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DEVELOPMENT OF CULTURE-BASED AR-ASSISTED COMICS BOOK TO ENHANCE LEARNING MOTIVATION Mujahidawati, Mujahidawati; Sabil, Husni; Syaiful, Syaiful; Novferma, Novferma; Harizon, Harizon; Romundza, Febbry; Umam, M Afifuddin Khotibul
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.v9i4.50240

Abstract

The research aims to develop, validate, and evaluate Bucomath, a culture-based mathematics comic book integrated with Augmented Reality (AR), designed to provide a contextual, interactive, and culturally relevant learning experience. Using a ADDIE model, the study involved 37 ninth-grade students and collected data through expert validation sheets, teacher and student practicality questionnaires, classroom observations, pre–post motivation scales, and structural equation modeling using SmartPLS 4. The results indicate that Bucomath achieved very high validity (83.22%) in both content and design aspects, along with strong practicality ratings from teachers and students (88.22%). The effectiveness analysis revealed a substantial improvement in learning motivation, with an N-Gain score of 0.73 categorized as high, while PLS-SEM results showed that Engagement (R² = 0.64) significantly mediated the influence of Perceived Usefulness and Perceived Enjoyment on Learning Interest (R² = 0.71), with all path coefficients statistically significant (p < 0.05). These findings suggest that the combination of cultural narratives such as Jambi traditional architecture and batik geometry with AR-based 3D visualization successfully transforms abstract mathematical concepts into concrete and emotionally engaging learning experiences. In conclusion, Bucomath demonstrates that integrating local cultural identity with immersive AR technology has strong pedagogical potential to enhance students’ intrinsic motivation, cognitive engagement, and positive attitudes toward mathematics. The implications of this study highlight that culturally responsive AR media can serve as a scalable and inclusive model for future digital learning innovations, supporting not only mathematical understanding but also cultural appreciation and identity-affirming education across diverse learning environments.
Pengembangan E-LKPD Berorientasi Steam-Pjbl Untuk Mengoptimalkan Kreativitas Siswa Sma Kelas Xi Pada Materi Stoikiometri Nanda Agustina, Sekar Nanda Agustina; Rusdi, M.; Dewi, Fatria; Romundza, Febbry
JURNAL MANAJEMEN PENDIDIKAN Vol 13, No 2 (2025): Jurnal Manajemen Pendidikan
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/jmp.v13i2.13041

Abstract

DEVELOPMENT OF STEAM-PJBL-ORIENTED E-STUDENT WORKSHEETS TO OPTIMIZE CREATIVITY OF 11TH GRADE SENIOR HIGH SCHOOL STUDENTS ON STOICHIOMETRY MATERIALAn interactive learning media based on e-LKPD can foster students’ creativity and learning interest, especially when presented with a simple and engaging design. Stoichiometry is one of the chemistry topics that involves abstract concepts. Therefore, the implementation of the STEAM-PjBL approach can help students connect concepts and theories with real-life contexts, making the learning process more relevant and meaningful. This study aims to identify the development process, usage procedures, feasibility of the media according to material and instructional design experts, teachers’ evaluations, and students’ responses toward the STEAM-PjBL-oriented e-LKPD developed for the stoichiometry topic. The development of the STEAM-PjBL-oriented e-LKPD employed the Lee Owens development model. The research instruments included interview guidelines and questionnaires. The data analysis techniques used were qualitative and quantitative data analysis. The results of this study show that the material expert and instructional design expert assessments fall into the “satisfactory” category. Furthermore, the teachers’ evaluation obtained an average score of 4.9, categorized as “highly feasible,” and students gave positive responses during the small-group trial with a percentage score of 89.06%, categorized as “excellent.”
Development of a PBL-Based e-Pocket Book with Mnemonic Strategies on Chemical Bonding Material Oriented Toward High School Students' Creative Thinking Abilities Febrina, Putri; Rusdi, Muhammad; Haryanto, Haryanto; Afrida, Afrida; Romundza, Febbry
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v6i1.3660

Abstract

Research has been conducted on the development of a PBL-Based e-Pocket Book learning media with Mnemonic Strategies on the topic of Chemical Bonds, oriented towards enhancing the Creative Thinking Skills of high school students. This study aims to assess the feasibility of the PBL-based e-pocket book with mnemonic strategies according to design and learning model experts, evaluate chemistry teachers' assessments, and understand students' responses to the developed media. This research uses the Lee & Owens development model. The research instruments include interview sheets and questionnaires. The developed product was validated by design and learning model experts as well as media and content experts, followed by an evaluation from chemistry teachers, and then tested through one-on-one trials and small group trials. The data analysis techniques used are qualitative data analysis and quantitative data analysis. The results indicate that the developed e-pocket book is deemed feasible based on the validation results from design and learning model experts, as well as media and content experts. The assessment from chemistry teachers also indicates a "very feasible" category. Additionally, students’ responses during the one-on-one trial showed a "very good" category, while the small group trial achieved a percentage of 87.90% with a "very good" category, tested on a small group of 9 students. Based on the development results and trials conducted, it can be concluded that the PBL-based e-pocket book with mnemonic strategies is suitable for use as a learning media for chemistry to support the development of high school students' creative thinking abilities.
ISOLATION OF LIMONOIDS FROM CLAUSENA EXCAVATA BURM.F AND THEIR ANTIBACTERIAL ACTIVITY AGAINST Enterococcus faecalis Harizon, Harizon; Romundza, Febbry
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.
Development of a PBL-Based e-Pocket Book with Mnemonic Strategies on Chemical Bonding Material Oriented Toward High School Students' Creative Thinking Abilities Febrina, Putri; Rusdi, Muhammad; Haryanto, Haryanto; Afrida, Afrida; Romundza, Febbry
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 6 No. 1 (2026): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v6i1.3660

