy and scientific literacy skills. Subsequently, in the on-the-job training phase, participants completed a project involving the development of Assessment for Learning instruments based on Problem-Based Learning. The evaluation results showed an increase in teachers’ knowledge and understanding of these concepts, as indicated by the N-Gain scores: 56.67% of participants achieved a moderate level of improvement, while 43.33% achieved a high level of improvement. In addition, there was an improvement in teachers’ skills in designing assessment instruments, as reflected in the quality of the final products, which included complete components ranging from test blueprints and contextual questions to assessment rubrics. These findings indicate that the implemented training model was effective in enhancing teachers’ competencies in learning assessment based on Assessment for Learning and Problem-Based Learning.
BLENDED LEARNING MODEL INTEGRATED WITH QR CODE: IMPROVING STUDENT LEARNING OUTCOMES IN MATRIX ALGEBRA Farida, Nurul; Linuhung, Nego; Suryaningsih, Yuni; Suryadinata, Nurain
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 10 No. 1 (2026): Volume 10, Nomor 1, February 2026
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v10i1.53250

Abstract

Technological advancement is now a part of everyday human existence. A good example of this is the field of education. It is now widely understood that learning must be adaptable and accessible at all times in order to meet the needs of diverse learners. This level of flexibility is provided by the Blended instruction paradigm, which mixes in-person and online instruction. This study aims to determine the effect of the blended learning model assisted by QR codes on student learning outcomes in the Matrix Algebra course. The study took a quantitative approach and used a quasi-experimental design with one group pretest-posttest. The study included 34 Mathematics Education Program students from Universitas Muhammadiyah Metro in Indonesia. The researchers created and administered a series of verified and reliable (0.86) test instruments to the students, then evaluated the results with a paired sample t-test. Based on the findings, it is possible to conclude that implementing the blended learning approach with QR codes had a considerable favorable impact on students’ academic progress in the Matrix Algebra course. This research innovatively proposes a blended learning framework involving qualitative data and advanced theoretical mathematics with the use of QR codes. The research shows that a blended learning framework with integrated QR codes can be effective and useful in improving university students’ conceptual understanding and learning outcomes in mathematics courses.
PENGARUH PENERAPAN PENDEKATAN PROBLEM SOLVING TERHADAP KEMAMPUAN BERPIKIR KRITIS SISWA KELAS VIII PADA PEMBELAJARAN MATEMATIKA Lestanti, Valentina Enggar Indy; Noer, Sri Hastuti; Suryadinata, Nurain
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 12, No 1 (2026)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v12i1.9056

Abstract

Penelitian eksperimen semu ini meneliti dampak pembelajaran menggunakan pendekatan pemecahan masalah terhadap kemampuan berpikir kritis dalam matematika. Penelitian ini sampel mengambil dua kelas, yakni kelas VIII 5 dan VIII 7, dari populasi siswa seluruh kelas VIII SMP Negeri 15 Bandar Lampung pada tahun ajaran 2024/2025 yang berjumlah 266 siswa. Pemilihan sampel dilakukan melalui teknik cluster random sampling, dan desain penelitian yang digunakan adalah pretest-posttest control group design. Instrumen yang digunakan untuk mengukur kemampuan berpikir kritis matematis adalah tes deskriptif. Setelah data terkumpul, analisis dilakukan dengan uji Mann-Whitney U. Hasilnya menunjukkan bahwa terdapat perbedaan yang signifikan. Median peningkatan kemampuan berpikir kritis matematis pada kelompok siswa yang belajar dengan pendekatan pemecahan masalah secara konsisten lebih tinggi dibandingkan dengan kelompok siswa yang menerima pembelajaran konvensional. Dengan demikian, hasil penelitian ini menyimpulkan bahwa pembelajaran dengan pendekatan pemecahan masalah memiliki pengaruh positif dan signifikan terhadap peningkatan kemampuan berpikir kritis matematis siswa.
PENGARUH PENERAPAN MODEL PEMBELAJARAN GUIDED DISCOVERY TERHADAP KEMAMPUAN PENALARAN MATEMATIS SISWA KELAS VIII SMPN 7 BANDAR LAMPUNG Rosfarita, Puja; Nurhanurawati, Nurhanurawati; Suryadinata, Nurain
JP2M (Jurnal Pendidikan dan Pembelajaran Matematika) Vol 12, No 1 (2026)
Publisher : Universitas Bhinneka PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jp2m.v12i1.9135

