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Design of a Mobile Microlearning Application for Informatics Learning in Vocational High Schools Achsin Rosidi; Ulfia Rahmi; Abna Hidayati; Rahmi Pratiwi
The Eastasouth Journal of Learning and Educations Vol. 4 No. 02 (2026): The Eastasouth Journal of Learning and Educations (ESLE)
Publisher : Eastasouth Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58812/esle.v4i02.1124

Abstract

The use of mobile devices as a structured learning medium for Informatics subjects in Vocational High Schools (SMK) is still not optimal. This study aims to design an Android-based Mobile Microlearning application that integrates microlearning and mobile learning principles to support Informatics learning. The study uses a research and development approach with the ADDIE model limited to the development stage, including needs analysis, learning design, application design, and prototype implementation. The results of the study produced an application prototype that presents material in short learning units according to learning outcomes and integrates materials, illustrations, learning videos, exercises, and interactive quizzes in one platform. The application also features simple navigation, user authentication, and direct feedback on assessments to support independent learning. The research findings indicate that the designed application has integrated pedagogical and technological aspects in supporting flexible, structured, and learner-centered learning. This study produced an application prototype that has the potential to become an alternative Informatics learning medium in SMK.
PELATIHAN SABLON DIGITAL TEMA BUDAYA MINANGKABAU UNTUK PENINGKATAN KOMPETENSI KEWIRAUSAHAAN SISWA SMAN 1 PADANG PANJANG Rahmi Pratiwi; Rosmaria; Luthfiani
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 10 No. 1 (2026): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v10i1.10100

Abstract

Berdasarkan hasil wawancara dengan salah satu guru di SMAN 1 Padang Panjang, penerapan Projek Penguatan Profil Pelajar Pancasila (P5) telah dilaksanakan melalui berbagai kegiatan. Namun, pelaksanaannya masih menghadapi tantangan, yaitu keterbatasan pemahaman dan kesiapan guru terhadap pembelajaran berbasis proyek, keterbatasan sumber daya dan fasilitas, variasi partisipasi siswa, serta kesulitan mengontekstualisasikan tema P5 sesuai kebutuhan sekolah. Kegiatan ini bertujuan meningkatkan kompetensi kewirausahaan siswa melalui pelatihan sablon digital bertema budaya Minangkabau karena menggabungkan aspek keterampilan, kreativitas, dan kearifan lokal dalam satu kegiatan berbasis proyek. Metode pelatihan yang digunakan partisipatif berbasis praktik dengan tahapan sosialisasi, pemberian materi, demonstrasi, praktik langsung, pendampingan, dan evaluasi. Peserta berjumlah 27 siswa. Pelatihan difokuskan pada teknik sablon digital, yaitu sublimasi pada mug dan DTF pada kaos. Hasil evaluasi kegiatan rata-rata 95% dan berpotensi menjadi program berkelanjutan. Pelatihan ini terbukti efektif mendukung implementasi P5 dalam meningkatkan kompetensi kewirausahaan siswa sekaligus mengintegrasikan nilai kearifan lokal.
Digital Literacy in STEM Education: A Bibliometric and Systematic Literature Network Analysis Rufina Agustin Yuarsa; Rayendra; Nofri Hendri; Rahmi Pratiwi
Jurnal Penelitian Pendidikan IPA Vol 12 No 6 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i6.15324

Abstract

The rapid development of digital technology and the increasing integration of Artificial Intelligence (AI) in education have transformed learning processes, particularly in STEM (Science, Technology, Engineering, and Mathematics) education. This study aims to analyze the development of research on digital literacy in STEM education through a bibliometric analysis and Systematic Literature Network Analysis (SLNA). The study employed a combination of bibliometric methods, SLNA, and content analysis to identify publication trends, collaboration networks, dominant research themes, and emerging future directions. Data were collected from the Scopus database following the PRISMA 2020 guidelines. A total of 106 relevant articles published between 2019 and 2025 were selected and analyzed using VOSviewer and Orange Data Mining. The findings indicate a significant increase in publications related to digital literacy, AI, and STEM education, particularly in 2025. Bibliometric mapping revealed three major research clusters:  technology-integrated teaching and digital literacy in science and engineering education, the role of digital competence and computational thinking in STEM higher education, and the integration of AI and AI literacy in digital literacy development. Topic modeling using Latent Dirichlet Allocation (LDA) identified ten dominant research topics, with technology-based STEM learning and AI-supported education emerging as the most prominent themes. The results also highlight the growing emphasis on AI integration, computational thinking, digital competence, and innovative pedagogical approaches in modern STEM education. Overall, the study demonstrates that research on digital literacy in STEM education is rapidly evolving toward interdisciplinary and AI-driven learning environments. However, challenges remain regarding digital inequality, AI literacy integration, and sustainable pedagogical implementation. This study contributes to the understanding of current research trends and provides future research directions for strengthening digital literacy and AI integration in STEM education.
PELATIHAN SABLON SUBLIMASI DAN DIGITAL MARKETING UNTUK MENINGKATKAN KETERAMPILAN KEWIARUSAHAAN SISWA SMPN 17 PADANG Rosmaria; Resti Elma Sari; Melda Mahniza; Rahmi Pratiwi
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 10 No. 2 (2026): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v10i2.10099

