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DOES PERSONALIZATION MATTER IN PROMPTING? A CASE STUDY OF CLASSIFYING PAPER METADATA USING ZERO-SHOT PROMPTING Lesmana, Chandra; Muhammad Okky Ibrohim; Indra Budi
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 10 No 1 (2025): APRIL
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v10i1.57445

Abstract

Systematic Literature Review (SLR) is one way for researchers to obtain information on research developments on a topic in a structured manner. This makes SLR a preferred method by researchers because the process involves systematic, objective analysis and focuses on answering research questions. In general, there are three stages to conducting SLR, namely planning, implementation, and reporting. However, compiling an SLR takes a long time because it goes through all the stages one by one. To overcome this problem, an automation process is needed so that it can speed up the SLR compilation process. Previous studies have carried out an automation process in the form of SLR document classification by utilizing several machine learning models that require a lot of training data like Naïve Bayes, Support Vector Machine, and Logistic Model Tree. In this study, the authors conducted an automation process by utilizing open-source Large Language Model (LLM) namely Mistral-7B-Instruct-v0.2 and LLaMA-3.1–8B to classify title and abstract of SLR documents. We compared the effect of using personalization on zero-shot prompting. By using LLM with zero-shot prompting, the classification process no longer requires training data, so that it does not need data annotation cost. Experiment results showed that personalization improved classification performance, getting the best results with Macro F1 0.5538 using the Llama 3.1 model.
Pengembangan Media Pembelajaran Berbasis Android Materi Dasar Algoritma dan Pemrograman Kelas X SMA Negeri 1 Anjongan Sari, Helwiya; Lesmana, Chandra; Nurbani, Nurbani
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 1 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v7i1.30296

Abstract

Pendidikan berperan penting dalam membentuk sumber daya manusia yang unggul. Namun, pembelajaran di sekolah masih banyak menggunakan metode ceramah yang kurang interaktif. Di SMA Negeri 1 Anjongan, antusiasme siswa terhadap pelajaran Informatika khususnya materi algoritma dan pemrograman terpantau rendah. Penelitian ini bertujuan mengembangkan media pembelajaran berbasis Android untuk meningkatkan efektivitas dan keterlibatan siswa. Menggunakan model Research and Development (R&D), proses pengembangan meliputi analisis, perancangan, implementasi, dan evaluasi. Aplikasi ini memuat materi, video, kuis interaktif, serta fitur capaian dan alur tujuan pembelajaran, dan dirancang agar dapat diakses lewat smartphone secara fleksibel. Hasilnya, media ini diharapkan layak pakai, sesuai kebutuhan siswa, dan mampu meningkatkan pemahaman serta motivasi belajar. Selain itu, aplikasi ini dapat menjadi alat bantu mengajar yang menarik bagi guru.Kata kunci: Algoritma, Siswa SMA, Android, Media Pembelajaran, Pemrograman
Development of Web-Based Library System at SMP Negeri 3 Sungai Kakap Lesmana, Chandra; Santoso, Danar; Mannanan, Darul Lutfi
International Journal of Multi Discipline Science (IJ-MDS) Vol 8, No 1 (2025): Volume 8 Number 1 February 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/ij-mds.v8i1.6719

Abstract

This research aims to develop a web-based library information system at SMP Negeri 3 Sungai Kakap to improve the efficiency of library management and support students' access to learning resources. The research method used was Research and Development (R&D) with the Richey and Klein model, including planning, production, and evaluation stages. The development of the system involved 2 media experts, 3 librarians, and 30 students as respondents. The validation results showed that this system was very feasible, with an average score of 89% from media experts and 88% from expert librarians. The student response was also positive, with a score of 86.13%, indicating satisfaction with the ease of use and benefits of the system. Thus, this web-based library information system was effective in improving library services and supporting the learning process in schools.
Pengembangan Media Pembelajaran Interaktif Edpuzzle dalam Pembelajaran Sejarah Purmintasari, Yulita Dewi; Lesmana, Chandra
Fajar Historia: Jurnal Ilmu Sejarah dan Pendidikan Vol 7 No 2 (2023): Desember
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/fhs.v7i2.12370

