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BIBLIOMETRIC ANALYSIS: TRENDS IN GAME-BASED LEARNING ON STUDENT LEARNING OUTCOMES BASED ON GOOGLE SCHOLAR (2020 - 2024) Khoirunnisaa'stiani, Khoirunnisaa'stiani; Pramudiyanti, Pramudiyanti; Fadli, Radinal
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 3 (2026): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i3.229

Abstract

The development of educational technology is driving the increased use of Game-Based Learning (GBL) as a learning strategy considered effective in supporting student learning achievement. Although numerous studies have examined the effectiveness of GBL, bibliometric studies mapping research trends and focuses in this field are still limited. This study uses bibliometric analysis to identify publication trends, dominant keywords, and research linkage patterns regarding GBL and student learning outcomes. Data was collected through Publish or Perish from Google Scholar using the keywords "game-based learning" AND "learning outcomes" with a publication range of 2020–2024, resulting in 199 articles analyzed using VOSviewer through network, overlay, and density visualization. The research findings indicate a significant increase in publications related to GBL and learning outcomes in 2023–2024, with a total of 199 articles and 7,985 citations. VOSviewer analysis identified 58 keywords divided into seven clusters, with key terms such as game, student, and learning outcome, indicating a strong focus on the effectiveness of GBL on learning achievement. This finding provides a comprehensive overview of the development of GBL research on learning outcomes, while also serving as a foundation for researchers and educators to develop more effective.
Analisis Pengetahuan Pedagogis dan Teknologis Calon Guru Teknologi Informasi melalui Artefak Desain Kursus Berbasis MooDIY Wahyudi, Dwi; Fadli, Radinal
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 12 No. 1 (2026): Volume 12 No 1 March 2026
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v12i1.3617

Abstract

Abstrak Penelitian ini bertujuan untuk menganalisis pengetahuan pedagogik dan teknologis calon guru Teknologi Informasi yang tercermin dalam artefak perancangan kursus berbasis MooDIY. Penelitian ini menggunakan desain deskriptif kualitatif. Subjek penelitian terdiri atas dua kelompok mahasiswa Program Studi Pendidikan Teknologi Informasi yang mengikuti mata kuliah Learning Management System pada tahun akademik 2025/2026. Kedua kelompok menerapkan model Project-based Learning (PjBL) dan mengembangkan proyek perancangan kursus MooDIY dengan topik pembelajaran yang berbeda. Data dikumpulkan melalui analisis dokumen terhadap artefak perancangan kursus yang mencakup tujuan pembelajaran, organisasi pembelajaran, aktivitas, asesmen, serta pemanfaatan fitur LMS. Analisis dilakukan menggunakan rubrik berbasis kerangka TPACK. Hasil penelitian menunjukkan bahwa calon guru mampu merancang kursus yang terstruktur dengan tujuan pembelajaran yang jelas, organisasi pembelajaran yang sistematis, serta pemanfaatan fitur Moodle secara fungsional. Namun, pemanfaatan fitur lanjutan LMS untuk mendukung alur pembelajaran dan umpan balik masih terbatas. Temuan ini menunjukkan bahwa MooDIY berpotensi mendukung pengembangan kompetensi pedagogik dan teknologis dasar calon guru. Kata Kunci: calon guru; learning management system; pengetahuan pedagogis; pengetahuan teknologis; MooDIY   Abstract This study analyzes the pedagogical and technological knowledge of pre-service Information Technology teachers as reflected in MooDIY-based course design artifacts. A descriptive qualitative research design was employed. The research subjects consisted of two groups of students enrolled in a Learning Management System course in the Information Technology Education program during the 2025/2026 academic year. Both groups implemented Project-based Learning (PjBL) and developed MooDIY-based course projects with different instructional topics. Data were collected through document analysis of the course design artifacts, including learning outcomes, instructional organization, learning activities, assessments, and LMS feature utilization. The artifacts were analyzed using a rubric adapted from TPACK-based LMS evaluation frameworks. The results indicate that the pre-service teachers were able to design structured online courses with clear learning objectives, coherent instructional organization, and functional use of core Moodle features. However, the use of advanced LMS features to support learning progression and feedback was limited. Overall, the findings suggest that MooDIY is an accessible and pedagogically meaningful platform for developing foundational pedagogical and technological competencies in pre-service teacher education. Keyword: pre-service teachers; learning management system; pedagogical knowledge; technological knowledge; MooDIY
Peningkatan Kesadaran Keamanan Siber (Cyber Security Awareness) melalui Penyuluhan bagi Siswa Sekolah Menengah Pertama Wahyudi, Dwi; Radinal Fadli
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 4 No 3 (2026): Maret 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v4i3.929

