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All Journal Journal of Educational Science and Technology Sistemasi: Jurnal Sistem Informasi Jurnal Mercumatika : Jurnal Penelitian Matematika dan Pendidikan Matematika Metodik Didaktik JURNAL MEDIA INFORMATIKA BUDIDARMA PRISMA JOURNAL OF APPLIED INFORMATICS AND COMPUTING Proceedings of the 1st UR International Conference on Educational Sciences JURNAL PENDIDIKAN TAMBUSAI JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) EDUMATIC: Jurnal Pendidikan Informatika JURNAL TEKNOLOGI INFORMASI JUTIS : Jurnal Teknik Informatika JOURNAL OF INFORMATION SYSTEM MANAGEMENT (JOISM) REKA ELKOMIKA: Jurnal Pengabdian kepada Masyarakat Jurnal Pendidikan Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Jurnal Pendidikan dan Teknologi Indonesia These proceedings represent the work of researchers participating in The International Conference on Elementary Education (ICEE) which is being hosted by the Elementary Education Study Programme School of Postgraduate Studies, Universitas Pendidikan JoMMiT : Jurnal Multi Media dan IT Journal Of Information And Technology Unimor (JITU) Indexia Action Research Literate (ARL) International Journal Software Engineering and Computer Science (IJSECS) sudo Jurnal Teknik Informatika Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Jurnal Pengabdian Masyarakat Bangsa Intellect : Indonesian Journal of Learning and Technological Innovation AI dan SPK : Jurnal Artificial Intelligent dan Sistem Penunjang Keputusan IndoMath: Indonesia Mathematics Education Journal of Information System and Education Development Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) The Indonesian Journal of Computer Science Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Journal of Information Technology and its Utilization
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Analisis Peran Game Mmo Dalam Pembelajaran Berbasis Proyek Untuk Meningkatkan Computational Thinking Siswa: Studi Kasus Mata Pelajaran Informatika Di Sma Bpi 2 Bandung Ramadhan, Reza Putra; Widodo, Suprih
Action Research Literate Vol. 9 No. 2 (2025): Action Research Literate
Publisher : Ridwan Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/arl.v9i2.2811

Abstract

Mata pelajaran Informatika di SMA BPI 2 Bandung menghadapi tantangan dalam mengembangkan keterampilan computational thinking (CT) siswa, terutama terkait dengan pemahaman coding. Penelitian ini bertujuan untuk menganalisis peran game berbasis Multiplayer Online (MMO) dalam pembelajaran berbasis proyek untuk meningkatkan keterampilan CT siswa. Penelitian ini menggunakan metode kuantitatif dengan pendekatan pre-test dan post-test tanpa kelompok kontrol. Data dikumpulkan menggunakan instrumen pre-test dan post-test, yang dianalisis dengan uji Wilcoxon untuk mengetahui perbedaan signifikan dalam kemampuan siswa. Dalam penelitian ini, Minecraft Education digunakan sebagai media pembelajaran. Hasil penelitian menunjukkan bahwa penggunaan game MMO secara signifikan meningkatkan keterampilan computational thinking siswa, dengan rata-rata nilai post-test yang lebih tinggi (82,35) dibandingkan pre-test (65,75). Selain itu, pembelajaran berbasis proyek menggunakan Minecraft Education juga meningkatkan motivasi belajar dan keterlibatan siswa dalam proses pembelajaran. Implikasi dari penelitian ini menunjukkan bahwa integrasi game edukasi dalam pembelajaran dapat mendukung pengembangan keterampilan abad ke-21 siswa, khususnya dalam mengatasi tantangan pembelajaran coding dan meningkatkan keterampilan berpikir kritis serta kreatif. Rekomendasi bagi pendidik adalah untuk mempertimbangkan penggunaan game berbasis MMO dalam pembelajaran Informatika untuk mencapai tujuan pembelajaran yang lebih efektif dan menyenangkan.
Development of Mobile-Based Learning Media Introduces Two-Dimentional Figure in Elementary Schools Praciska, Mia Tri; Hikmawan, Rizki; Widodo, Suprih
Sistemasi: Jurnal Sistem Informasi Vol 13, No 6 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i6.4539

