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Development of Artificial Intelligence-Based Learning Videos on the Topics of Air Pollution using Lumen App Romundza, Febbry; Harizon, Harizon; Miharti, Isra; Novferma, Novferma
Jurnal Pendidikan MIPA Vol 24, No 4 (2023): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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Abstract

Abstract: This research is a development research that aims to produce multimedia-based learning media that is valid, effective and practical. This research uses programming (AI) and is combined with the Lumen application. The development model of this research is: ADDIE development, namely analysis, design, development, implementation, evaluation. The subjects of this study were seventh semester students of environmental chemistry courses on air pollution material. There are three data collection techniques carried out in this study, namely validity, obtained through validation by validators; effectiveness, obtained through learning outcomes and student responses to learning media; practicality, obtained from assessment instruments by validators. The results showed that the average value of validity was 86.2%. The effectiveness of the media from student learning outcomes obtained an average of 86.3%. The practicality of the learning video was obtained from the questionnaire assessment of lecturers and students with an average practicality value of 89%. Keywords: learning video, artificial intelligence, addie model, lumen's app or phrase. Abstrak: Penelitian ini merupakan penelitian pengembangan bertujuan untuk menghasilkan media pembelajaran berbasis multimedia yang valid, efektif dan praktis. Penelitian ini menggunakan pemrograman (AI) dan dikombinasikan dengan aplikasi Steve Model pengembangan penelitian ini yaitu : pengembangan ADDIE, yaitu analysis, design, development, implementation, evaluation. Subjek penelitian ini adalah mahasiswa semester tujuh mata kuliah kimia lingkungan pada materi polusi udara. Teknik pengumpulan data yang dilakukan pada penelitian ini ada tiga yaitu kevalidan, diperoleh melalui validasi oleh validator; keefektifan, diperoleh melalui hasil belajar dan respon mahasiswa terhadap media pembelajaran; kepraktisan, diperoleh dari instrumen penilaian oleh validator. Hasil penelitian menunjukkan bahwa nilai rata-rata kevalidan yaitu 86,2%. Keefektifan media dari hasil belajar mahasiswa memperoleh rata-rata sebesar 92,3%. Kepraktisan video pembelajaran diperoleh dari penilaiaan angket dosen dan mahasiswa dengan nilai rata-rata kepraktisan 89%.  Kata kunci: video pembelajaran, artificial intelligence, model addie, aplikasi lumen DOI: http://dx.doi.org/10.23960/jpmipa/v24i4.pp801-809
Chemical Constituents from Indonesian Dysoxylum parasiticum (Osbeck). Kosterm and Their Cytotoxicity Against MCF-7 Breast Cancer Cells Harizon, Harizon; Romundza, Febbry; Miharti, Isra; Naini, Al Arofatus; Fajriah, Sofa; Mayanti, Tri; Supratman, Unang
Molekul Vol 20 No 2 (2025)
Publisher : Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jm.2025.20.2.16066

Abstract

ABSTRACT. The exploration of naturally occurring secondary metabolites from plants, which serve as direct sources or precursors for new drug development, motivates us to conduct a comprehensive investigation into their presence. Indonesia stands out as a global biodiversity hotspot, boasting a significant number of endemic species that offer a rich reservoir of untapped resources for pharmaceutical, agricultural, and environmental uses. The Dysoxylum genus, belonging to the Meliaceae family, is recognized as a vital source of secondary metabolites and is well-known for its traditional medicinal applications. Consequently, we focus on analyzing the chemical constituents found in the stem bark of one Indonesian Dysoxylum species, specifically D. parasiticum (Osbeck) Kosterm., and assess their biological activity as anticytotoxic agents. Our research identified three known compounds: a tirucallane-type triterpenoid, cneorin-NP36 (1), a seco-limonoid from the preurianin group, amotsangin A (2), and an ergostane-type steroid, 22(E)-ergosta-6,22-dien-3β,5α,8α-triol (3). The biological evaluation against the human breast cancer cell line MCF-7 revealed that compound 2 exhibited a notable inhibitory effect, with an IC50 value of 34.5 μM. The existence of a highly oxidized structure in compound 2, due to its ester substituents, highlights its effectiveness in inhibiting cancer cell proliferation, outperforming the reference drug cisplatin, which has an IC50 of 53.0 μM. These findings indicate that amotsangin A (2) is a promising anticancer agent, particularly in the treatment of breast cancer. Further studies, including in silico analysis and structural modification, are needed to enhance its cytotoxic activity and selectivity. Keywords: Cytotoxic activity, Dysoxylum parasiticum, MCF-7, seco-limonoid amotsangin A, Secondary metabolites
ISOLATION OF LIMONOIDS FROM CLAUSENA EXCAVATA BURM.F AND THEIR ANTIBACTERIAL ACTIVITY AGAINST Enterococcus faecalis Harizon Harizon; Febbry Romundza
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 1 (2025): Volume 9, Nomor 1, March 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i1.38597