Abstract

Kajian penelitian ini menilai dampak dari model pembelajaran guided discovery learning terhadap kemampuan penalaran matematika siswa kelas VIII di SMP Negeri 07 Bandar Lampung. Sampel penelitian, yang diambil dengan metode purposive sampling, terdiri dari 21 siswa dari kelas VIII. 5 dan 20 siswa dari kelas VIII. 6, menggunakan desain kontrol grup pretest-posttest. Kelas VIII. 6 berfungsi sebagai kelompok eksperimen sementara VIII. 5 sebagai kelompok kontrol. Analisis data dengan menggunakan uji Mann-Whitney U menunjukkan bahwa peningkatan median penalaran matematika pada kelompok eksperimen lebih tinggi dibandingkan kelompok kontrol, sehingga model ini terbukti memberikan dampak positif terhadap kemampuan penalaran matematika siswa.
Development and Evaluation of an E-learning System using the CodeIgniter framework to Support Informatics Learning at SMA Negeri 1 Tanjung Raja Safitri, Rosdiyanna; Firdaus, Rangga; Suryadinata, Nurain
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 01 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i01.2247

Abstract

This study aims to develop and evaluate a web-based e-learning system to support Informatics learning at SMA Negeri 1 Tanjung Raja. The research employed a Research and Development (R&D) approach using the Waterfall model, consisting of requirements analysis, system design, implementation, testing, and maintenance. The system was developed using the CodeIgniter 4 framework with the Model–View–Controller (MVC) concept. Functional testing was conducted using the Black Box Testing method, executed on 13 different test scenarios by three expert validators with information technology education lecturers with backgrounds in software engineering. All 13 test items were evaluated independently by each validator, resulting in a 100% pass rate (13 out of 13 items were functional in the third validator). Usability testing using the System Usability Scale (SUS) instrument with 30 respondents comprising 29 Grade X students and 1 Informatics teacher, resulted in an average SUS score of 89, which is classified as Very Good. These findings indicate that the system has robust functionality and is considered very easy to use in this particular school context. Limitations include the single-school setting and relatively small sample size, and further validation across different educational contexts is recommended.
The Mathematical Literacy Task Using the Context of the Traditional Games “Engklek” and “Congklak” Caswita; Suryadinata, Nurain; Mutmainah, Siti
Riemann: Research of Mathematics and Mathematics Education Vol. 8 No. 1 (2026): EDISI APRIL
Publisher : Program Studi Pendidikan Matematika Universitas Katolik Santo Agustinus Hippo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/riemann.v8i1.201

Abstract

The low level of mathematical literacy among Indonesian students remains a significant challenge, as evidenced by PISA and national assessment results. Although ethnomathematics has been widely recognized as a promising approach to contextualize mathematics learning, studies that specifically develop mathematical literacy tasks based on traditional games and examine their validity, practicality, and effectiveness are still limited. In particular, the integration of traditional games such as "Engklek" and "Congklak" into mathematical literacy task design has not been extensively explored. This study aims to develop mathematical literacy tasks using the context of the traditional games "Engklek" and "Congklak" that meet the criteria of validity, practicality, and effectiveness. Employing a design research methodology with a development study approach, this study adopted a formative evaluation model consisting of self-evaluation, expert review, one-to-one, small-group, and field test stages The subjects were junior high school students in Bandar Lampung. Data were collected through walkthroughs, documentation, observations, interviews, and tests, then analyzed using descriptive qualitative methods. The results show that the developed tasks achieved a high level of validity based on expert judgment, with consistent agreement across content, construct, and language aspects. The tasks were also found to be practical, as indicated by students’ positive responses and their ability to engage with the tasks during trials. Furthermore, the field test revealed an improvement in students’ mathematical literacy performance, particularly in formulating, employing, and interpreting mathematical problems within real-life contexts. Therefore, it can be concluded that the ethnomathematics-based mathematical literacy tasks developed in this study are valid, practical, and effective, and suitable for supporting students’ development of mathematical literacy.
Pengembangan Video Interaktif Edpuzzle untuk Pembelajaran Informatika SMA Saputri, Bela Novia; Firdaus, Rangga; Suryadinata, Nurain
Jurnal Pendidikan dan Teknologi Indonesia Vol 6 No 4 (2026): JPTI - April 2026
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.1532