Abstract

The use of mobile learning media can improve the quality of education by allowing students to access the learning process from home which can improve their understanding of the material. The purpose of the research is to develop mobile-based learning media introduces two-dimentional figure in elementary schools. This type of research uses R&D (Research and Development) with the ADDIE development model which includes Analyst, Design, Development, Implementation, and Evaluate. The results of the research show that mobile-based learning media introduces two-dimentional figure in elementary schools with the main features, namely material content, videos, textbooks, and student ability tests accompanied by discussion questions. The System Usability Scale (SUS) is used to evaluate the effectiveness of learning media. The research results show that the media has a high level of satisfaction, with an expert validation score of 88.33, a score of 74.09 in the one-to-one test, a score of 80.33 in small groups, a score of 99.47 in the field test. The application was also assessed as successful through black box testing. This study also found that mobile-based learning media on the introduction of two-dimentional figure can be used online or in the classroom, and the application is successful on various versions of Android.
Perancangan User Interface Game Edukasi Android pada Mata Pelajaran Operasi Hitung Matematika dengan Metode Design Thinking Aisah, Aisah; Widodo, Suprih
sudo Jurnal Teknik Informatika Vol. 3 No. 1 (2024): Edisi Maret
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/sudo.v3i1.462

Abstract

Proses pembelajaran abad 21 teknologi memiliki peran penting sebagai alat bantu dalam pencapaian proses pembelajaran. Oleh karena itu penelitian bertujuan untuk menghasilkan prototype game edukasi yang dapat menjadi sarana untuk siswa sebagai salah satu suplemen dalam memahami materi baik itu di sekolah maupun di tempat lain.  Metode penelitian yang digunakan dalam penelitian ini menggunakan Design Thinking yang mana terdiri dari 5 tahap yaitu Empathize, Define, Ideate, Prototype, dan test. Dalam penelitian ini menggunakan beberapa sampel yaitu kelompok siswa acak dengan kriteria jenjang sekolah dasar yang mempelajari operasi hitung matematika penjumlahan, pengurangan, perkalian dan pembagian serta dari pihak guru yang menjadi validasi materi saat pembelajaran berlangsung. Hasil penelitian yang didapatkan menunjukkan nilai rata – rata 82, 25 % dengan grade skor A dan menunjukkan Acceptable dalam pengujiannya yang diharapkan media pembelajaran game ini dapat digunakan dengan kualitas baik yang memenuhi kevalidan, kepraktisan, dan keefektifan serta dapat lebih menarik pemahaman bagi siswa.
NEXT WORD PREDICTION USING LSTM Afika Rianti; Suprih Widodo; Atikah Dhani Ayuningtyas; Fadlan Bima Hermawan
Journal of Information Technology and Its Utilization Vol 5 No 1 (2022)
Publisher : Sekolah Tinggi Multi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56873/jitu.5.1.4748

Abstract

Next word prediction which is also called as language modelling is one field of natural language processing that can help to predict the next word. It’s one of the uses of machine learning. Some researchers before had discussed it using different models such as Recurrent Neural Networks and Federated Text Models. Each researcher used their own models to make the prediction and so the researcher here. Researchers here chose to make the model using  Long Short Term Memory (LSTM) model with 200 epoch for the training. For the dataset, the researcher used web scraping. The dataset contains 180 Indonesian destinations from nine provinces. For the libraries, researchers used  tensorflow, keras, numpy, and matplotlib. To download the model in json format, the researcher used tensorflowjs. Then for the tool to code, the researcher used Google Colab. The last result is 8ms/step, loss: 55%, and accuracy: 75% which means it’s good enough and can be used to predict next words.
AI-Driven Learning Analytics for Self-Regulated and Metacognitive Learning: A Systematic Review Romdhoni, Rhezwan Dhaifullah; Arrasyid, Rafli; Widodo, Suprih; Elviani, Ulva
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1657