Abstract

This study aims to isolate and characterize limonoid compounds from Clausena excavata Burm.F and evaluate their antibacterial potential against Enterococcus faecalis, a pathogen associated with antibiotic resistance in healthcare settings. Plant samples were collected from natural habitats in Southeast Asia and identified by botanists for authenticity. The leaves, stems, and fruits were dried, ground into fine powder, and subjected to ethanol/methanol maceration, followed by liquid-liquid fractionation. Column chromatography and Thin Layer Chromatography (TLC) were used for initial compound separation, while High-Performance Liquid Chromatography (HPLC) was employed for further purification. Structural characterization was conducted using Nuclear Magnetic Resonance (NMR), Mass Spectrometry (MS), and Fourier Transform Infrared Spectroscopy (FTIR). The antibacterial activity of the isolated limonoids was tested against E. faecalis using the disk diffusion method, with Minimum Inhibitory Concentration (MIC) and Minimum Bactericidal Concentration (MBC) determined through broth microdilution assays. The results indicate that limonoid compounds from Clausena excavata exhibit moderate antibacterial activity, producing inhibition zones smaller than standard antibiotics but still demonstrating potential for bacterial growth suppression. This study highlights Clausena excavata as a promising natural source of antibacterial agents, contributing to alternative solutions against antibiotic-resistant bacteria. The findings support further exploration of limonoids as lead compounds for novel antimicrobial drugs, promoting the use of natural products in combating antibiotic resistance and advancing phytopharmaceutical applications in healthcare.
BRIDGING CULTURE AND TECHNOLOGY: A PROJECT-BASED LEARNING BASED 3D ANIMATION FILM FOR MOTIVATING STUDENTS IN MATHEMATICS Sabil, Husni; Novferma, Novferma; Huda, Nizlel; Romundza, Febbry
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 4 (2025): Volume 9, Nomor 4, December 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i4.49133

Abstract

Low motivation among students in learning mathematics, which is often viewed as abstract and disconnected from everyday life, remains a persistent challenge in Indonesian education. This study aims to develop and test the effectiveness of a 3D animated film based on ethnomathematics integrated with the Project-Based Learning (PjBL) model to enhance students’ learning motivation and cultural appreciation. The research employed a Research and Development (R&D) approach following Borg and Gall’s model through several stages: product design, expert validation, preliminary trials, field implementation, and operational evaluation. The participants consisted of junior high school students divided into control and experimental groups. Data were collected through expert validation sheets, student response questionnaires, and learning motivation scales. The validation results indicated that the 3D animated film achieved a score of 82%, categorized as “good” and suitable for classroom implementation. Statistical analysis revealed a significant increase in learning motivation in the experimental group compared to the control group, as evidenced by higher pretest–posttest gain scores. The novelty of this study lies in the integration of 3D animation and ethnomathematics within the PjBL framework an innovative combination that contextualizes mathematical concepts through local cultural wisdom while promoting active, project-based engagement. This research contributes to the growing field of culturally responsive digital learning media by demonstrating that ethnomathematics-based animation not only enhances motivation but also bridges traditional cultural values with modern technological learning approaches, offering a scalable model for 21st-century mathematics education.
PELATIHAN PEMBUATAN GAME EDUCAPLAY UNTUK MENINGKATKAN KREATIVITAS BELAJAR SISWA Romundza, Febbry; Afrida, Afrida; Novferma, Novferma; Miharti, Izra; Dewi, Nurmala; Sasih, Agustin Wela
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 1 (2025): APRIL
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i1.5213

