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Pemanfaatan Teknologi Informasi dalam Menunjang Profesionalitas Guru SDN 012 Balikpapan Utara Dwi Arief Prambudi; Nia Febrianti; Eko Subastian
Pelita: Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 1 (2022): Pelita: Jurnal Pengabdian kepada Masyarakat
Publisher : Perkumpulan Kualitama Edukatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (185.265 KB)

Abstract

Advances in technology and science in the current era of globalization, especially in the field of computers. The ability to operate a computer is needed in various fields of work. This ability is not only familiar with computers globally, but also an elementary school teacher is required to be able to operate a computer as a learning medium and one way to complete the work that will be presented to students as well as efforts to increase knowledge competence in the field of computers, in accordance with the Government's target which aims to developing ICT programs and helping digital generations who are not technologically savvy. The design of training materials is expected to improve some of the teacher's abilities, including being able to make reports on student learning outcomes using Microsoft Word, Microsoft Excel and Power Point. Participants in this training were 20 teachers at SDN 012 North Balikpapan.
IMPLEMENTASI APLIKASI CLOUD DESIGN UNTUK PEMBELAJARAN SISWA DI SMK NEGERI 10 DAN 18 SAMARINDA Eko Subastian; Vina Zahrotun Kamila
Jurnal Sistem Informasi dan Ilmu Komputer Vol. 1 No. 2 (2023): Mei: Jurnal Sistem Informasi dan Ilmu Komputer
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jusiik-widyakarya.v1i2.493

Abstract

This study aims to develop, determine the feasibility of android-based learning media. This type of research uses research and development (Research and Development) methods with the Borg & Gall development model consisting of 5 main stages which include: a) conducting preliminary research, b) developing the initial product with Kodular Creator, c) conducting product validation, d ) conducting trials, and e) making the final product. Data collection techniques used are questionnaires and interviews Keywords: Borg & Gall, Android-Based Learning Media, Informatics
Pengembangan Game Edukasi Berbasis Android pada Pembelajaran Informatika Siswa Kelas X SMA Negeri 2 Tenggarong Muhammad Arya Nugraha Darma; Dewi Rosita; Eko Subastian
Jurnal Studi Guru dan Pembelajaran Vol. 9 No. 2 (2026): May - August 2026
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/jsgp.9.2.2026.7222

Abstract

Urgensi penelitian ini adalah meningkatkan efektivitas pembelajaran informatika melalui pengembangan game edukasi berbasis Android yang mampu meningkatkan motivasi, keterlibatan, dan pemahaman siswa sesuai dengan kebutuhan pembelajaran digital abad ke-21. Perkembangan teknologi digital menuntut adanya inovasi dalam pembelajaran agar lebih interaktif dan menarik bagi peserta didik. Pada mata pelajaran Informatika banyak peserta didik mengalami kesulitan memahami konsep dasar karena pembelajaran cenderung bersifat teoritis dan kurang didukung media interaktif. Tujuan dari penelitian ini adalah mengembangkan media pembelajaran berupa game edukasi berbasis android yang divalidasi oleh ahli dan diuji melalui angket uji coba peserta didik untuk mengetahui kelayakannya dalam kegiatan pembelajaran. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari lima tahap: Analisis, Perancangan, Pengembangan, Implementasi, dan Evaluasi. Software yang digunakan dalam pengembangan game ini adalah Unity, Aseprite, dan Visual Studio Code (VSCode). Subjek penelitian adalah 33 peserta didik kelas X SMA Negeri 2 Tenggarong. Instrumen penelitian mencakup lembar validasi ahli media dan ahli materi serta angket uji coba peserta didik. Data dianalisis menggunakan teknik deskriptif persentase untuk menentukan tingkat validitas dan kelayakan produk. Teknik pengumpulan data meliputi observasi, dokumentasi, wawancara dengan guru Informatika, serta penyebaran angket kepada peserta didik. Hasil validasi dari tiga ahli media menunjukkan persentase rata-rata sebesar 87,82% (kategori "Sangat Valid"), sedangkan dari satu ahli materi sebesar 96,43% (kategori "Sangat Valid"). Rata-rata total validasi ahli mencapai 93,61% (kategori "Sangat Valid"). Sementara itu, hasil uji coba peserta didik menunjukkan persentase rata-rata sebesar 91,78% (kategori "Sangat Baik"). Dapat disimpulkan bahwa game edukasi berbasis android yang dikembangkan sangat baik dan layak digunakan sebagai media pembelajaran dalam mata pelajaran Informatika di SMA Negeri 2 Tenggarong. Rekomendasi pada penelitian selanjutnya dapat mengembangkan game ini dengan menambahkan fitur interaktif yang lebih beragam, mengintegrasikan konten pembelajaran pada materi lain, serta menguji efektivitasnya pada lingkup sekolah untuk memperoleh hasil yang lebih komprehensif.
A Cost-Effective Digital Solution for Community Libraries: A TAM Evaluation of a CMS-Based Book Circulation System Vina Zahrotun Kamila; Eko Subastian; Putut Pamilih Widagdo; Riftika Rizawanti
International Journal of Engineering, Science and Information Technology Vol 5, No 4 (2025)
Publisher : Malikussaleh University, Aceh, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52088/ijesty.v5i4.1766