Abstract

Pelatihan sablon sublimasi dan promosi produk melalui digital marketing merupakan salah satu upaya pemberdayaan keterampilan dan kewirausahaan bagi siswa di SMP Negeri 17 Padang. Kegiatan ini dilatarbelakangi oleh rendahnya minat belajar serta terbatasnya keterampilan praktis yang dimiliki siswa, terutama di bidang kreatif dan teknologi. Tujuan pelatihan ini adalah memberikan keterampilan sablon sublimasi dan wawasan tentang cara memasarkan produk secara digital. Metode yang digunakan adalah metode pelatihan partisipatif berbasis praktik yang dipadukan dengan pendampingan dengan tahapan yaitu sosialisasi, pemberian materi, demonstrasi, praktik langsung, pendampingan, dan evaluasi hasil kegiatan. Hasil evaluasi menunjukkan bahwa pelatihan berjalan sangat baik dengan rata-rata capaian sebesar 97%. Aspek keberhasilan pelatihan memperoleh nilai rata-rata 96%, aspek narasumber 98,5%, dan kepuasan peserta 97%. Dapat disimpulkan kegiatan ini dapat meningkatkan pengetahuan, keterampilan praktik, pemahaman digital marketing, serta tumbuhnya kepercayaan diri dan minat berwirausaha peserta.
PENGARUH PROBLEM BASED LEARNING BERBANTUAN MULTIMEDIA INTERAKTIF TERHADAP STUDENT ENGAGEMENT PADA MATA PELAJARAN INFORMATIKA SMPN 25 PADANG Bunga Putri Dewi; Ulfia Rahmi; Rahmi Pratiwi; Elsa Masriani
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 4 (2026): August 2026 (1)
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i4.6859

