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Pengembangan Video Pembelajaran Materi Voice Over Internet Protocol (VOIP) Kelas XI di SMKN 3 Garut Hamidah, Siti Arfah; Rahadian, Dian; Bhakti, Demmy Dharma
Jurnal Simki Pedagogia Vol 9 No 1 (2026): Volume 9 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v9i1.1406

Abstract

One innovative solution to support the learning process in schools is the use of video-based learning media. This research was conducted with the aim of developing interactive learning videos tailored to students’ needs and aligned with the learning outcomes in schools. The method used was Research and Development with the ADDIE development model. The video product developed using CapCut, Canva, and Lumi was assessed as “highly feasible” by the material expert validator with an average score of 4.38, and by the media expert validator with an average score of 4.81. The product trial conducted with students obtained an average score of 4.59, categorized as having “Very High Acceptance.”. The results of the evaluation of the developed video-based learning media indicate that the product is highly suitable for use in classroom learning activities, as it helps make the learning process more effective, engaging, and easier for students to understand.
Pengembangan Media Pembelajaran Online Interaktif Menggunakan Virtual Reality Video 3600 Pada Materi Sistem Tata Surya Kelas Vl Sekolah Dasar Irdam Denni; Neli Rismayanti; Dudi Suprihadi; Aceng Ahmad Rodian Susila; Demmy Dharma Bhakti
Social, Humanities, and Educational Studies (SHES): Conference Series Vol 8, No 3 (2025): Social, Humanities, and Educational Studies (SHEs): Conference Series
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/shes.v8i3.107283

Abstract

Learning at SDN 4 Caringin still uses textbooks with lecture and discussion methods so that students have difficulty in understanding abstract material resulting in difficult and boring lessons. This researcher aims to develop interactive online learning media using Virtual Reality video 3600 for solar system material and test the feasibility of this learning media. The research method used is R&D with the ADDIE model. Media development was studied on sixth grade elementary school students at SDN Caringin 4 with the research method used is R&D (Research and Development) with the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The results of this media development obtained a value of 96% and 98% from media experts so that the media is suitable for use with revisions, the value from material experts obtained 98% so that the material is suitable for use without revision. The results of the learning media trial on students on a large scale obtained a value of 95% so it can be concluded that it is suitable for use as a learning media.Pembelajaran di sekolah SDN 4 Caringin masih menggunakan buku paket dengan metode ceramah dan diskusi sehingga peserta didik kesulitan dalam memahami materi yang bersifat abstrak mengakibatkan pelajaran sulit dipahami dan membosankan. Peneliti ini bertujuan untuk mengembangkan media pembelajaran online interaktif menggunakan Virtual Reality  video 3600  untuk materi sistem tata surya dan menguji kelayakan dari media pembelajaran ini. Metode peneltian yang digunakan adalah R&D dengan model ADDIE.  Pengembangan media diteliti kepada siswa Sekolah Dasar kelas VI di SDN Caringin 4 dengan Metode peneltian yang digunakan adalah R&D (Research and Development) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil dari pengembangan media ini diperoleh nilai 96% dan 98% dari ahli media sehingga media layak digunakan dengan revisi, nilai dari ahli materi memperoleh 98% sehingga materi layak digunakan tanpa revisi. Hasil uji coba media pembelajaran terhadap peserta didik dengan skala besar mendapatkan nilai 95% sehingga dapat disimpulkan layak digunakan sebagai media pembelajaran.
Pengembangan Video Pembelajaran Materi Voice Over Internet Protocol (VOIP) Kelas XI di SMKN 3 Garut Hamidah, Siti Arfah; Rahadian, Dian; Bhakti, Demmy Dharma
Jurnal Simki Pedagogia Vol 9 No 1 (2026): Volume 9 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v9i1.1406

Abstract

One innovative solution to support the learning process in schools is the use of video-based learning media. This research was conducted with the aim of developing interactive learning videos tailored to students’ needs and aligned with the learning outcomes in schools. The method used was Research and Development with the ADDIE development model. The video product developed using CapCut, Canva, and Lumi was assessed as “highly feasible” by the material expert validator with an average score of 4.38, and by the media expert validator with an average score of 4.81. The product trial conducted with students obtained an average score of 4.59, categorized as having “Very High Acceptance.”. The results of the evaluation of the developed video-based learning media indicate that the product is highly suitable for use in classroom learning activities, as it helps make the learning process more effective, engaging, and easier for students to understand.
Pengembangan Media Video Pembelajaran pada Materi Database Management System (DBMS) untuk Kelas XI Manajemen Perkantoran dan Layanan Bisnis di SMK Al Madani Garut Ghina Meliyani; Iman Nasrulloh; Demmy Dharma Bhakti
Journal of Classroom Action Research Vol. 8 No. Special Issue (2026): Special Issue (March)
Publisher : Program Studi Magister Pendidikan IPA, Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jcar.v8iSpecial Issue.14189