Abstract

Pemanfaatan teknologi digital dalam pembelajaran masih belum optimal sehingga diperlukan inovasi media pembelajaran yang interaktif untuk meningkatkan kualitas proses dan hasil belajar siswa. Penelitian ini bertujuan untuk mengembangkan media video pembelajaran interaktif berbasis Edpuzzle serta menganalisis tingkat validitas, kepraktisan, dan efektivitasnya pada pembelajaran Informatika SMA. Penelitian ini menggunakan metode Research and Development dengan model pengembangan 4D yang meliputi tahap define, design, develop, dan disseminate. Subjek penelitian adalah siswa kelas X SMA Negeri 2 Tulang Bawang Tengah. Uji efektivitas dilakukan menggunakan desain one group pre-test–post-test. Pengumpulan data dilakukan melalui angket dan tes hasil belajar. Angket digunakan untuk menilai validitas melalui penilaian ahli serta untuk mengetahui kepraktisan melalui respon guru dan siswa, sedangkan tes hasil belajar digunakan untuk mengukur efektivitas media melalui pre-test dan post-test. Hasil penelitian menunjukkan bahwa media yang dikembangkan dinyatakan valid dengan nilai Aiken’s V sebesar 0,88 pada ahli materi dan 0,92 pada ahli media. Media juga dinilai sangat praktis dengan persentase kepraktisan sebesar 83,33% dari guru dan 87,22% dari siswa. Selain itu, media terbukti efektif dalam meningkatkan hasil belajar siswa yang ditunjukkan oleh peningkatan nilai rata-rata pre-test sebesar 47,96 menjadi 88,33 pada post-test, nilai N-Gain sebesar 0,78 dengan kategori tinggi, serta hasil uji Wilcoxon Signed Rank Test yang menunjukkan nilai signifikansi (Asymp. Sig. 2-sided) < 0,001. Dengan demikian, video pembelajaran interaktif berbasis Edpuzzle yang dikembangkan dinyatakan valid, praktis, dan efektif untuk digunakan dalam pembelajaran Informatika SMA.
Pengaruh E-learning Berbasis Moodle Terhadap Hasil Belajar Siswa Pada Materi Sistem Komputer Kelas X SMK Asmi, Rina; Riyanda, Afif Rahman; Suryadinata, Nurain; Pramudiyanti, Pramudiyanti
Jurnal Pendidikan dan Teknologi Indonesia Vol 6 No 4 (2026): JPTI - April 2026
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.1674

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya hasil belajar siswa serta kurang optimalnya pemanfaatan teknologi dalam pembelajaran pada materi Sistem Komputer di SMK. Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan e-learning berbasis Moodle terhadap hasil belajar siswa pada materi Sistem Komputer kelas X di SMK Negeri 8 Bandar Lampung. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi experimental dan desain Non-equivalent Control Group Design. Populasi penelitian berjumlah 62 siswa dengan teknik sampling jenuh. Instrumen penelitian berupa tes pilihan ganda yang telah diuji validitas, reliabilitas, daya beda, dan tingkat kesukaran. Tahapan penelitian meliputi Pretest, pemberian perlakuan menggunakan e-learning berbasis Moodle dengan model blended learning pada kelas eksperimen, serta Posttest pada kedua kelas. Hasil penelitian menunjukkan bahwa rata-rata nilai Posttest kelas eksperimen sebesar 83,87 lebih tinggi dibandingkan kelas kontrol sebesar 77,74. Peningkatan hasil belajar berdasarkan N-Gain pada kelas eksperimen sebesar 0,66 (kategori sedang), lebih tinggi dibandingkan kelas kontrol sebesar 0,51 (kategori sedang). Hasil uji Independent Sample T-Test menunjukkan nilai signifikansi sebesar 0,005 (p < 0,05), yang berarti terdapat perbedaan yang signifikan antara kedua kelas. Hasil ini menunjukkan bahwa e-learning berbasis Moodle mampu meningkatkan keterlibatan dan pemahaman siswa. Berdasarkan hasil tersebut dapat disimpulkan bahwa penggunaan e-learning berbasis Moodle melalui model blended learning berpengaruh signifikan terhadap peningkatan hasil belajar siswa pada materi Sistem Komputer kelas X SMK. E-learning berbasis Moodle dapat digunakan sebagai alternatif pembelajaran yang efektif untuk meningkatkan hasil belajar siswa.