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Development of an Ethnorealistic Mathematics-Based Electronic Module Integrated with Assemblr 3D in the Context of Lebak Batik to Improve Students' Conceptual Understanding Andri Imam Subekhi; Nandang Kusmana; Teguh Ardianto; Irvan Fariji; Yusup Junaedi
JURNAL INOVASI PENDIDIKAN DAN SAINS Vol 6 No 3 (2025): December
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Nahdlatul Wathan Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jips.v6i3.2642

Abstract

This study aims to develop an Ethno-RME-based e-module integrated with Assemblr 3D in the context of Lebak Batik that is feasible, practical, and effective to improve students' conceptual understanding. This research is included in the research and development referring to the ADDIE development model including the stages of Analysis, Design, Development, Implementation, Evaluation. The testing of the e-module media in learning and testing the ability to understand mathematical concepts was carried out on fifth-grade students at an Elementary School in Banten Province. The trial design of this study used a One Group Pretest-Posttest Design . The results showed that the average percentage of the e-module feasibility score from both validators was 87% with very feasible criteria. The use of the e-module in the limited trial obtained an average score from teachers and students of 75.2% with practical criteria. Ethno-RME-based e-module integrated with Assemblr 3D in the context of Lebak Batik effective in improving students' understanding of mathematical concepts, as indicated by a difference in conceptual understanding test results from 40 to 86.5 with an N-Gain score of 0.77 in the high category. These results indicate that the e-module The developed materials have the criteria of being feasible, practical and effective in improving students' understanding of concepts
PENGARUH MODEL PEMBELAJARAN STEM BERBASIS PYTHAGORAS CUP TERHADAP DISPOSISI MATEMATIS DAN KEMAMPUAN BERPIKIR KREATIF MATEMATIS SISWA SD Lala Maryanti; Dwi Yulianto; Yusup Junaedi
Jurnal Ilmiah Pendidikan Dasar (JIPDAS) Vol 6 No 1 (2026): Vol. 6 No. 1 Edisi Februari 2026
Publisher : Program Studi Pendidikan Guru Sekolah Dasar Fakultas Pendidikan Ilmu Pengetahuan Sosial dan Bahasa Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37081/jipdas.v6i1.3990

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya disposisi matematis dan kemampuan berpikir kreatif matematis siswa sekolah dasar akibat pembelajaran yang masih bersifat konvensional dan kurang interaktif. Tujuan penelitian ini adalah untuk mengetahui pengaruh model pembelajaran STEM berbasis Pythagoras Cup terhadap disposisi matematis dan kemampuan berpikir kreatif matematis siswa SD. Metode penelitian yang digunakan adalah quasi eksperimen. Sampel penelitian berjumlah 64 siswa, terdiri atas kelas V-A berjumlah 32 siswa sebagai kelas control dan kelas V-B berjumlah 32 siswa sebagai kelas eksperimen. Instrumen penelitian berupa angket disposisi matematis dan tes kemampuan berpikir kreatif matematis. Hasil analisis menunjukkan bahwa (1) model pembelajaran STEM berbasis Pythagoras Cup berpengaruh signifikan terhadap disposisi matematis siswa, (2) model pembelajaran STEM berbasis Pythagoras Cup berpengaruh signifikan terhadap kemampuan berpikir kreatif matematis siswa, (3) terdapat perbedaan disposisi matematis antara kelas eksperimen dan kelas kontrol, (4) terdapat perbedaan signifikan kemampuan berpikir kreatif matematis antara kelas eksperimen dan kontrol. Dengan demikian dapat disimpulkan bahwa penerapan model pembelajaran STEM berbasis Pythagoras Cup mampu meningkatkan disposisi matematis dan kemampuan berpikir kreatif matematis siswa SD secara lebih efektif dibandingkan pembelajaran konvensional. persingkat lagi.
Developing Augmented Reality E-Comic Based on Baduy Folklore for English Literacy Enhancement Ardianto, Teguh; Fariji, Irvan; Subekhi, Andri Imam; Kusmana, Nandang; Junaedi, Yusup
Journal of Language and Literature Studies Vol. 6 No. 2 (2026): June
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jolls.v6i2.5176

