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Pengembangan Media Pembelajaran Buku Tematik Tema 1 Pertumbuhan dan Perkembangan Makhluk Hidup Berbasis Construct 2 untuk Sekolah Dasar Maisaroh, Siti; Saputri, Fiqih Hana; Lestari, Ery Dwi
Academic Journal of Computer Science Research Vol 7, No 1 (2025): Academic Journal of Computer Science Research (AJCSR)
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/ajcsr.v7i1.15804

Abstract

Pembelajaran Tematik di sekolah dasar dirancang berdasarkan tema tertentu, namun sering kali siswa merasa pasif jika metode yang digunakan membosankan dan tidak interaktif. Masalah utama yang ditemukan adalah rendahnya motivasi siswa yang bosan dengan papan tulis dan buku sebagai media utama. Oleh karena itu, diperlukan media pembelajaran yang interaktif, menyenangkan, dan mudah dipahami. Penelitian ini mengembangkan media pembelajaran untuk tema 1 tentang pertumbuhan dan perkembangan makhluk hidup menggunakan software Construct 2 dan metode MDLC (Multimedia Development Life Cycle). Metode ini meliputi tahap konsep, perancangan, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Hasilnya adalah media pembelajaran yang terdiri dari materi, kuis, dan game edukasi, khususnya untuk siswa kelas 3 Sekolah Dasar, yang bertujuan untuk membuat pembelajaran lebih menarik dan efektif.
Development of RPG-Based Mathematics Educational Games with the Waterfall Method on Fraction Material for Elementary School Students Satriyo, Azis; Azis, Abdul; Saputri, Fiqih Hana; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 2 (2025): Research Articles April 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i2.14600

Abstract

Mathematics is one of the subjects that plays an important role in everyday life and in developing logical thinking and problem-solving skills. One of the topics that often poses a challenge for elementary school students is fraction numbers. Fractions are often considered an abstract and difficult concept to understand because they involve numerical representations that differ from whole numbers. This difficulty frequently leads to a lack of interest in learning mathematics, ultimately affecting students' academic performance. The data collection stages applied include interviews, observations, and the distribution of questionnaires. The development of this learning media follows the Waterfall model, which aims to design improvements to the existing system. The results of the User Acceptance Test reveal that this game received a user perception score of 90.5%, categorizing it as "very good," indicating that students find it both enjoyable and effective as a learning tool. This suggests that the game is not only engaging but also effective in helping students understand fraction concepts in a more interactive and enjoyable way. With the presence of story elements, challenges, and engaging game mechanics, students can learn in a more immersive manner compared to conventional methods. Therefore, this game is suitable for use as a mathematics learning tool, particularly in understanding fraction operations such as addition, subtraction, multiplication, and division.
Development of Augmented Reality-Based Learning Media for Solid Geometry for Elementary School Students Saputra, Ricky Aditya; Alfarizi, Muhammad; Saputri, Fiqih Hana; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 2 (2025): Research Articles April 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i2.14601

Abstract

AR-based media is expected to create a more interactive and engaging learning experience, enhance students’ understanding, and motivate them to learn independently and actively in the digital era. The data collection stages applied include testing, observations, and the distribution of questionnaires. The development of this learning media follows the MDLC model, which aims to design improvements to the existing system. The results of the blackbox testing, the "Bangun Ruang" application is proven to be valid and successfully used, with excellent results in the SUS test, where the Ease of Use score reached 86%, Efficiency 88%, Effectiveness 90%, and Satisfaction 87%. This indicates that the application has high levels of usability, efficiency, and effectiveness, while also providing a satisfying user experience. The application not only operates according to the designed specifications but also provides a positive user experience. Thus, it can be widely used, especially in educational environments, to help students understand geometric concepts in a more interactive and engaging way. Developers can continue maintaining and improving the application based on user feedback to ensure it remains optimal and aligned with users' needs in the future.
Peningkatan Produktivitas Guru SMK melalui Kreativitas Pembuatan Bahan Ajar E-Learning Ferawati Ferawati; Fiqih Hana Saputri; Nunung Nurmaesah
Sasambo: Jurnal Abdimas (Journal of Community Service) Vol. 4 No. 4: November 2022
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/sasambo.v4i4.858