Abstract

Artificial intelligence (AI) and learning analytics are increasingly integrated into educational systems, yet their impact on self‑regulated learning (SRL) and metacognition remains not fully understood. This systematic review synthesizes findings from 34 empirical and review studies on AI‑driven learning analytics in formal education, focusing on their effects on SRL, metacognition, motivation, and academic performance. Following PRISMA guidelines, studies were identified through searches in Scopus, Web of Science, ERIC, and Google Scholar for articles published between 2020 and 2025, using keywords related to AI, learning analytics, SRL, and metacognition. Studies were included if they used AI‑based analytical or adaptive systems, standardized SRL or metacognitive measures, and pre–post or comparison data. Results show that AI‑based tools such as predictive models, intelligent tutoring systems, adaptive platforms, learning dashboards, and generative or conversational AI support goal setting, monitoring, strategy adjustment, and reflective evaluation through feedback, progress visualization, and personalized recommendations. Most studies report improvements in SRL strategies, metacognitive awareness, motivation, engagement, and learning outcomes, though effects vary across research design quality, educational levels, and subject areas. However, several challenges persist, including infrastructural limitations, limited teacher readiness, data privacy and ethical issues, algorithmic bias, and potential overreliance on AI that may weaken learners’ independent strategic thinking. Overall, AI‑driven learning analytics hold substantial potential to enhance SRL and metacognition when integrated within coherent pedagogical frameworks and supported by institutional policies promoting transparency, equity, and human agency. Abstrak Kecerdasan buatan (AI) dan learning analytics semakin meluas dalam sistem pendidikan, namun dampaknya terhadap self‑regulated learning (SRL) dan metakognisi masih belum sepenuhnya dipahami. Tinjauan sistematis ini mensintesis temuan dari 34 studi empiris dan tinjauan pustaka mengenai penerapan AI‑driven learning analytics di pendidikan formal, berfokus pada pengaruhnya terhadap SRL, metakognisi, motivasi, dan kinerja akademik. Dengan mengikuti pedoman PRISMA, artikel dipilih melalui pencarian di Scopus, Web of Science, ERIC, dan Google Scholar untuk periode 2020–2025 menggunakan kata kunci terkait AI, learning analytics, SRL, dan metakognisi. Studi disertakan jika menggunakan sistem analitik atau adaptif berbasis AI dengan instrumen terstandar dan data perbandingan pre–post. Hasil menunjukkan bahwa alat berbasis AI seperti model prediktif, sistem tutor cerdas, platform adaptif, dashboard pembelajaran, serta AI generatif atau konversasional mendukung penetapan tujuan, pemantauan, adaptasi strategi, dan refleksi melalui umpan balik, visualisasi kemajuan, dan rekomendasi otomatis. Sebagian besar studi melaporkan peningkatan strategi SRL, kesadaran metakognitif, motivasi, keterlibatan, dan hasil belajar, meski efek berbeda bergantung pada desain penelitian, jenjang pendidikan, dan bidang studi. Namun, tantangan tetap muncul, termasuk keterbatasan infrastruktur, kesiapan guru, privasi data, bias algoritmik, serta potensi ketergantungan berlebih pada AI yang dapat melemahkan kemandirian berpikir strategis. Secara keseluruhan, AI‑driven learning analytics berpotensi memperkuat SRL dan metakognisi bila diintegrasikan dalam kerangka pedagogis yang jelas dan didukung kebijakan institusional yang menegakkan transparansi, keadilan, dan agensi manusia.
Penyalahgunaan Deepfake dan Tantangan Tata Kelola AI: Tinjauan Literatur Sistematis Huwaida, Febviana Sulthanah; Widodo, Suprih; Elviani, Ulva
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 5 No. 6 (2025): EduTIK : Desember 2025
Publisher : Jurusan PTIK Universitas Negeri Manado