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi media pembelajaran dalam bentuk video pembelajaran mengenai materi Database Management System (DBMS) untuk siswa kelas XI Program Keahlian Manajemen Perkantoran dan Layanan Bisnis di SMK Al Madani Garut. Media yang dikembangkan berupa video pembelajaran dengan durasi sekitar 10–15 menit untuk setiap topik, yang menyajikan materi DBMS melalui kombinasi tampilan layar (screen recording), narasi suara, teks, dan ilustrasi pendukung. Video pembelajaran ini dibuat menggunakan aplikasi perekam layar dan perangkat lunak pengedit video digital, sehingga memungkinkan penyajian materi secara sistematis dan mudah dipahami oleh peserta didik. Penelitian ini menggunakan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Validasi media dilakukan oleh dua orang ahli materi, yaitu guru mata pelajaran yang mengajar materi DBMS di SMK, serta dua orang ahli media, salah satunya adalah dosen Institut Pendidikan Indonesia (IPI) Garut yang memiliki keahlian di bidang teknologi pendidikan dan pengembangan media pembelajaran. Pengumpulan data dilakukan melalui angket validasi ahli dan angket respon peserta didik, kemudian dianalisis menggunakan teknik deskriptif kuantitatif. Hasil penelitian menunjukkan bahwa validasi ahli materi memperoleh persentase 85% dengan kategori sangat layak, sedangkan validasi ahli media memperoleh persentase 75% dengan kategori layak. Respon peserta didik terhadap penggunaan video pembelajaran DBMS menunjukkan persentase 82,5% dengan kategori baik. Meskipun media video pembelajaran yang dikembangkan dinyatakan layak digunakan, hasil validasi ahli media menunjukkan bahwa masih terdapat keterbatasan pada aspek tampilan visual dan konsistensi desain, sehingga diperlukan penyempurnaan lebih lanjut. Secara keseluruhan, video pembelajaran DBMS yang dikembangkan layak digunakan sebagai alternatif
AKSELERASI KREATIVITAS MELALUI IMPLEMENTASI AI-AUGMENTED DEVELOPMENT PADA PELATIHAN DESAIN INTERAKTIF MULTIMEDIA MENGGUNAKAN CANVA Siti Husnul Bariah; Asep Misbah; Demmy Dharma Bhakti
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 2 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI NOPEMBER 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i2.1897

Abstract

ABSTRAK Perkembangan teknologi kecerdasan buatan (Artificial Intelligence/AI) telah membawa perubahan signifikan dalam dunia desain interaktif multimedia. Penelitian ini menggambarkan efektivitas penerapan AI-Augmented Development dalam pelatihan desain interaktif multimedia menggunakan platform Canva pada 40 peserta di sebuah SMK di Garut pada tahun 2025. Dengan metode deskriptif kuantitatif, data dikumpulkan melalui observasi, kuesioner, dan analisis karya desain. Hasil menunjukkan adanya peningkatan efisiensi waktu pembuatan desain sebesar 45,3% dari 64 menit menjadi 35 menit, serta peningkatan skor kreativitas desain sebesar 38,7%, mencakup orisinalitas, estetika, dan efektivitas pesan visual. Fitur AI Canva seperti Magic Design, Auto Color, dan Smart Layout terbukti membantu meningkatkan produktivitas dan kualitas karya peserta. Temuan ini mendukung teori experiential learning dan multimedia learning dengan pendekatan kolaborasi manusia-AI yang memperkuat kreativitas tanpa menggantikan peran manusia. Penelitian ini mengindentifikasi ketahanan ketergantungan pada fitur otomatis dan kebutuhan koneksi internet yang stabil sebagai aspek penting dalam implementasi. Penelitian baru terletak pada pengukuran kuantitatif dampak AI-Augmented Development dalam konteks pelatihan desain multimedia di Indonesia yang masih jarang diteliti. Secara ilmiah, penelitian ini memberikan kontribusi dalam pengembangan model pelatihan kreatif digital berbasis AI yang dapat dijadikan referensi bagi lembaga pendidikan dan pelatihan profesional dalam mengoptimalkan integrasi teknologi AI guna meningkatkan efisiensi dan kreativitas peserta.Kata Kunci: Kecerdasan Buatan, AI-Augmented Development, Canva, Desain Multimedia Interaktif, Pelatihan Berbasis AI, Kreativitas, Efisiensi ABSTRACT The development of artificial intelligence (AI) technology has significantly transformed the field of interactive multimedia design. This study describes the effectiveness of implementing AI-Augmented Development in interactive multimedia design training using the Canva platform with 40 participants at a vocational high school in Garut in 2025. Using a quantitative descriptive method, data were collected through observation, questionnaires, and analysis of design works. The results show a 45.3% increase in design production efficiency, reducing the average time from 64 to 35 minutes, and a 38.7% increase in creativity scores covering originality, aesthetics, and effectiveness of visual messages. AI features in Canva such as Magic Design, Auto Color, and Smart Layout proved to enhance participant productivity and work quality. These findings support experiential learning and multimedia learning theories through human-AI collaboration that enhances creativity without replacing human roles. Challenges including dependency on automated features and the need for stable internet connection were identified as important factors in implementation. The novelty of this study lies in the quantitative measurement of AI-Augmented Development impact in multimedia design training within the Indonesian context. Scientifically, this research contributes to developing AI-based creative digital training models that serve as a reference for educational institutions and professional trainers to optimize AI technology integration in improving participant efficiency and creativity.Keywords: Artificial Intelligence, AI-Augmented Development, Canva, Interactive Multimedia Design, AI- Based Training, Creativity, Efficiency