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The rapid growth of digital technology increases cyber threat risks for junior high school students. This community service activity aimed to enhance students' cyber security awareness and behavioral intentions through interactive counseling. The implementation method included multimedia presentations, threat simulations, and evaluations using pre-test and post-test designs with 40 students at SMP Islam Plus At-Tholibin. The evaluation instrument covered four behavioral scales: risky, conservative, risk exposure, and risk perception behavior. Results showed a significant shift in perspectives, with average scores increasing from 2.15 to 3.72. The N-Gain analysis yielded a score of 0.84, categorized as “High”. This proves that gamification and simulation approaches are effective in providing a deep understanding to recognize cyber threats from an early age. This activity is expected to serve as a model for sustainable education to build a cyber security culture within the school environment.
VALIDITAS MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ANDROID PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR DI SEKOLAH MENENGAH KEJURUAN Fadli, Radinal; Hakiki, Muhammad; Rahayu, Suci; Astriyani, Serly
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 1 No. 1 (2020): 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/pti.v1i1.302

Abstract

Based on observations implementation of learning computer and basic network indicated only limited by using print module media, with lecture methods and guided practice and have not used learning media with android technology. This research purpose to obtain validity of learning media android-based on computer and basic network subjects. Interactive learning media based on android is designed to improve students' understanding so as to improve learning outcomes. This research is a Research and Development (R and D) with 4-D method development procedures (Define, Design, Develop, Desseminate). Data analysis techniques used descriptive analysis techniques to describe the validity of interactive learning media android-based. The results obtained from this development research the validity of Android-based interactive learning media is declared valid on the media aspects and material aspects. Based on the result of this reserch concluded that the interactive learning media android- based was declared valid to be used as teaching materials in computer and basic network.
PENGARUH METODE CREATIVE PROBLEM SOLVING (CPS) MODEL TREEFINGER TERHADAP HASIL BELAJAR PERAKITAN KOMPUTER PADA SISWA KELAS X TEKNIK KOMPUTER JARINGAN SMK N 1 RAO SELATAN Hakiki, Muhammad; Fadli, Radinal
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 1 No. 1 (2020): 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/pti.v1i1.303

Abstract

This research was quantitative research that used a true experiment research approach and a posttest-only control as the research design. This research conducted in SMK 1 Rao Selatan. The population in this research was the grade X students of computer engineering and network major in SMK 1 Rao Selatan. The technique sampling in this research was a total sampling or also called as a population research. In determining the experiment class and control class, the researcher used rolls of paper. Grade X of TKJ 2 elected as experiment class and grade X TKJ 1 elected as control class. The result of this research were average the students learning outcomes in experiment class was about 80,90 while in control class was about 74,84. From analysis test showed normal and homogeny data. The test result on the level significance a0,05 (the level of confidence 95%) obtained score thitung=3,498 and ttabel=2,000 so obtained Thitung>Ttabel (3,498>2,000). Therefore, Ho rejected and Ha accepted in this research. So, the conclusion was there a significant influence in Creative Problem solving (CPS) learning method with Treefingermodel toward learning outcomes of assembly computer of grade X students in program computer network engineering SMK 1 Rao Selatan.
PENGEMBANGAN MEDIA INTERAKTIF PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR DI SMKN 5 BATANGHARI Putra, Yogi Irdes; Ridoh, Ahmad; Zi, Fauziah; Fadli, Radinal
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 1 No. 1 (2020): 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/pti.v1i1.309

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The purpose of this study was to develoved an Interactive Media on basic computers and networks Subjects and test whether the media can better improve the basic computers and networks. A four-D Research and Development (R & D) study had been applied to develop and test the validity, practicality, and effectiveness of the Interactive Media inteaching basic computers and networks. The steps consisted of define; design; develop; and disseminate. The testing for content validity of the Interactive Media was found valid. Based on the teachers and the students response on the practicality, it was found that this media was found highly practical. Based on the learning outcomes the effectiveness of the media was found effective. Based on the data analysis, it was found that the Interactive Media can better improve the students' learning outcome on the basic computers and networks for Grade X at SMKN 5 Batanghari.
ANALISIS ANXIETY MAHASISWA DALAM PRAKTIK PERAKITAN KOMPUTER DI PERGURUAN TINGGI Fadli, Radinal; Wahyudi, Dwi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): 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.v6i2.3606

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Anxiety is an emotional response to situations perceived as threatening, and in the context of practical learning, anxiety can affect students' readiness, concentration, and performance. This study aims to analyse students' anxiety levels during computer assembly practice in the Information Technology Education study program. The method used was descriptive quantitative, involving 80 students as respondents. The research instrument was a five-point Likert scale questionnaire to measure anxiety levels. The results showed that students' anxiety levels were in the moderate to high category, with anxiety about technical errors and assembly procedures as the highest indicators. This finding indicates that students feel stressed by the possibility of errors and uncertainty in following the assembly stages. The findings of this study indicate the need for a more supportive learning approach, such as technical assistance, simulations, and project-based learning, to reduce anxiety. The limitation of this study lies in the quantitative approach that has not explored psychological factors in depth. Therefore, further research is recommended using a qualitative or mixed approach to better understand the dynamics of student anxiety in technical practice.
PENGARUH MEDIA 3D BERBANTUAN WEB ASSEMBLR TERHADAP HASIL BELAJAR MATERI PENGENALAN KOMPONEN KOMPUTER PADA SISWA SMP Monica, Frisca; i, Pramudiyanti; Rinaldi, Daniel; Fadli, Radinal
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): 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.v6i2.3777