Abstract

Learning history is one of the most difficult lessons because of the distance in space and time, so it is necessary to present interactive learning media that make historical values more understandable. The development of Edpuzle interactive video learning media in history learning aims to develop learning media and to determine the effectiveness of the product developed. The research process applies the 4D development research method with the stages of Define, Design, Develop and Deseminate. The research instruments are in the form of expert validation sheets, lift sheets and test questions. The results of the media validation show "very good" worthy of being used as a learning medium with an average score of 4.35. Based on table 2, it shows that the results of the validation of material experts average score of 4.33 in the "very good" category. The results of the one to one evaluation show that the average total score is 3.98 in the "good" category. And the results of the small group evaluation show that the total average score is 4.58 in the "very good" category. the results of the effectiveness test using Mann Whitney U on SPSS, obtained the results of a sig (2-tailed) value of 0.011 <0.05 which means Ho is rejected while Ha is accepted which means the use of interactive media has an effect on learning students become more interested and able to think interactive learning media and not boring.Pembelajaran sejarah merupakan salah satu pembelajaran yang sulit karena jauhnya ruang dan waktu, sehingga perlu menghadirkan media pembelajaran interaktif yang membuat lebih memahami nilai-nilai sejarah. Pengembangan media pembelajaran video interaktif edpuzle pada pembelajaran sejarah bertujuan untuk mengembangkan media pembelajaran dan mengetahui efektivitas produk hasil pengembangan. Penelitian menerapkan metode penelitian pengembangan 4D dengan tahapan Define, Design, Develop dan Deseminate. Instrumen penelitian berupa lembar validasi ahli, lembar angkat dan soal tes. Hasil validasi media menunjukkan “sangat baik” layak digunakan sebagai media pembelajaran dengan skor rata-rata 4,35. Berdasarkan tabel 2 menunjukkan bahwa hasil validasi ahli materi skor rata -rata 4,33 dengan kategori “sangat baik”. Hasil evaluasi   one to one menunjukkan bahwa total skor rata -rata 3,98 dengan kategori “baik”. Dan hasil evaluasi small group menunjukkan bahwa total skor rata -rata 4.58 dengan kategori “sangat baik”. hasil uji efektivitas menggunakan Mann Whitney U pada SPSS, didapatkan hasil nilai sig (2-tailed) sejumlah 0,011 < 0,05 yang berarti Ho ditolak sedangkan Ha diterima yang berarti penggunaan media interaktif berpengaruh dalam pembelajaran. siswa menjadi lebih tertarik dan mampu berfikir dengan media pembelajaran yang interaktif dan tidak membosankan. 
Gamified Android Learning to Foster Higher-Order Thinking in Students with ADHD Susiaty, Utin Desy; Chandra Lesmana
International Journal of Applied Mathematics and Computing Vol. 3 No. 1 (2026): January: International Journal of Applied Mathematics and Computing
Publisher : Asosiasi Riset Ilmu Matematika dan Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijamc.v3i1.286

Abstract

This study addresses the problem of how the implementation of HOTS-based Android gamification influences the higher-order thinking skills of students with ADHD, a group that often faces challenges in traditional learning environments. A quantitative experimental research design was applied, involving 26 students with ADHD from four special needs schools (SLBs) in West Kalimantan. The intervention included HOTS-oriented Android gamified learning, and students' performance was measured using pre-tests and post-tests based on HOTS-level questions. The average pre-test score was 23.72, while the post-test score increased to 53.21. A paired sample t-test showed a significant improvement (t = 8.688 > t_table = 1.708, at a 5% significance level). However, only 57.69% of students met the minimum mastery criteria (KKM = 67), indicating that 15 out of 26 students achieved the expected learning standard. The implementation of HOTS-based Android gamification significantly improved the higher-order thinking skills of students with ADHD. Nonetheless, the overall results, based on average scores and classical completeness, indicate that many students still did not reach the expected level of mastery. Further enhancements in instructional design may be necessary to optimize outcomes for this group of learners.
Pengembangan Media Pembelajaran Interaktif Pada Mata Pelajaran Inforrmatika Kelas VII SMP LKIA Pontianak Maya Ulandari; Chandra Lesmana; Danar Santoso
Glosains: Jurnal Sains Global Indonesia Vol. 3 No. 2 (2022): Glosains: Jurnal Sains Global Indonesia
Publisher : Sekolah Tinggi Agama Islam Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59784/glosains.v3i2.86