Abstract

Abstract: Student engagement is a critical determinant of academic success; however, its manifestation in Informatics learning among 7th-grade students at SMP Negeri 25 Padang remains suboptimal. This is evidenced by low participation in group discussions, a lack of consistent enthusiasm, and passive cognitive involvement in problem-solving activities. This study aims to analyze the empirical impact of implementing Problem-Based Learning assisted by interactive multimedia on student engagement. A quantitative approach with a quasi-experimental method utilizing a One Group Pretest-Posttest design was employed. The research sample comprised 29 students selected through a total sampling technique. Data were gathered using a validated and reliable student engagement questionnaire spanning behavioral, emotional, and cognitive dimensions. Data analysis was performed using descriptive statistics, the Shapiro-Wilk normality test, and the Wilcoxon Signed-Rank Test computed via Jamovi. The empirical results demonstrated that the mean score of student engagement increased significantly from 42.97 (high category) at pre-measurement to 48.03 (very high category) at post-measurement. The Wilcoxon test yielded a significance value of p < 0.001, indicating a statistically significant difference post-intervention. Consequently, it can be concluded that assisted by interactive multimedia exerts a significant positive effect on student engagement. These findings suggest that integrating student-centered learning models with non-linear digital multimedia could serve as an innovative pedagogical alternative to optimize classroom engagement. Keywords: Problem-Based Learning, Interactive Multimedia, Student engagement, Informatics Education.   Abstrak: Student engagement merupakan salah satu faktor penting yang memengaruhi keberhasilan proses pembelajaran, namun keterlibatan peserta didik pada pembelajaran Informatika di kelas VII SMP Negeri 25 Padang masih belum optimal. Kondisi tersebut ditunjukkan oleh rendahnya partisipasi peserta didik dalam diskusi, kurangnya antusiasme selama pembelajaran, serta belum optimalnya keterlibatan kognitif dalam menyelesaikan permasalahan yang diberikan. Penelitian ini bertujuan untuk mengetahui pengaruh penerapan Problem Based Learning berbantuan multimedia interaktif terhadap student engagement pada pembelajaran Informatika kelas VII SMP Negeri 25 Padang. Penelitian ini menggunakan pendekatan kuantitatif dengan metode quasi experiment melalui desain One Group Pretest–Posttest Design. Sampel penelitian berjumlah 29 peserta didik yang dipilih menggunakan teknik total sampling. Pengumpulan data dilakukan menggunakan angket student engagement yang telah memenuhi uji validitas dan reliabilitas. Data dianalisis menggunakan statistik deskriptif, uji normalitas Shapiro-Wilk, dan uji Wilcoxon Signed Rank Test dengan bantuan aplikasi Jamovi. Hasil penelitian menunjukkan bahwa rata-rata skor student engagement meningkat dari 42,97 pada pengukuran awal menjadi 48,03 pada pengukuran akhir. Hasil uji Wilcoxon menunjukkan nilai signifikansi p < 0,001, sehingga terdapat perbedaan yang signifikan antara pengukuran awal dan pengukuran akhir. Dengan demikian, penerapan Problem Based Learning berbantuan multimedia interaktif berpengaruh signifikan terhadap student engagement peserta didik pada pembelajaran Informatika kelas VII SMP Negeri 25 Padang. Temuan penelitian ini menunjukkan bahwa penerapan model pembelajaran yang berpusat pada peserta didik dan didukung multimedia interaktif dapat menjadi alternatif untuk meningkatkan keterlibatan peserta didik dalam proses pembelajaran. Kata kunci: Problem based learning, multimedia interaktif, student engagement, pembelajaran Informatika.
Mapping Trends, Gaps and Future Directions in Cybersecurity Literacy E-Module Development Using Problem-Based Learning for Adolescents: A Bibliometric Analysis Anggi Prasetia; Rayendra Rayendra; Zelhendri Zen; Rahmi Pratiwi; Tengku Hamid Darmawan
Journal of Innovation in Educational and Cultural Research Vol 7, No 4 (2026)
Publisher : Yayasan Keluarga Guru Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46843/jiecr.v7i4.3111

Abstract

Growing exposure of adolescents to the digital environment has heightened the need to develop effective cybersecurity literacy education. Nevertheless, current instructional approaches are still largely grounded in theoretical methods and provide little practical experience, especially when it comes to embedding Problem-Based Learning (PBL) in digital learning materials such as e-modules. To address this, the current study aims to map research directions, identify gaps, and examine how PBL-focused cybersecurity literacy e-modules have evolved through bibliometric analysis. The data were collected from the Scopus database covering the years 2015 to 2025 and were analyzed using VOSviewer and Bibliometrix, with PRISMA-based screening. The analysis shows a clear increase in publications after 2019, primarily focusing on technical cybersecurity, cybersecurity education, and digital learning technologies. However, the use of project-based learning in cybersecurity literacy and e-module design remains limited and fragmented, indicating a conceptual gap between pedagogical approaches and cybersecurity content. Therefore, the study indicates that integrating problem-based learning into structured electronic modules may strengthen adolescents' critical thinking and problem-solving skills, providing a coherent framework and evidence-based guidance for further educational improvement.  
PENGARUH PENERAPAN MODEL KOOPERATIF TIPE THINK PAIR SHARE BERBANTUAN GAME EDUKASI MATA PELAJARAN IPA TERHADAP HASIL BELAJAR SISWA DI SMPN 12 SOLOK SELATAN Melisa Putri, Indah; Septriyan Anugrah; Rahmi Pratiwi; Alkadri Masnur
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45776

