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Pendampingan Pemanfaatan Teknologi Interaktif Untuk Menyusun Soal AKM Literasi Kontekstual di SMP PGRI KOTA LUBUKLINGGAU Ahmad Marsehan; Khathibul Umam Zaid Nugroho; Yoga Lorenza; Nihad Khalilullah
Jurnal Masyarakat Madani Indonesia Vol. 5 No. 1 (2026): Februari
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/qycc1438

Abstract

Program pendampingan ini dirancang untuk meningkatkan kompetensi guru SMP PGRI Kota Lubuklinggau dalam menyusun soal AKM Literasi yang kontekstual dengan memanfaatkan teknologi interaktif. Hal ini dilatarbelakangi oleh kendala yang dihadapi guru dalam merancang soal berbasis konteks nyata dan memanfaatkan platform digital. Tujuannya adalah agar guru mampu memahami konsep AKM Literasi kontekstual, terampil menggunakan platform seperti Quizizz atau Google Form, dan akhirnya menciptakan bank soal yang berkualitas. Metode pencapaiannya meliputi tiga tahap, yakni pelatihan teknis, pendampingan praktik langsung dalam merancang soal, serta evaluasi dan pengembangan berkelanjutan melalui uji coba. Rencana kegiatannya terstruktur dalam fase persiapan, pelaksanaan (pelatihan dan praktik), dan evaluasi akhir. Dampak jangka panjang yang diharapkan adalah terwujudnya bank soal AKM yang relevan, peningkatan kualitas asesmen literasi, serta penguatan budaya pemanfaatan teknologi dalam evaluasi, yang pada akhirnya akan meningkatkan kemampuan literasi siswa secara lebih efektif dan bermakna.
Model Rekomendasi Draft Pick Hero Berdasarkan Meta Game Menggunakan Algoritma K-Nearest Neighbor. Khusnul Istiqomah; Nihad Khalilullah; Rahma Oktavia; Ahmad Marsehan
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 8 No 2 (2026): April 2026
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v8i2.2641

Abstract

Improving students' mathematics HOTS ability through the integration of deep learning and SOLO taxonomy Khathibul Umam Zaid Nugroho; Ahmad Marsehan; Lili Tri Yulianti; Nurtiara Nurtiara
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 11 No 2 (2025): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v11i2.27111

Abstract

Education in the 21st century requires students to have high-level thinking skills (HOTS), but the low HOTS of students' mathematics is still a significant challenge, as reflected in the results of international evaluations. This study aims to investigate the effectiveness of the integration of deep learning and SOLO Taxonomy in optimizing students' mathematics HOTS. Using a quasi-experimental design, the study involved 60 of students in grade VIII who were divided into an experimental group (n = 30) and a control group (n = 30). The experimental group received a learning intervention based on deep learning principles with the guidance of the SOLO Taxonomy, while the control group received conventional learning. Data were collected through a math HOTS pre-test and post-test and analyzed using ANCOVA to control students' initial scores. The results showed a significant increase in students' math HOTS in both groups, but the increase in the experimental group was much higher (p<0.01). The qualitative analysis of the students' responses also shows a clear development at the level of SOLO Taxonomy, from Unistructural/Multistructural to Relational and Extended Abstract. These findings indicate that the integration of deep learning and SOLO Taxonomy creates an effective synergistic effect in facilitating deep thinking. This research contributes to the educational literature by providing a measurable and practical learning model to improve HOTS, as well as providing important implications for teacher practice and curriculum development in the future.
PEMBERDAYAAN GENERASI MUDA MELALUI PELATIHAN KECAKAPAN WIRAUSAHA (PKW) TAHUN 2026 UNTUK MENUMBUHKAN JIWA CREATIVEPRENEURSHIP Fido Rizki; Nopalia Nopalia; Ahmad Sobri; Lukman Sunardi; Ahmad Marsehan
JURNAL UNIV.BI MENGABDI Vol 5 No 1 (2026): Jurnal UNIV.BI Mengabdi : Juni
Publisher : LPPM UNIVERSITAS BINA INSAN