Abstract

Penelitian ini bertujuan untuk menghasilkan media pembelajaran berupa pengembangan media pembelajaran interaktif dengan articulate storyline pada mata pelajaran informatika materi kolaborasi dalam masyarakat digital di kelas VII SMP LKIA Pontianak. Metode penelitian ini adalah penelitian dan pengembangan atau Research and Development (R&D) dengan model ADDIE. Subjek dalam penelitian ini terdiri atas subjek pengembangan dan subjek uji coba produk. Teknik pengumpulan data dalam penelitian ini adalah teknik komunikasi tidak langsung, teknik komunikasi langsung dan teknik dokumentasi. Berdasarkan hasil validasi oleh ahli media diperoleh skor sebesar 77,3 atau masuk dalam kategori layak, Validasi oleh ahli materi di peroleh sebesar 75, atau masuk dalam kategori layak, dan Validasi angket respon mahasiswa memperoleh skor sebesar 73,6 atau masuk dalam kategori layak.
Efektivitas model project based learning untuk meningkatkan hasil belajar mahasiswa STKIP PGRI Pontianak Chandra Lesmana; Amat Jaedun
Jurnal Pendidikan Vokasi Vol. 5 No. 2 (2015)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (744.505 KB) | DOI: 10.21831/jpv.v5i2.6382

Abstract

Penelitian ini bertujuan untuk: (1) menguji keefektifan penerapan model PjBL di Program Studi PTIK STKIP PGRI Pontianak pada mata kuliah Pemrograman Visual 1 dalam meningkatkan hasil belajar mahasiswa. (2) menguji kemungkinan implementasi model pembelajaran PjBL di Program Studi PTIK STKIP PGRI Pontianak. Penelitian ini mengunakan jenis penelitian quasi experiment. Desain dalam penelitian ini menggunakan posttest control group design dengan kelompok non ekuivalen. Populasi dalam penelitian ini adalah seluruh mahasiswa semester 4 dari Program Studi PTIK STKIP PGRI Pontianak. Dalam penelitian ini pengumpulan data dilakukan setelah perlakuan (posttest). Data posttest dianalisis secara deskriptif dengan Anova untuk mengetahui perbedaan antara kelompok eksperimen dan kelompok kontrol. Hasil pengujian hipotesis yang menyatakan bahwa terdapat perbedaan hasil belajar antara mahasiswa yang diajar dengan pembelajaran PjBL dibandingkan mahasiswa yang diajarkan dengan pembelajaran konvensional dengan metode tutorial. THE EFFECTIVENESS PROJECT-BASED LEARNING MODEL TO IMPROVE STUDENT'S LEARNING ACHIEVEMENT OF STKIP PGRI PONTIANAKAbstractThis research aimed at: (1) testing the effectiveness of PjBL at ICT Education Study Program in Visual Programming 1 subject to improve the student's learning achievement and, (2) testing the possibility the implementation of PjBL learning model at ICT study program of STKIP PGRI Pontianak. This research used quasi-experimental research design. The design used at this research was posttest control group design with non-equivalent group. Data collecting techniques used at this research were questionnaire, observation and project assessment. In this research, the data collecting was conducted after the treatment (posttest). The posttest data was analyzed descriptively by using Anova formula to find out the difference between the experimental groups and controlled group. The hypotheses testing result shows that there are learning achievement difference between the students who leaner by using PjBL model and the conventional one.
Pengembangan media pembelajaran berbasis AR (augmented reality) pada materi topologi jaringan semester genap kelas X Akuntansi SMKN 1 Jelai Hulu Ilham Kurnia Septiadi; Matsun Matsun; Chandra Lesmana; Muhamad Arpan
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.10532