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ABSTRACT : The use of interactive learning media is one of the strategies to enhance students’ creativity and motivation in the digital era. One platform that can be utilized is Educaplay, which allows users to easily and attractively create various types of educational games. This training activity aims to improve participants’ skills in designing learning games using Educaplay and to assess its impact on students’ learning creativity. The training methods included lectures, demonstrations, hands-on practice, and reflective discussions. The activity was conducted over three days and involved 30 participants, consisting of high school teachers and students. Evaluation was carried out through observation, assessment of game products, and questionnaires on satisfaction and effectiveness. The results showed that 90% of participants were able to create at least two types of educational games relevant to the learning material. The use of these games during trial learning sessions led to a 40% increase in student participation and creativity compared to conventional methods. Moreover, 87% of participants stated that the training was very useful in supporting learning innovation. In conclusion, game development training using Educaplay is effective in improving participants’ digital skills and in promoting students’ creativity in learning. This platform offers an innovative alternative for active and engaging 21st-century learning.Keywords : Educaplay, educational games, creativity, interactive media, training.ABSTRAK : Penggunaan media pembelajaran interaktif merupakan salah satu strategi untuk meningkatkan kreativitas dan motivasi belajar siswa di era digital. Salah satu platform yang dapat dimanfaatkan adalah Educaplay, yang memungkinkan pembuatan berbagai jenis game edukatif secara mudah dan menarik. Kegiatan pelatihan ini bertujuan untuk meningkatkan keterampilan peserta dalam merancang game pembelajaran menggunakan Educaplay serta mengukur dampaknya terhadap kreativitas belajar siswa. Metode pelatihan yang digunakan meliputi ceramah, demonstrasi, praktik langsung (hands-on), serta diskusi reflektif. Kegiatan dilaksanakan selama tiga hari dengan melibatkan 30 peserta yang terdiri dari guru dan siswa tingkat SMA. Evaluasi dilakukan melalui observasi, penilaian produk game, serta kuesioner kepuasan dan efektivitas. Hasil menunjukkan bahwa 90% peserta mampu membuat minimal dua jenis game edukatif yang sesuai dengan materi pembelajaran. Penggunaan game yang dihasilkan dalam uji coba pembelajaran menunjukkan adanya peningkatan partisipasi dan kreativitas siswa sebesar 40% dibandingkan dengan metode konvensional. Sebanyak 87% peserta menyatakan pelatihan ini sangat bermanfaat dalam mendukung inovasi pembelajaran. Kesimpulannya, pelatihan pembuatan game menggunakan Educaplay efektif dalam meningkatkan keterampilan digital peserta serta mampu mendorong kreativitas belajar siswa. Platform ini dapat menjadi alternatif media pembelajaran inovatif yang mendukung pembelajaran aktif dan menyenangkan di abad 21.Kata kunci : Educaplay, game edukatif, kreativitas, media interaktif, pelatihan
Pelatihan Pembuatan Film Animasi Matematika 3d Dengan Platagon Story Untuk Meningkatkan Self-Efficacy Huda, Nizlel; Marzal, Jefri; Ramalisa, Yelli; Novferma, Novferma; romundza, febbry
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 4 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Lembaga Dongan Dosen

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Abstract

Tujuan dari kegiatan pengabdian ini adalah untuk mempersiapkan kompetensi guru dalam membuat suatu media pembelajaran yang menarik maupun kreatif, sekaligus mengembangkan self-efficacy pada guru menggunakan aplikasi Plotagon story. Metode yang digunkaan dalam kegiatan pengabdian ini yaitu penggunaan metode diskusi, Tanya jawab, demonstrasi, dan ekspositori. Peserta yang mengikuti kegiatan pengabdian ini adalah mitar SMP di Muaro Jambi sebanyak 32 peserta , 3 mahasiswa, dan dosen tim pengusul. Instrumen yang digunakan pengandian ini adalah angket respon guru setelah mengikuti pelatihan. Berdasarkan hasil pelatihan diperoleh bahwa sebagian besar guru ikut merasa sangat puas dan senang dengan adanya pelatihan ini. Hal tersebut dilihat dari angket respon guru dan guru rata-rata menjawab pertanyaan yang berikan pada kateri setuju dan sangat setuju. Dengan demikian, dapat disimpulkan bahwa guru MGMP Matematika SMP Muaro Jambi sangat antusias dan terbantu dengan adanya pelatihan pembuatan fila’mati (film animasi matematika 3D) sebagai media pembelajaran interaktif berbasis android menggunakan aplikasi platagon story.
febbry Pelatihan Pembuatan Media Pembelajaran Berbentuk Video Animasi 3D Menggunakan Aplikasi Lumen Romundza, Febbry; Novferma, Novferma; Harizon, Harizon
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 5 No. 2 (2024): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v5i2.3159