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

Abstract

Perkembangan teknologi deepfake menghadirkan tantangan baru dalam ekosistem digital, terutama terkait penyebaran disinformasi, penipuan identitas, dan eksploitasi visual yang berdampak pada keamanan siber serta perlindungan hak individu. Penelitian ini bertujuan untuk memetakan karakteristik penyalahgunaan deepfake, menilai kesiapan tata kelola kecerdasan buatan (AI governance), serta mengidentifikasi arah pengembangan strategi mitigasi yang efektif. Metode Systematic Literature Review (SLR) digunakan dengan mengacu pada protokol PRISMA, melibatkan proses seleksi ketat terhadap 20 artikel yang diperoleh dari database Scopus menggunakan kriteria inklusi–eksklusi yang terstandar. Hasil kajian menunjukkan tiga temuan utama. Pertama, penyalahgunaan deepfake meningkat secara signifikan di ranah media sosial dan keamanan siber, dengan kelompok rentan menunjukkan tingkat deteksi yang rendah. Kedua, tata kelola AI yang ada masih bersifat reaktif dan belum mampu mengikuti dinamika perkembangan teknologi. Ketiga, terdapat kesenjangan antara performa teknologi deteksi deepfake di lingkungan terkontrol dan efektivitasnya pada konteks dunia nyata. Kajian ini menyimpulkan bahwa mitigasi deepfake memerlukan pendekatan multidimensional yang mengintegrasikan inovasi teknologi, reformasi kebijakan, literasi digital yang inklusif, serta perlindungan korban. Temuan ini membuka peluang bagi pengembangan kebijakan yang lebih adaptif dan aplikatif dalam menciptakan ekosistem digital yang aman dan akuntabel.  
Analisis Komparatif Metode Bag Of Words, TF-IDF, dan Transformer pada Sistem Penilaian Esai Otomatis Berbasis Kecerdasan Buatan Agustin, Amara Seviany; Widodo, Suprih; Elviani, Ulva; Sari, Ayu Permata; Barri, Muhamad Akda Fathul
AI dan SPK : Jurnal Artificial Intelligent dan Sistem Penunjang Keputusan Vol. 3 No. 2 (2025): Jurnal AI dan SPK : Jurnal Artificial Inteligent dan Sistem Penunjang Keputusan
Publisher : CV. Shofanah Media Berkah

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

Abstract

Penilaian esai secara manual menghadapi kendala inkonsistensi, subjektivitas, dan keterbatasan waktu, terutama pada pembelajaran berskala besar. Penelitian ini membandingkan tiga pendekatan representasi teks pada sistem penilaian esai otomatis berbasis kecerdasan buatan, yaitu Bag of Words (BoW), Term Frequency–Inverse Document Frequency (TF-IDF), dan Transformer (IndoBERT). Dataset yang digunakan berasal dari Kaggle Learning Agency Lab Automated Essay Scoring 2.0 yang terdiri atas 17.207 esai berbahasa Inggris dan diterjemahkan ke bahasa Indonesia menggunakan model Helsinki-NLP opus-mt-en-id. Tahap prapemrosesan meliputi case folding, pembersihan teks, penghapusan stopword, dan stemming menggunakan pustaka Sastrawi. Metode BoW dan TF-IDF dipadukan dengan Support Vector Regression, sedangkan pendekatan Transformer menggunakan fine-tuning IndoBERT. Evaluasi dilakukan menggunakan metrik Quadratic Weighted Kappa (QWK). Hasil eksperimen menunjukkan bahwa IndoBERT mencapai performa tertinggi dengan nilai QWK sebesar 0,7842, diikuti TF-IDF sebesar 0,6521 dan BoW sebesar 0,6103. Meskipun Transformer unggul dari sisi akurasi, metode klasik tetap relevan untuk implementasi dengan keterbatasan sumber daya komputasi karena efisiensi waktu dan kompleksitas yang lebih rendah. Temuan ini menegaskan pentingnya pemilihan metode penilaian otomatis yang disesuaikan dengan konteks kebutuhan dan infrastruktur pendidikan.
Development of SIBENI Interactive Learning Media Using Unity for Indonesian Cultural Arts Lana, Muhammad Isfa'; Widodo, Suprih
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 11 No. 1 (2026): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v11i1.18941