Abstract

In the context of education, literacy is no longer understood merely as the ability to read and write. It also includes the capacity to understand texts, interpret meaning, evaluate information critically, communicate ideas effectively, and apply knowledge to solve real-life problems. Therefore, this study aims to develop an Augmented Reality (AR)-based E-Comic by integrating Baduy folklore, meeting the criteria of validity, practicality, and effectiveness in optimizing English literacy skills. This study employs Research and Development (R&D) approached to create and evaluate an educational product. It follows the ADDIE model, which consists of five systematic stages: Analyze, Design, Development, Implementation, and Evaluation. The development of this E-Comic is designed to provide a contextual learning experience supported by dynamic and interactive 3D visualizations, thereby enhancing students’ literacy skills, particularly in English. The findings indicate that the developed AR-based e-comic was positively received by students and is suitable for use as teaching material in English language learning. This is consistent with other studies indicating that e-comics improve learning comprehension and are highly relevant as teaching media. This is also consistent with the results from utilizing digital teaching materials as an alternative for English classes. The average score from media experts reached 91.3%, while student responses averaged 84%, both categorized as highly feasible. Therefore, the product can be effectively implemented as a teaching material for English language learning.
Modeling the determinants of AI integration in primary mathematics education: A structural equation modeling analysis Dwi Yulianto; Egi Adha Juniawan; Yusup Junaedi; Astari; Rahmat Nurcahyo
Jurnal Elemen Vol 11 No 4 (2025): October
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jel.v11i4.30518

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This study addresses a critical gap in educational technology research by simultaneously examining the internal and external determinants of Artificial Intelligence (AI) integration in primary mathematics instruction. Using a second-order Structural Equation Modeling (SEM) framework, the study investigates how teachers’ attitudes and TPACK competencies (internal factors), alongside policy support, infrastructure, and community engagement (external factors), influence AI utilization among 516 primary school mathematics teachers in Jakarta, Indonesia. The results reveal that internal factors have a strong direct effect on AI utilization (β = 0.791; p < 0.001), while external factors exert a significant indirect influence via internal mediators (β = 0.217; p < 0.001), despite an insignificant direct effect (β = 0.008; p = 0.908). The model explains 78.1% of the variance in AI utilization (R² = 0.781) and shows high predictive relevance (Q² > 0.70). These findings underscore the pivotal role of teacher readiness in AI integration, with systemic support enhancing its effectiveness through internal capacity-building. The study contributes an empirically validated instrument and a comprehensive ecological model, offering actionable insights for policymakers and educators in developing nations pursuing ethical, equitable, and sustainable AI integration in primary education.
Development of Immersive Augmented Reality Learning Media Integrated with Ethnoscience: A Design-Based Research Approach Andri Imam Subekhi; Nandang Kusmana; Bagus Ardi Saputro; Yusup Junaedi; Teguh Ardianto
Journal of Educational Technology and Learning Creativity Vol. 4 No. 1 (2026): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v4i1.3193