Abstract

This study aims to determine the effect of implementing the cooperative learning model of the Think Pair Share (TPS) type assisted by educational games on students’ learning outcomes in science subjects for seventh-grade students at SMPN 12 Solok Selatan. The problems identified in the learning process include students’ low self-confidence in expressing opinions, lack of communication skills, and a tendency to be passive due to teacher-centered instruction dominated by lecture methods. These conditions have an impact on students’ low learning outcomes, which have not yet reached the Minimum Mastery Criteria (KKTP). This research is a quantitative study with a quasi-experimental approach. The population consisted of all seventh-grade students at SMPN 12 Solok Selatan, and the sampling technique used was total sampling. The sample included 22 students in the experimental class and 21 students in the control class. Data were collected through an objective test consisting of 20 validated items. Data analysis was conducted using normality tests, homogeneity tests, and an independent t-test. The results showed that the average learning outcome of students in the experimental class was 77.72, which is higher than that of the control class at 64.14. Based on the t-test, the value of t_calculated > t_table (3.2959 > 2.021) at a significance level of α = 0.05. Therefore, it can be concluded that the implementation of the Think Pair Share (TPS) cooperative learning model assisted by educational games has a significant effect on students’ learning outcomes in science subjects. Keywords: Think Pair Share, educational games, learning outcomes, science.
Efektivitas Penerapan Model Project Based Learning (PjBL) Terhadap Keterampilan Berbicara (Speaking) Siswa Pada Mata Pelajaran Bahasa Inggris Kelas VIII MTs Muhammadiyah Kota Solok Afifah, Fathimah Afifatuzzahra; Reni Kurnia; Rahmi Pratiwi; Rosmaria
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45927

Abstract

This study was motivated by the low speaking skills of eighth-grade students in English learning at MTs Muhammadiyah Kota Solok. The identified problems include limited vocabulary, errors in pronunciation and grammatical structure, and the lack of opportunities for students to practice speaking due to teacher-centered learning. These conditions have an impact on students' learning outcomes, especially in the asking and giving opinion material, which requires active oral communication skills.This study aims to determine the effectiveness of the Project Based Learning (PjBL) model in improving students' speaking skills. The research method used was a quantitative approach with a pre-experimental design, namely a one-group pretest-posttest design. The subjects of this study consisted of 21 students. Data were collected through speaking tests covering aspects of fluency, pronunciation, grammar, and vocabulary. The data were analyzed using descriptive statistics and paired sample t-test after fulfilling the prerequisite tests, namely normality and homogeneity tests.The results showed an improvement in students’ speaking skills after the implementation of Project Based Learning. The mean score of the pretest was 44.29, which increased to 75.60 in the posttest. The hypothesis testing showed a significance value of 0.000 < 0.05, indicating a significant difference between before and after the treatment. In conclusion, Project Based Learning is effective in improving students’ speaking skills in English learning, particularly in the asking and giving opinion material.
PENGEMBANGAN MULTIMEDIA INTERAKTIF PADA MATERI COMPUTATIONAL THINKING MATA PELAJARAN INFORMATIKA KELAS VII SMP Fernando, Erik; Novrianti; Pratiwi, Rahmi; Masriani, Elsa
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.50530

Abstract

This research and development (R&D) study aimed to produce an interactive multimedia learning media using Scratch 3.0 on the Computational Thinking topic for Grade VII students at SMP Negeri 15 Padang. The development model employed was the 4D model (Define, Design, Develop, Disseminate) proposed by Thiagarajan et al. (1974). The interactive multimedia integrates text, images, animations, audio, and interactive quizzes to provide an engaging, student-centered learning experience. Validity assessment was conducted by one subject matter expert (content validity 92.85%, very Valid) and two media experts (media validity 97.5% and 98.75%, both very Valid). Practicality testing involving 31 Grade VII students yielded an overall score of 91.5% (very Practical). These results demonstrate that the interactive multimedia developed is both valid and practical for use in Informatika learning, particularly for improving students’ Computational Thinking skills through algorithmic and visual programming experiences.
PENGEMBANGAN MULTIMEDIA INTERAKTIF BERBASIS COGNITIVE LOAD THEORY PADA MATA PELAJARAN INFORMATIKA KELAS X SMA Saputra, Rafiko; Abna Hidayati; Mutiara Felicita Amsal; Rahmi Pratiwi
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 No. 2, Juni 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.51783