Abstract

This research aims to develop SIBENI educational applications as an interactive learning media for Nusantara arts and culture that can increase the interest and understanding of elementary school students. The development was carried out using the Multimedia Development Life Cycle (MDLC) method through the stages of concept, design, material collection, assembly, testing, and distribution, accompanied by functionality tests using black box testing, usability tests with the System Usability Scale (SUS), and content validity using the Learning Object Review Instrument (LORI) instrument by material experts. The test results show that the SIBENI application functions optimally with a 100% suitability level, obtaining a SUS score of 88.5 (category A+ / Best Imaginable), and 100% content validity, which indicates the application is easy to use, stable, and presents accurate and appropriate materials. These findings have an impact on increasing the effectiveness of arts and culture learning, while contributing to the preservation of Nusantara culture through the provision of digital media that is attractive, easily accessible, and relevant to modern learning needs.
Enhancing Computational Thinking in STEM Education through Interactive Programming Media: Evidence of an Equalizing Effect from a Quasi-Experimental Study Widodo, Suprih; Alifah, Aisyah Husna; Septiadi, Jaka; Sari, Dian Permata; Barri, Muhamad Akda Fathul; Maulida, Rahma
Journal of Educational Science and Technology (EST) Volume 11 Number 3 December 2025
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/est.v11i2.76998

Abstract

Computational Thinking (CT) has increasingly been recognized as a foundational competence in STEM education; however, effective pedagogical strategies that support equitable development of CT skills across students with diverse initial abilities remain underexplored. This study examines the impact of interactive programming media on students’ CT development within a STEM learning context. Employing a quasi-experimental design, two groups of upper secondary students participated in either Code.org–supported instruction or conventional learning. Students’ CT skills were assessed before and after the intervention using a CT-oriented problem-solving instrument.The findings indicate that students who engaged with interactive programming activities demonstrated substantially greater improvement in overall CT performance compared to those in conventional learning environments. Moreover, the results suggest that learning gains were largely independent of students’ initial ability levels, indicating an equalizing effect of interactive programming-based instruction. Improvements were observed across core CT components, including decomposition, abstraction, pattern recognition, and algorithmic thinking. These findings contribute to the theoretical discourse on CT pedagogy by highlighting the role of interactive programming environments as mechanisms that mediate learning equity in STEM education. Pedagogically, the study underscores the potential of block-based programming platforms to support inclusive and conceptually grounded CT learning, particularly in contexts characterized by heterogeneous student readiness.
ANALISIS KUALITAS WEBSITE SISTEM INFORMASI KINERJA PEGAWAI TERINTEGRASI (SIJAPATI) KUNINGAN MENGGUNAKAN METODE WebQual 4.0 DAN IMPORTANCE PERFORMANCE ANALYSIS (IPA) Jannah, Syifa Raudhatul; Widodo, Suprih
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v7i1.4015

Abstract

The development of digital transformation in government encourages the use of information systems to improve the effectiveness of civil servant performance management. The Government of Kuningan Regency developed the Integrated Employee Performance Information System (SIJAPATI) as a digital platform to support the management of Employee Performance Targets (SKP). However, the quality of the website and user satisfaction levels need to be evaluated to ensure the effectiveness of the system implementation. This study aims to analyze the quality of the SIJAPATI website and the level of user satisfaction based on the perceptions of civil servants (ASN). This research uses a quantitative approach by applying the WebQual 4.0 method, which consists of three main dimensions: usability, information quality, and service interaction quality, combined with Importance Performance Analysis (IPA) to determine system improvement priorities. Data were collected through questionnaires from 100 ASN respondents who use the SIJAPATI system. The data were analyzed using the WebQual Index (WQI), Customer Satisfaction Index (CSI), gap analysis, and IPA mapping. The results show that the quality of the SIJAPATI website is categorized as good to very good with a WQI value of 0.85, while the user satisfaction level is very high with a CSI value of 84.50%. However, the IPA analysis indicates that several attributes still require improvement priorities, particularly in system navigation, system professionalism, and transparency in performance evaluation mechanisms. These findings imply that improvements in navigation quality, system stability, and transparency of evaluation processes are necessary to enhance the SIJAPATI website service quality sustainably.   Keywords: WebQual 4.0; Importance–Performance Analysis; Customer Satisfaction Index; Website Quality; SIJAPATI.