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Literasi Informasi adalah, kemampuan individu untuk mengetahui kapan dibutuhkannya suatu pesan serta dapat diidentifikasi, disesuaikan tempat serta waktu pemanfaatannya, dievaluasi serta digunakannya pesan tersebut untuk pemecahan masalah. indikator yang tersebut literasi media, teknologi dan visual yang menjadi perhatian saat ini mengingat kita telah memasuki era digital 5.0 salah satu media pembelajaran yang memuat ketiga aspek tersebut adalah dengan  video pembelajaran. penggunaan tekonologi informasi dalam pembelajaran. Pada kenyataanya para guru belum memanfaatkan teknologi terkini dalam pembelajaran. Akibatnya, proses pembelajaran yang dirasakan oleh peserta didik atau siswa dirasa kurang menarik yang akhirnya peserta didik memilih untuk bermain dengan teman-temannya dari pada memperhatikan guru. Salah satu solusi yang dapat dilakukan untuk meningkatkan mutu pendidikan ialah dengan mengadakan Pembuatan media pembelajaran interaktif berbentuk video animasi 3D dapat dilakukan dengan menggunakan aplikasi lumen dalam membuat media pembelajaran interaktif. Lumen dapat memungkinkan pengguna untuk membuat suatu animasi 3D dengan menggunakan karakter diri sendiri, latar belakang, akseseoris lainnya  maupun gerakan. Aplikasi Lumen ini dapat digunakan sebagai avatar, karakter video dan streaming untuk membuat animasi bisa ditambahkan efek suara maupun music.
Pelatihan Pembuatan Media Pembelajaran Berbentuk Video Animasi 3D Menggunakan Aplikasi Lumen Untuk Meningkatkan Literasi Informasi Pada Guru Muazzomi, Nyimas; Indryani, Indryani; Mujahidawati, Mujahidawati; Siregar, Masyunita; Ismiatun, Asih Nur; Romundza, Febbry
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 5 No. 4 (2024): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN) Edisi September - Desembe
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v5i4.4205

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Peningkatan literasi informasi pada guru merupakan salah satu langkah penting dalam mendukung tercapainya pendidikan berkualitas. Literasi informasi, yang mencakup kemampuan dalam mengakses, mengevaluasi, dan menggunakan informasi secara efektif, sangat krusial dalam proses pembelajaran. Seiring dengan perkembangan teknologi, media pembelajaran berbasis video animasi 3D menjadi salah satu alat yang dapat meningkatkan minat dan pemahaman siswa terhadap materi yang disampaikan. Pelatihan ini bertujuan untuk membekali guru dengan keterampilan dalam pembuatan media pembelajaran berbentuk video animasi 3D menggunakan aplikasi Lumen. Aplikasi ini dipilih karena kemudahannya dalam menciptakan konten visual yang menarik dan interaktif. Dalam pelatihan ini, para peserta akan mempelajari dasar-dasar penggunaan Lumen, mulai dari konsep animasi 3D, pembuatan storyboard, hingga teknik rendering dan editing video. Hasil yang diharapkan dari pelatihan ini adalah peningkatan kompetensi guru dalam membuat media pembelajaran yang inovatif dan interaktif, yang pada akhirnya dapat meningkatkan literasi informasi dan pemahaman siswa. Dengan demikian, pelatihan ini diharapkan dapat berkontribusi pada peningkatan kualitas pembelajaran di sekolah.
Analisis Kemampuan Literasi Matematis Siswa Melalui Komik Matematika Berbasis Pembelajaran Berbasis Masalah Novferma, Novferma; Romundza, Febbry; Yenzi, Indah Pristy
Edumatica : Jurnal Pendidikan Matematika Vol 13 No 3 (2023): Edumatica: Jurnal Pendidikan Matematika (Desember 2023)
Publisher : Department of Mathematics Education, Faculty of Teacher Training and Education, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/edumatica.v13i03.29309