Abstract

Penerapan teknologi dalam pendidikan tidak hanya berfokus pada peningkatan akses informasi, tetapi juga memperkaya metode pengajaran yang memungkinkan visualisasi data secara lebih mendalam. Oleh karena itu, penelitian ini bertujuan untuk mengetahui proses pengembangan, kelayakan, respon siswa, serta keefektifan media pembelajaran berbasis Augmented Reality (AR) di SMKN 1 Jelai Hulu. Penelitian ini menggunakan metode penelitian Research and Development (R&D) dengan pendekatan Define, Design, Development, dan Disseminate (4D). Penelitian ini mengumpulkan data dengan metode observasi, wawancara, angket (kuesioner), tes (pretest dan posttest), dan dokumentasi. Penelitian ini memperoleh hasil uji kelayakan oleh validator ahli materi sebesar 90% dengan kategori sangat layak, hasil uji kelayakan oleh validator ahli desain sebesar 87,77% dengan kategori sangat layak, hasil respon dari 17 orang siswa kelas X Akuntansi sebesar 89,01% dengan kategori sangat baik, serta hasil pretest sebesar 62,64 dan hasil posttest sebesar 90 yang menunjukkan bahwa media pembelajaran berbasis Augmented Reality (AR) efektif dalam meningkatkan hasil belajar.
Pengembangan media pembelajaran berbasis video interaktif pada SMP Negeri 03 Sungai Kakap Chandra Lesmana; Danar Santoso; Ardi Firmansyah; Mira Mira; Mohamat Ziki Mahardika; Milasari Milasari; Sesilia Sesilia; Dwi Siti Nurfawati
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 1 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i1.5111

Abstract

Penelitian ini bertujuan untuk mengetahui kelayakan media pembelajaran dengan video interaktif di SMP 03 Sungai Kakap, menganalisis daya tarik siswa terhadap media pembelajaran berbasis video interaktif pada SMP 03 Sungai Kakap, dan menganalisis minat belajar siswa setelah menggunakan media pembelajaran berbasis video interaktif pada SMP 03 Sungai Kakap. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan dengan desain Model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Subyek uji coba produk dalam penelitian ini adalah siswa SMP Negeri 3 Sungai Kakap. Teknik pengumpulan data yang digunakan adalah observasi, teknik komunikasi langsung dan komunikasi tidak langsung. Kesimpulan yang dapat diambil dari penelitian pengembangan adalah hasil dari uji kelayakan yang dilakukan oleh ahli media diperoleh nilai skor rata-rata kelayakan sebesar 87 dengan kriteria “sangat baik”, ahli materi sebesar 85,43 dengan kriteria “sangat layak”, dan uji skala kecil dengan skor 85,43 dengan kriteria “sangat layak”. Adapun hasil respon siswa dengan Skor 81,1 dengan kriteria “sangat layak”.
TANGGUNG JAWAB HUKUM NOTARIS TERHADAP PEMBUATAN AKTA PERJANJIAN NOMINEE SAHAM Chandra Lesmana
Repertorium: Jurnal Ilmiah Hukum Kenotariatan Vol. 5 No. 1 (2016): Repertorium
Publisher : Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28946/rpt.v5i1.179

Abstract

The making of the deed of Covenant nominee of shares may cause harm to the parties as a result of the Treaty of nominee shares annulled by law so that it will bring a notary into the legal responsibility and can are sanctions in the civil code, namely in the form of reimbursement of the costs, damages and interest. Criminal sanctions, namely when the existence of fraud or trickery that is sourced from a notary itself, and criminal sanctions may be provided with a review of whether the notary meets the entire contents of the outline of the crime. In addition, by implementing a manufacturing certificate stock nominee agreement then the notary has been doing against the law and may be subject to administrative sanctions, namely in the form of an oral reprimand, written reprimand, suspension, dismissal with respect and stop with disrespect. As well as violating the code of ethics the notary public so it can be charged penalties in the form of a reprimand, warning, suspension of the membership of the Assembly, the Assembly from the membership of the dismissal, and dismissal with no respect from the membership of the Assembly.