Abstract

The digital transformation of community-based libraries in developing regions requires careful consideration of user acceptance factors for successful implementation, particularly when managing physical book collections through online systems. This study evaluates user acceptance of a CMS-based online book circulation system implemented in "Ramah Baca," a community library in East Kalimantan, Indonesia. The system utilizes WordPress CMS with a modified WooCommerce plugin specifically adapted for physical book lending operations. Using the Technology Acceptance Model (TAM), this research examines how Perceived Ease of Use (PEOU), Perceived Usefulness (PU), Behavioral Intention to Use (BI), and Actual Use (AU) influence users' Attitudes Toward Using (ATU) the CMS-based  book circulation system. A quantitative survey of 40 active users revealed that Perceived Usefulness (? = 0.511, p = 0.002) and Behavioral Intention to Use (? = 0.456, p = 0.017) significantly positively affected Attitude Toward Using, while Perceived Ease of Use (p = 0.831) and Actual Use (p = 0.701) showed no significant partial effects. Collectively, all variables significantly influenced Attitude Toward Using (F-value = 24.959, p 0.001). The findings suggest that for community library physical book circulation systems in developing regions, enhancing perceived usefulness and fostering long-term engagement are more critical than focusing primarily on ease of use. The successful adaptation of WordPress and WooCommerce demonstrates the viability of using modified e-commerce platforms for physical book management in resource-constrained environments.
Pengaruh Penggunaan Media Pembelajaran Kahoot terhadap Hasil Belajar Siswa Melalui Pendekatan Game-Based Learning di SMP Negeri 21 Samarinda Ayisa Rahmadani Fitria; Eko Subastian; Muhammad Rizki Adithia
JURNAL ILMIAH PENDIDIKAN KEBUDAYAAN DAN AGAMA Vol. 4 No. 3 (2026): Juli: Jurnal Ilmiah Pendidikan Kebudayaan dan Agama
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jipa.v4i3.2125

Abstract

This study aimed to determine the effect of using Kahoot learning media through a Game-Based Learning approach on students’ learning outcomes in Informatics subjects at SMP Negeri 21 Samarinda. This study employed a quantitative approach with a Quasi Experimental Design using a Non-Equivalent Control Group Design. The sample consisted of class VIII-B as the experimental group and class VIII-C as the control group. Data were collected through learning outcome tests (pretest and posttest) and student response questionnaires. The results showed that students’ learning outcomes in the experimental group improved higher than those in the control group. The average pretest score in the experimental group increased from 48.9 to 73.3 in the posttest with an average N-Gain score of 0.43, which was categorized as moderate, while in the control group the average pretest score increased from 61.9 to 76.3 in the posttest. The statistical test results showed a significance value of ≤ 0.05, indicating that H₀ was rejected and H₁ was accepted. Therefore, it can be concluded that the use of Kahoot learning media through a Game-Based Learning approach had a positive effect on students’ learning outcomes in Informatics subjects at SMP Negeri 21 Samarinda.