Abstract

Indonesian students' ability in mathematical literacy is classified as low; this is shown in several PISA survey results. What causes students' low mathematical literacy abilities in Indonesia is the need for more application of learning models and media that support students' mathematical literacy abilities. This research analyzes students' mathematical literacy skills using problem-based learning-based mathematical comics. This research is a type of qualitative research. The subjects of this research involved 25 class VIII—1 students at one of the schools in Batanghari, namely SMPN 21 Batanghari. The data collection technique in the study was a mathematical literacy ability test consisting of 5 essay questions. Data analysis in this research includes data reduction, data presentation, and concluding/verification. The research results showed that of the 25 students who took the mathematical literacy ability test, as many as 11 students, or 44%, had high levels of mathematical literacy skills. As many as 14 students, or 56% of students, had moderate mathematical literacy skills. No students had average levels of mathematical literacy skills. Low-level mathematics. Thus, it is concluded that students' mathematical literacy abilities after learning using problem-based learning-based mathematical comics fall into the category of medium-level mathematical literacy abilities as seen from the average score obtained on the students' mathematical literacy ability test, which is 79,72.
IMPLEMENTASI SYNTHESIA AI DALAM PENGEMBANGAN VIDEO PEMBELAJARAN ANIMASI UNTUK MENINGKATKAN KOMPETENSI LITERASI DIGITAL GURU Romundza, Febbry; Afrida, Afrida; Asmiyunda, Asmiyunda; Hendra, Hendra; Siregar, Dwi Rahayu; Ulfah, Fadilla
Jurnal Pengabdian Masyarakat Khatulistiwa Vol 8, No 2 (2025): NOPEMBER
Publisher : STKIP Persada Khatulistiwa Sintang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31932/jpmk.v8i2.5453

Abstract

ABSTRACTThe rapid development of Artificial Intelligence (AI) has created new opportunities in education, particularly in the development of digital learning media. One of the most innovative applications is Synthesia AI, a platform that enables the creation of animated learning videos with virtual avatars and multilingual automated narration. This study aims to implement the use of Synthesia AI in developing animated instructional videos as an effort to improve teachers’ digital literacy competence. The research employed a descriptive qualitative approach with several stages: needs analysis, teacher training in using Synthesia AI, video production, and evaluation through observation, questionnaires, and interviews. The results indicated that more than 85% of teachers reported increased confidence in creating digital media, 78% were able to design appropriate learning scripts for AI-based videos, and 82% successfully produced animated instructional videos that were engaging, interactive, and curriculum-oriented. Furthermore, teachers’ digital literacy competence improved in four aspects: technological literacy, information literacy, media literacy, and digital pedagogy. These findings highlight that the integration of AI can serve as a practical and innovative solution for teachers to deliver more adaptive, creative, and relevant learning experiences that meet the needs of 21st-century students.Keywords : Synthesia AI, animated instructional video, digital literacy, teachers, artificial intelligence.ABSTRAKPerkembangan teknologi kecerdasan buatan (Artificial Intelligence/AI) telah membuka peluang baru dalam dunia pendidikan, khususnya dalam pengembangan media pembelajaran digital. Salah satu aplikasi yang inovatif adalah Synthesia AI, sebuah platform yang memungkinkan pembuatan video animasi pembelajaran dengan avatar virtual dan narasi otomatis multibahasa. Penelitian ini bertujuan untuk mengimplementasikan penggunaan Synthesia AI dalam pembuatan video pembelajaran animasi sebagai upaya meningkatkan kompetensi literasi digital guru. Metode penelitian menggunakan pendekatan deskriptif kualitatif dengan tahapan: analisis kebutuhan, pelatihan guru dalam penggunaan Synthesia AI, produksi video pembelajaran, serta evaluasi melalui observasi, angket, dan wawancara. Hasil penelitian menunjukkan bahwa lebih dari 85% guru merasa lebih percaya diri dalam membuat media digital, 78% mampu menyusun naskah pembelajaran yang sesuai untuk diintegrasikan ke dalam video AI, dan 82% menghasilkan video pembelajaran animasi yang dinilai menarik, interaktif, dan sesuai kurikulum. Selain itu, kompetensi literasi digital guru meningkat pada aspek teknologi, informasi, media, dan pedagogi digital. Temuan ini menegaskan bahwa pemanfaatan AI dapat menjadi solusi praktis dan inovatif bagi guru untuk menghadirkan pengalaman belajar yang lebih adaptif, kreatif, dan relevan dengan kebutuhan siswa abad ke-21.Kata kunci : Synthesia AI, video pembelajaran animasi, literasi digital, guru, kecerdasan buatan