Abstract

Purpose of the study: This study aimed to develop, validate, and evaluate an Augmented Reality (AR)-based e-module integrated with Madurese bull-racing ethnoscience (SMART) to enhance junior high school students’ numeracy skills and scientific literacy through contextualized and meaningful science learning experiences. Methodology: This study employed a Design-Based Research (DBR) approach based on the Reeves model, combined with a quasi-experimental pretest–posttest control group design. The participants consisted of 64 eighth-grade students from junior high schools in East Java, Indonesia. Data were collected through expert validation sheets, Likert-scale questionnaires, classroom observations, and achievement tests. The data were analyzed using Aiken’s V, normalized gain (N-gain), ANCOVA, and Cohen’s d effect size analysis. Main Findings: The SMART e-module demonstrated high validity (Aiken’s V = 0.87) and excellent practicality (88.6%). The experimental group showed greater improvements in numeracy and scientific literacy than the control group, with N-gain scores ranging from 0.65 to 0.72, indicating moderate-to-high learning gains. ANCOVA results revealed a significant effect of the intervention on students’ learning outcomes (F(1,61) = 18.74, p < 0.001, η² = 0.23). In addition, students exhibited consistently high levels of behavioral, emotional, and cognitive engagement throughout the learning process. Novelty/Originality of this study: This study presents an innovative integration of Augmented Reality technology and Madurese ethnoscience within a Design-Based Research framework to support contextual science learning. The study contributes to the existing literature by demonstrating that culturally responsive AR-based learning materials can effectively foster conceptual understanding, scientific reasoning, numeracy proficiency, and higher-order thinking skills simultaneously.
Generative AI Ethno-Digital Comics Enhancing Socio-Cultural Awareness and Value-Based Learning in Elementary Education Teguh Ardianto; Nandang Kusmana; Sobri Sobri; Yusup Junaedi; Andri Imam Subekhi
Journal of Educational Technology and Learning Creativity Vol. 4 No. 1 (2026): June
Publisher : Cahaya Ilmu Cendekia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37251/jetlc.v4i1.3249

Abstract

Purpose of the study: This study aimed to develop and evaluate an AI-assisted ethno-digital comic using AI Comic Factory to improve elementary students’ cultural literacy, character development, and learning engagement in culturally responsive learning contexts. Methodology: This study employed a Design-Based Research (DBR) approach involving analysis, design, and evaluation phases. Participants consisted of 60 elementary students from Grades IV–VI and 12 students in a preliminary trial from two schools in Banten, Indonesia. Data were collected through expert validation, questionnaires, observations, and field testing, then analyzed using Aiken’s V, Cronbach’s Alpha, ICC, N-gain, and Cohen’s d. Main Findings: The developed comic demonstrated high validity (Aiken’s V = 0.88–0.94) and strong reliability (α = 0.89). Field implementation showed significant improvement in students’ socio-cultural awareness (N-gain = 0.70; Cohen’s d = 2.02), character development (d = 1.77), and learning engagement (M = 4.34; ICC = 0.89). Emotional and reflective engagement showed greater improvement than behavioral and cognitive engagement. In addition, Technology Acceptance Model (TAM) results indicated very high user acceptance, particularly in behavioral intention (BI = 4.58) and perceived usefulness (PU = 4.52). Novelty/Originality of this study: This study proposes an AI-assisted ethno-digital story-based learning model integrating generative AI, culturally responsive pedagogy, and DBR to support immersive cultural storytelling and measurable character-based learning outcomes in elementary education.
Pelatihan Mesin Pirolisis untuk Pembuatan Liquid Smoke dalam Upaya Kemandirian Ekonomi di Desa Cilentung, Pandeglang Yusup Junaedi; Ade Jaya Sutista; Qiswatun Mukhoyyaroh; Nugraha; Vinda Maharani Particia; Indra Fajar Alamsyah
LOSARI: Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2024): Desember 2024
Publisher : LOSARI DIGITAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53860/losari.v6i2.400

Abstract

This service is motivated by the abundance of natural resources owned by Cilentung Village, Pandeglang Regency. One of the main commodities is coconut where Cilentung Village is the top 10 supplier of coconuts in Pandeglang Regency. However, the utilization of coconuts has not been fully optimized by the local community because they only sell young coconuts to the city and the waste in the form of coconut fiber and shells is brought back to the village. So if left alone it will pollute the surrounding environment. The method of this service is a demonstration of the use of a pyrolysis machine to produce liquid smoke which has many benefits and high selling value. The results of the service stated that there was an increase in the skills of farmer groups by 84% and an increase in production by 85% because farmer groups can use pyrolysis machines to process coconut waste into derivative products in the form of liquid smoke.