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Digital technology requires the world of education to utilize interactive and innovative learning media. Web-based three-dimensional (3D) visualization media can help students understand abstract concepts more concretely. In computer science education, particularly in the introduction to computer components, students still find it difficult to recognize the actual form and function of components. This study aims to determine the effect of web-based 3D media using Assemblr on the learning outcomes of seventh-grade students at SMP Negeri 36 Bandar Lampung. The research method used was an experimental method using a quasi-experimental model with a pretest-posttest equivalent control group research design involving two classes, each with 34 students. The instrument used was 20 multiple-choice questions that had been tested for validity and reliability (α = 0.801). The results showed a significant increase in the learning outcomes of students in the experimental class. The average pretest score for the experimental class was 46.32, which increased to 81.91 on the posttest. This comparison resulted in an average N-Gain score of 0.6428, which is categorized as moderate. The results of the independent sample t-test also showed a Sig. value of 0.000, proving that there was a significant difference between the learning outcomes of the two groups. Thus, it can be concluded that the use of web-based 3D media assemblr has a significant effect on student learning outcomes in computer component introduction material.
EDUKASI PEMANFA’ATAN INTERNET SEBAGAI SARANA PENDIDIKAN DAN DAKWAH DI KELURAHAN TAMAN AGUNG KECAMATAN BATHIN III KABUPATEN BUNGO PROVINSI JAMBI Syamsuar, Apdoludin Ludin; Fadli, Radinal; Hakiki, Muhammad; Putra, Yogi Irdes; Ridoh, Ahmad; Fauziah, Fauziah
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 2 (2021): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Volume 2, Maret 2021
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v2i1.428

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The rapid progress of information technology can no longer be stopped, one of its forms is the internet. The internet has an extraordinary magnet in human life, able to attract people in the suburbs to big cities, from young people to old people who cannot be separated from its magnetic pull. Internet users by the community need to get deeper supervision and direction so that the internet can be used as a means of education and da'wah, so that the use of the internet becomes a form of task fulfillment activity that is more focused and positive productive. Therefore, community service activities in Taman Agung, Bathin III , Bungo, Jambi Province are considered important. The activity is carried out in the following stages: 1) preparation of the required documents, 2) establishing friendship with the community, 3) introducing the concept of internet use to the community, and 4) lecturing, discussion and question and answer. The results of this activity are as follows: 1) the required documents are completed according to plan, 2) the community welcomes the arrival of the team, 3) the community is very enthusiastic in receiving an explanation of the concept of internet use from the presenters, 4) the community gets knowledge about the users Atan internet as a means of education and preaching and the community is very satisfied and wants this activity to be held sustainably. Keywords: Utilization, Internet, Education, Da'wah.
Pengembangan Video Pembelajaran Berbasis Festo Fluidsim Pada Mata Pelajaran Teknologi Dasar Otomotif Siswa Sigit Purnomo; Pius Idwin Susu; S Suparmin; Radinal Fadli; Muhammad Hakiki; Syarief Fajaruddin
JURNAL ILMIAH MOMENTUM Vol 20 No 2 (2024): Vol 20, No 2
Publisher : Universitas Wahid Hasyim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36499/jim.v20i2.12251

Abstract

Penelitian pengembangan ini memiliki tujuan (1) Mengembangkan media pembelajaran interaktif menggunakan aplikasi Festo Fluidsim. (2) Mengetahui Kelayakan Media Pembelajaran Interaktif Menggunakan Aplikasi Festo Fluidsim (3) Untuk mengetahui bagaimana respon siswa di SMK Muhammadiyah Berbah terhadap penggunaan aplikasi Festo Fluidsim sebagai media pembelajaran. Penelitian dan pengembangan (Research and Development) ini mengembangkan media pembelajaran berupa video pembelajaran dan model video tutorial yang digunakan yaitu menggunakan model pengembangan ADDIE yaitu Analysis (analisis), Design (perancangan), Development (pengembangan), Implementation (implementasi), Evaluation (evaluasi). Subjek dalam penelitian terdiri dari Ahli Media, Ahli Materi dan siswa SMK. Instrumen pengumpulan data yang digunakan yaitu berupa angket. Hasil penelitian ini menunjukkan hasil yang layak berdasarkan uji kelayakan oleh ahli media yang mendapatkan skor 80% dan rata-rata skor 4. 0, ahli materi mendapatkan skor 84,25% dan rata-rata skor 4,2, dan respons siswa yang diperoleh dari 2 kelompok kecil dan besar yaitu, Respons siswa kelompok kecil mendapatkan skor 81,67% dan rata-rata skor 4,1, respons siswa kelompok besar mendapatkan skor 83,84% dan rata-rata skor 4,2. Dari data hasil skor tersebut maka media video pembelajaran layak untuk digunakan dalam pembelajaran.