Abstract

Perkembangan materi e-learning yang mengikuti perkembangan teknologi yang masih terbatas dan materi yang digunakan guru dalam kegiatan pembelajarannya terbatas pada buku untuk siswa dan buku untuk guru. Hal ini berdasarkan hasil survei yang telah dilakukan di SMK Bina Mandiri bahwa belum menggunakan e-learning.  Upaya dan tindakan yang sesuai dengan situasi saat ini diperlukan berupa pelatihan dan pendampingan yang harus diberikan untuk mengatasi permasalahan mitra. Kegiatan ini bertujuan agar para guru dapat membuat materi e-learning berdasarkan keahliannya. Metode dalam pelaksanaan pengabdian ini terdiri dari tahap perencanaan, pelaksanaan dan evaluasi. Kegiatan pengabdian ini diikuti oleh 13 guru-guru di SMK Bina Mandiri dan dilaksanakan pada tanggal 15 sampai 20 Agustus 2022 selama 5 (lima) hari secara luring berupa suatu pelatihan dan pendampingan. Hasil kegiatan pengabdian ini pendampingan dan pelatihan untuk menggunakan aplikasi e-learning. Kegiatan pengabdian ini terlaksana dengan baik berdasarkan hasil Kegiatan pengabdian ini terlaksana dengan baik terbukti dengan adanya pengabdian setelah kegiatan selesai. Selain itu, peserta kegiatan masih membutuhkan pelatihan serupa dengan menggunakan aplikasi e-learning jenis lain. Increasing the Productivity of Vocational High School Teachers to Increase Potential in Facing the Digital Economy through Creativity in Making E-Learning Teaching Materials  The competence of teachers in developing current e-learning teaching materials following technological developments is still very limited, and the teaching materials used by teachers in learning activities are only limited to student books and teacher books. Efforts and actions following the current situation are needed in the form of training and assistance as a form of community service that needs to be done to bridge the existing problems. This community service activity has the aim that teachers can make e-learning teaching materials based on their expertise. The method of implementing this service consists of the planning, implementation and evaluation stages. This service activity was attended by 13 teachers at Bina Mandiri Vocational School and was held from 15 to 20 August 2022 for 5 (five) days offline in the form of training and mentoring. The results of this service activity include: 1) Providing training so that teachers know the competence of their respective fields to develop e-learning teaching materials according to competencies. 2) Can guide teachers to create e-learning teaching materials concepts according to their field of expertise. 3) Assist teachers in making e-learning teaching materials following the concepts that have been made. 4) Can provide knowledge about any platforms used as e-learning teaching materials. This service activity was carried out well, as evidenced by the service participants' reactions after completing it. In addition, activity participants still need similar training using other media or e-learning applications.
AR-Math: Augmented Reality–Based Assistive Learning for Enhancing Numeracy Skills Among Students with Intellectual Disabilities Ferawati, Ferawati; Saputri, Fiqih Hana; Hidayati, Rina
Jurnal Pendidikan MIPA Vol 26, No 4 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i4.pp2101-2123