Abstract

Informatics learning in the Merdeka Curriculum, particularly within the elements of Data Analysis (AD) and the Social Impact of Informatics (DSI) for Phase E (Class X), contains abstract, dense, and complex concepts that integrate computational logic and cyber law (UU ITE). This conceptual density often triggers cognitive overload in students' working memory, resulting in suboptimal learning engagement and outcomes. This study aims to develop a valid, practical, and instructionally sound interactive multimedia application based on Cognitive Load Theory (CLT) using Articulate Storyline. This research applies the Research and Development (R&D) method with the 4D development model (Define, Design, Develop, and Disseminate). The application incorporates explicit CLT principles: segmenting (breaking topics into learner-paced steps), modality (deploying Text-to-Speech AI narration to balance visual processing), and signaling (applying visual highlights to critical concepts). Data collection instruments comprised needs analysis forms, expert validation sheets, and practicality questionnaires filled out at SMAN 13 Padang. The empirical findings revealed that the multimedia validity reached 4.80 from material experts and 4.42 from media experts, both falling into the "Highly Valid" category. Moreover, the trial indicated high practicality ratings, scoring 4.52 from students' responses and 4.63 for cognitive load management efficiency ("Highly Practical"). The conclusion indicates that the CLT-based interactive multimedia application is valid, practical, and significantly optimizes students' cognitive architecture by minimizing extraneous cognitive load during complex informatics instruction.
Co-Authors Abiem Haekal Suherman Abna Hidayati Achsin Rosidi Afifah, Fathimah Afifatuzzahra Afifah, Syifa Akbar, Kihsan Ramdana Alfahani, Khairul Alifa, Zaqiya Zahwa Alkadri Masnur Alwen Bentri Amanda, Zikratul Amilia, Winanda Anggi Prasetia Anggi Prasetia Anugerah, Septriyan Anugrah, Septriyan Apri Yenni Arina, Novra Arsyad, Khairul Asanah, Sahratun Askia, Fazhira Athiyyah Salsabila Aufa Deza Fikri Aulia Rahma Putri Aulia, Aniza Ulfa Azhari Fetri Stevani Azhari, Diah Fitri Basra, Melani Bunga Putri Dewi Damayanti, Arfina Darmansyah Darmansyah DARMANSYAH . Dedi Supendra Deo Zharfan Perry Ekanala, Roy Eldarni Eldarni, Novrianti Elsa Masriani Elsa Masriani Elsa Rahmayanti Elsi Afifah Erlangga Oktavio, Duta Fadhillah Hafsah Fadly Uzzaki Fernando, Erik Fetri Yeni Fetri Yeni J Fitri Maiziani Fitriani, Aura Syfa Gustiani, Rahma Hafanos, Robby Hanaviah, Suci Hendri Budi Utama hendri, nofri Herdi Setiawan Hidayatulah, Serlin Intan Syafitri Irwanda, Yulia Jasrial Jasrial Jasrial Jeni Falen Andrean Juliani, Mustika Khairul Alfahani Kurnia, Reni Laila Purwaningsih Luthfiani Luthfiani Luthfiani Luthfiani Luthfiani, Luthfiani Mai Sastri Maiziani, Fitri Masriani, Elsa Melda Mahniza Meldi Ade Kurnia yusri Melisa Putri, Indah Muhammad Adli Muntazia, Azhidah Mutia Egica Putri Mutiara Felicita Amsal Mutiara Felicita Amsal Nensy Purziana Nofri Hendri Novrianti Novrianti Oktariza, Nabilla Putra, Ade Herdian Putra, Pelka Andesa Putri, Dinda Aulia Putri, Qorina Cantika Qamari, Dinda Najmi Rahmi, Cici Utia Rahmi, Ulfia Raihan Alfiqih, Muhammad Ramadona, Dasatry Dwi Rayendra Rayendra Reni Kurnia Reni Kurnia Resti Elma Sari Resti Elma Sari Rohimun Farhan Rosmaria Rosmaria, Rosmaria Rufina Agustin Yuarsa Saputra, Rafiko Sari, Resti Elma Shahfitri, Rahma Diyanti Sheldiha, Duwanita Syafril Syafril Syafril Tengku Hamid Darmawan Tiara Dhea Wijaya Tussadiyah, Alimah Ulfia Rahmi Ulfia Rahmi Usman, Shelby Vanesa, Adilla Zikra Vini Lovita Winanda Amilia Winanda Amilia Yola Sepkia Yudhani, Abelta Putri Zadrian Ardi Zelhendri Zen Zelhendri, Zelhendri Zen, Zelhendri Zuwirna Zuwirna, Zuwirna