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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY DALAM MATERI PERANGKAT KERAS KOMPUTER TERHADAP PEMAHAMAN KONSEP SISWA KELAS VII DI SMPN 15 PONTIANAK Fajar Firdiansyah; Yudi Darma; Chandra Lesmana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.13097

Abstract

This study is motivated by the low conceptual understanding of students in computer hardware material due to the limited use of interactive learning media. Students often face difficulties in visualizing computer components such as CPU, RAM, and motherboard. Therefore, this research aims to develop and determine the feasibility of Augmented Reality (AR)-based learning media to improve students' conceptual understanding. This research employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The subjects of this study included material experts, media experts, teachers, and students of class VII at SMPN 15 Pontianak. Data collection techniques used questionnaires, interviews, and documentation, while data analysis was conducted using descriptive quantitative methods. The results showed that the AR-based learning media developed was categorized as very feasible. This is evidenced by the validation results from material and media experts, which fall into the very valid category, as well as positive responses from teachers and students indicating that the media is very practical. In addition, the effectiveness test results showed an improvement in students' conceptual understanding after using the media. Thus, AR-based learning media is appropriate to be used as an innovative and interactive alternative learning media to enhance students' understanding of computer hardware concepts.
PENGARUH PENERAPAN METODE GAME-BASED LEARNING TERHADAP MOTIVASI BELAJAR SISWA PADA MATA PELAJARAN INFORMATIKA DI SMP NEGERI 12 PONTIANAK Nashyfa Yasifa; Chandra Lesmana
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 No. 3, September 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.17657

Abstract

This study aims to determine students' learning motivation in the Informatics subject before and after the implementation of the Game-Based Learning method, as well as to identify differences in learning motivation between the class using the Game-Based Learning method and the class using the conventional method at SMP Negeri 12 Pontianak. The study employs a quantitative approach using a quasi-experimental design, specifically the Nonequivalent Control Group Design. Data collection was conducted via indirect communication using a learning motivation questionnaire. The study population consisted of all 232 Grade VII students at SMP Negeri 12 Pontianak during the 2026 academic year. The sample comprised 66 students, selected using purposive sampling: Class VII E (32 students) served as the experimental group, and Class VII A (34 students) served as the control group. Data analysis involved both descriptive and inferential statistics. The results indicate that, prior to the intervention, there was no difference in learning motivation between the experimental and control groups. Following the implementation of the Game-Based Learning method, students in the experimental group demonstrated higher learning motivation than those in the control group, with mean post-test scores of 46.42 and 35.43, respectively. The Mann-Whitney U test yielded an Asymp. Sig. (2-tailed) value of < 0.001, indicating a significant difference in learning motivation between the two groups. Thus, it can be concluded that the implementation of the Game-Based Learning method has a positive effect on students' learning motivation in the Informatics subject at SMP Negeri 12 Pontianak.
Analysis of Teacher and Student Readiness in Implementing Coding-Based Learning and Artificial Intelligence at Vocational High School 1 Mempawah Timur Danar Santoso; Chandra Lesmana; Muhamad Arpan
JETL (Journal of Education, Teaching and Learning) Vol 10, No 2 (2025): Volume 10 Number 2, 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v10i2.9000

Abstract

This study aimed to analyze the readiness of teachers and students in implementing coding-based learning at SMK Negeri 1 Mempawah Timur. The research employed a quantitative descriptive approach with the research respondents were 10 teachers and 45 students. Data collection techniques including questionnaires, interviews, and documentation. The results indicate that both teacher and student readiness were categorized as moderately ready. Teachers showed positive attitudes toward coding-based learning; however, limitations remain in terms of technical skills and school facility support. Similarly, students demonstrate adequate motivation and positive attitudes toward technology, yet they still require guidance in the use of digital learning tools. Therefore, strategic efforts such as continuous teacher training, improvement of school facilities, and enhanced student learning support are necessary to ensure the effective and sustainable implementation of coding-based learning in vocational high schools.