Abstract

Numerical ability is essential for all students, particularly for those with intellectual disabilities who often face challenges in understanding basic mathematical concepts. This study aims to develop AR-Math, an Augmented Reality (AR)-based learning media designed to improve basic numeracy skills through an inclusive and gender-responsive approach. The development process followed the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. This study employed a quasi-experimental design with a non-equivalent control group design. In this design, there were two groups, namely the experimental class and the control class. The experimental class used AR-Math as the main learning medium, while the control class continued learning with conventional methods. Data were collected using multiple instruments, including validation sheets, practicality questionnaires, pretests and posttests, classroom observation sheets, interview guides, and documentation. The sample consisted of 20 eighth-grade students with mild to moderate intellectual disabilities at SKh YKDW 01 Tangerang, divided into two groups. The results showed that AR-Math met the criteria of validity, practicality, and effectiveness. The effectiveness test revealed a significant improvement in students’ basic numeracy skills, as indicated by a n-gain score of 0.50 and categorized as medium. Beyond cognitive achievement, AR-Math enhanced student engagement, accessibility, and ease of use for students with special needs. A key finding pertains to inclusivity and gender responsiveness. Equal participation between male and female students was observed, as evidenced by comparable levels of interaction, motivation, and task completion during the learning process. This indicates that AR-Math not only strengthens basic numeracy skills but also provides fair opportunities for all learners. Thus, AR-Math can be considered a relevant and innovative tool for inclusive education, supporting both academic development and gender equity in classroom practice.    Keywords: assistive, numerical, learning, intellectual, disabilities, augmented reality.
Aplikasi Augmented Reality Sebagai Media Pembelajaran Ilmu Pengetahuan Alam Pada Sekolah Dasar Tunas Harapan Mujaki, Fajri Akhyarul; Nisa, Ainun; Hadinata, Wira; Saputri, Fiqih Hana
JURNAL TOPIK GLOBAL Vol 3, No 1 (2024): JURNAL TOPIK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/jtopikglobal.v3i1.15531

Abstract

Proses pembelajaran di masa pandemic COVID 19 pengajar harus memberikan metode pembelajaran yang baik dan menarik yang memuat aspek interaktif, menantang, memotivasi dan memberikan ruang yang lebih bagi siswa untuk dapat mengembangkan kreativitas dan kemandirian, sesuai dengan bakat dan minat siswa. Media pembelajaran yang menarik juga sangat diperlukan bagi siswa SD Tunas Harapan, dikarenakan dalam pembelajaran siswa sekolah dasar sangat antusias dengan hal- hal yang baru, dan perlu adanya pertimbangan dalam pemilihan media yaitu tujuan pembelajaran, efektif, mudah, dengan waktu yang fleksibel. Salah satu perkembangan media pembelajaran yang menarik minat siswa untuk lebih mengetahui tentang mata pelajaran Ilmu Pengetahuan Alam dengan menggunakan aplikasi Augmented Reality. Dengan metode pengembangan media pembelajaran ini, maka dibuatlah Aplikasi Augmented Reality sebagai media pembelajaran Ilmu Pengetahuan Alam pada SD Tunas Harapan, Dalam pembuatan aplikasi pembelajaran dengan menggunakan metode AR, penulis menggunakan metode Marker Based Tracking AR. Adapun tujuan dari penelitian ini agar memberikan kemudahan bagi siswa dalam belajar dan memahami materi, belajar menjadi lebih menarik dan tidak membosankan. Pada aplikasi ini setiap objek di tampilkan dengan gambar secara visual secara 3D menggunakan animasi, suara dan warna yang menarik, Metode penelitian yang ada dalam penelitian ini adalah studi literatur, studi lapangan, dan perhitungan sampel. Hasil dari penelitian ini yaitu aplikasi mobile yang digunakan sebagai alat pendukung untuk membantu proses pembelajaran.
Pengembangan Game Tales of Corona Sebagai Media Pengenalan Protokol Kesehatan Dalam Pencegahan Covid-19 Pratama, Fauzan Dimas Adi; Hakim, Azizul; Saputri, Fiqih Hana; Ferawati, Ferawati
JURNAL TOPIK GLOBAL Vol 3, No 1 (2024): JURNAL TOPIK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/jtopikglobal.v3i1.15520

Abstract

Protokol kesehatan merupakan sebuah metode dalam pencegahan covid-19 yang telah ditetapkan pemerintah sejak awal munculnya pandemi. Namun banyak masyarakat yang masih mengabaikan akan pentingnya dalam mematuhi protokol kesehatan. Kondisi ini mengakibatkan peningkatan jumlah kasus tertularnya covid-19 secara masif. Tujuan dari penelitian ini adalah untuk mengembangkan sebuah game yang mengedukasi masyarakat akan pentingnya dalam menerapkan protokol kesehatan dalam mencegah tertular covid-19. Metode pengumpulan data menggunakan observasi langsung, studi pustaka, dan pengujian beta. Metode pengembangan game menggunakan Game Development life Cycle (GDLC) dan bahas pemodelan Unified Modelling Language (UML). Hasil dari pengujian beta terhadap 30 responden mendapatkan skor nilai 81,54%. Dapat disimpulkan bahwa game ini cocok sebagai media edukasi dan pengenalan untuk masyarakat tentang pentingnya protokol kesehatan.
Development of Android-Based Banten Cultural Introduction Media for Children at the Amanah As-Sodiqiah Rajeg Orphanage Saputri, Fiqih Hana; Br Bangun, Eka Uliyanti Putri; Usni, Al Asmaul
JURNAL SISFOTEK GLOBAL Vol 14, No 2 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i2.15703