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

Abstract

Pelatihan Kecakapan Wirausaha (PKW) merupakan program strategis nasional untuk menekan angka pengangguran melalui pembekalan kompetensi bisnis bagi generasi muda yang belum memiliki pekerjaan. Tujuan pengabdian ini adalah membekali para peserta PKW Tahun 2026 dengan fondasi kewirausahaan yang kokoh, kapasitas kreativitas dan inovasi, pemahaman kualitas diri, etos kerja yang tinggi, serta mitigasi risiko terhadap faktor-faktor merugikan dalam usaha. Metode pelaksanaan yang digunakan meliputi ceramah interaktif, diskusi kelompok (Forum Group Discussion), studi kasus, serta simulasi penyusunan ide bisnis. Kegiatan dilaksanakan mulai tanggal 23 Mei 2026 hingga 13 Juli 2026 yang diikuti oleh 20 orang peserta yang merupakan pemuda produktif dengan status belum bekerja di wilayah Kota Lubuk Linggau dan sekitarnya. Hasil dari pengabdian masyarakat ini menunjukkan peningkatan pemahaman teoretis dan praktis para peserta sebesar 55% berdasarkan perbandingan nilai rata-rata pre-test (33,75%) dan post-test (88,75%). Dampak nyata dari kegiatan ini adalah tumbuhnya motivasi berwirausaha secara mandiri, yang dibuktikan dengan lahirnya 5 draf rintisan ide bisnis kreatif berbasis potensi lokal yang dirancang oleh para peserta setelah periode pelatihan usai
Rancang Bangun Game Edukasi Calistung untuk Meningkatkan Kemampuan Membaca Menulis dan Berhitung Siswa dengan Menggunakan Metode MDLC Berbasis Android Tania Putri; Ahmad Marsehan; Rizka Aulia
Jurnal Teknik Industri Terintegrasi (JUTIN) Vol. 9 No. 3 (2026): July
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jutin.v9i3.61205

Abstract

Reading, writing, and arithmetic (Calistung) are fundamental skills that must be mastered by elementary school students. However, the learning process at SD Negeri 2 Karang Dapo is still dominated by conventional teaching methods, resulting in low student learning interest. This study aims to design and develop an Android-based educational game for reading, writing, and arithmetic using the Multimedia Development Life Cycle (MDLC) method as an interactive learning medium. This research employed the Research and Development (R&D) approach using six stages of MDLC: concept, design, material collecting, assembly, testing, and distribution. Data were collected through observation, interviews, documentation, and questionnaires. Application functionality was evaluated using Black Box Testing, while user responses were collected from 18 second-grade students using a Likert scale questionnaire. The results indicate that all application features functioned properly based on Black Box Testing. User evaluation achieved an overall score of 85%, categorized as very good, indicating that the application is feasible to be used as an interactive learning medium to improve students' reading, writing, and arithmetic skills.
Deteksi Kebiasaan Penggunaan Smartphone Menggunakan K-Means Clustering Ahmad Marsehan; Nopalia; Raniyah Ayu Lestari
BETRIK Vol. 17 No. 02 (2026): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/negszr43

Abstract

The rapid development of digital technology has led to a significant increase in smartphone usage in modern society. The intensity and diversity of smartphone usage form different behavioral patterns among individuals, resulting in complex data that are difficult to analyze using conventional methods. This study aims to detect and cluster smartphone usage behavior using the K-Means Clustering method. The data used include daily usage duration, application access frequency, and the most frequently used application categories. The research process begins with data preprocessing, normalization, determining the optimal number of clusters using the elbow method, and applying the K-Means algorithm. The clustering results are evaluated using the silhouette score, Davies-Bouldin Index, and inertia. The results show that the K-Means algorithm is able to group smartphone users into 5 (five) clusters with distinct characteristics, namely Heavy User, Light User, Minimal User, Moderate User, and Normal User. The quality of the resulting clusters is considered good with a Silhouette Score of 0.62 (good category), a Davies-Bouldin Index of 0.85 (low value indicating good separation between clusters), and an Inertia value of 1,245.78, which indicates stable compactness of data within clusters. This study is expected to provide a deeper understanding of smartphone usage patterns and serve as a basis for promoting healthier and more controlled smartphone usage.
Pendampingan Literasi Sejarah bagi Guru dan Siswa melalui Digital Heritage Learning Agus Susilo; Ahmad Marsehan; Sarkowi; Asep Sukenda Egok
Serunting Sakti: Jurnal Pengabdian Masyarakat Berbasis Kearifan Lokal Vol. 1 No. 3 (2026): SERUNTING SAKTI: Jurnal Pengabdian Masyarakat Berbasis Kearifan Lokal
Publisher : Susilo Academic Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67200/serunting.v1i3.34

Abstract

Low historical literacy among teachers and students presents a challenge in history teaching in the digital era. Conventional teaching makes historical material less engaging and contextual for students. This mentoring activity aims to improve the historical literacy of teachers and students through the implementation of Digital Heritage Learning. The program is implemented through training, mentoring, and practical use of digital media based on local cultural heritage in history teaching. Teachers and students are actively involved in exploring digital historical sources, introducing cultural sites, and using interactive learning technology. The results of the activity indicate that the implementation of Digital Heritage Learning can improve historical understanding, historical thinking skills, and student interest in learning. Teachers also gain the ability to integrate digital technology into history teaching in a more innovative and contextual way. In addition, the use of digital media based on local cultural heritage provides a more engaging learning experience while strengthening students' cultural awareness. Thus, historical literacy mentoring through Digital Heritage Learning can be an effective alternative learning strategy to support the transformation of history education in the digital era and improve the quality of learning to be more interactive and meaningful.