Abstract

This research started with the demand for innovation in the world of learning, along with the increasingly rapid development of technology that is beneficial to the world of education, one of which is the use of Android-based educational games to introduce Banten culture. This research aims to make it easier for orphanage children to learn about Banten culture in Indonesia. Another reason for the purpose of making this educational game is none other than to get an idea of the differences in the results of foster children's knowledge between educational games and books of knowledge. The software that I use is Construct 2. The research uses data collection methods and a problem approach which includes literature, observation, design and testing and implementation. The result shows that the application has been created has a percentage of 79.42% where this value means that this application is fairly good.
Smart Trash Can Using Ultrasonic Infrared Sensor and Touch Sensor Based on Arduino Mega Tullah, Rahmat; Saputri, Fiqih Hana; Syahrin, Alvi
JURNAL SISFOTEK GLOBAL Vol 14, No 1 (2024): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v14i1.10878

Abstract

Most of the trash bins at school are conventional models. When you want to dispose of trash you have to open or push the lid on the trash can, sometimes the lid is dirty with garbage piling up because the cleaners rarely check the condition of the trash can, this makes students' interest and awareness low to throw garbage in place. The purpose of this research is to design a tool that can facilitate and attract students' interest in disposing garbage in its place and making it easier for janitors to check and control the contents of the waste. This research make the environment at SMK Yaspih Rajeg cleaner because most students are no longer lazy and hesitant to throw garbage in its place, supported by the performance of cleaners who are more optimal in checking and controlling the contents of the trash. This study uses several methods such as data collection and analytical methods (Structured Analysis and Design) with flowcharts. The result, smart trash can that uses Arduino Mega as a microcontroller combined with several sensors and modules such as ultrasonic sensors, infrared sensors, touch sensors, servo motors, and SIM800l V2 which presents various features in smart trash cans.
Augmented Reality Game-Based Learning: Enhancing Basic Mathematics Abilities for Students with Special Needs Ferawati, Ferawati; Saputri, Fiqih Hana; Stianingsih, Lilis; Putri, Eka Uliyanti; Sofia, Detin; Hanafri, Muhammad Iqbal
Jurnal Pendidikan MIPA Vol 25, No 3 (2024): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Basic math skills are very important not only for students in general, but also for those with special needs. Students can learn math in a fun way through an engaging learning medium, one of which is augmented reality game-based learning can help students face challenges in understanding basic math concepts. This research aims to develop valid, practical and effective augmented reality learning media applications. The type of research applied is research and development (R & D) with the development of 4D models. The Data collection techniques and instruments include validation sheets, practicality sheets, tests, observations, interviews, questionnaires and documentation. The research sample encompasses 12 students sitting in grade 5 at SKh YKDW 01 Tangerang.  The results of the research show that : (1) The validity of the augmented reality learning application meets the very valid criteria. (2) The augmented reality learning application is found to be very practical. (3) The results of product effectiveness analysis were obtained from test results and student responses in questionnaire sheets N-Gain score bearing 0.84 in the high category with indicators: the utilizing and understanding application devices, the ease of access and use, the students engagement and motivation, and the supporting collaborative learning. Additionally, these affirm that the AR is very effective in increasing the engagement, understanding, and math skills of children with special needs. Therefore, the designed augmented reality learning media are suitable for improving the basic mathematical abilities of children with special needs.       Keywords: math, AR, student special need.DOI: http://dx.doi.org/10.23960/jpmipa/v25i3.pp1378-1396