Abstract

Research has been conducted on the development of a PBL-Based e-Pocket Book learning media with Mnemonic Strategies on the topic of Chemical Bonds, oriented towards enhancing the Creative Thinking Skills of high school students. This study aims to assess the feasibility of the PBL-based e-pocket book with mnemonic strategies according to design and learning model experts, evaluate chemistry teachers' assessments, and understand students' responses to the developed media. This research uses the Lee & Owens development model. The research instruments include interview sheets and questionnaires. The developed product was validated by design and learning model experts as well as media and content experts, followed by an evaluation from chemistry teachers, and then tested through one-on-one trials and small group trials. The data analysis techniques used are qualitative data analysis and quantitative data analysis. The results indicate that the developed e-pocket book is deemed feasible based on the validation results from design and learning model experts, as well as media and content experts. The assessment from chemistry teachers also indicates a "very feasible" category. Additionally, students’ responses during the one-on-one trial showed a "very good" category, while the small group trial achieved a percentage of 87.90% with a "very good" category, tested on a small group of 9 students. Based on the development results and trials conducted, it can be concluded that the PBL-based e-pocket book with mnemonic strategies is suitable for use as a learning media for chemistry to support the development of high school students' creative thinking abilities.
IMPLEMENTASI SYNTHESIA AI DALAM PENGEMBANGAN VIDEO PEMBELAJARAN ANIMASI UNTUK MENINGKATKAN KOMPETENSI LITERASI DIGITAL GURU Febbry Romundza; Afrida Afrida; Asmiyunda Asmiyunda; Hendra Hendra; Dwi Rahayu Siregar; Fadilla Ulfah
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
PELATIHAN PEMBUATAN GAMIFIKASI BERBASIS AR TERINTEGRASI KEARIFAN LOKAL UNTUK MENINGKATKAN ENGAGEMENT SISWA Haryanto Haryanto; Febbry Romundza; Hendra Hendra; Novferma Novferma
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.v8i2.5444

Abstract

ABSTRACTThe limited ability of teachers to utilize technology has made learning at SMA Negeri 8 Muaro Jambi less interactive and reduced student engagement. This community service activity aimed to improve teachers’ competence in developing gamification-based learning media integrated with Augmented Reality (AR) and local wisdom. The method used was participatory training carried out through five stages, namely preparation, socialization, workshops, evaluation, and mentoring. Evaluation results showed an increase in teachers’ understanding from an average score of 45.6% to 82.4%, accompanied by media products incorporating Jambi cultural elements. Classroom implementation also improved student achievement from 52% to 87%, with more than 85% of students finding the learning more engaging and interactive, and 90% of teachers expressing satisfaction. This program proved effective in enhancing teachers’ digital literacy as well as student engagement through innovative learning based on technology and local culture.Keywords: Gamification, Augmented Reality, Local Wisdom, Student Engagement ABSTRAKKeterbatasan guru dalam memanfaatkan teknologi menyebabkan pembelajaran di SMA Negeri 8 Muaro Jambi kurang interaktif dan menurunkan keterlibatan siswa. Kegiatan pengabdian ini bertujuan meningkatkan kompetensi guru dalam mengembangkan media pembelajaran berbasis gamifikasi dan Augmented Reality (AR) yang terintegrasi kearifan lokal. Metode yang digunakan adalah pelatihan partisipatif melalui dilaksanakan melalui lima tahapan, yaitu persiapan, sosialisasi, workshop, evaluasi, dan pendampingan. Hasil evaluasi menunjukkan peningkatan pemahaman guru dari skor rata-rata 45,6% menjadi 82,4%, disertai produk media yang memuat unsur budaya Jambi. Implementasi di kelas juga meningkatkan capaian siswa dari 52% menjadi 87%, dengan lebih dari 85% siswa merasa pembelajaran lebih menarik dan interaktif, serta 90% guru menyatakan puas. Program ini terbukti efektif dalam meningkatkan literasi digital guru sekaligus engagement siswa melalui pembelajaran inovatif berbasis teknologi dan budaya lokal.Kata Kunci: Gamifikasi, Augmented Reality, Kearifan Lokal, Engagement Siswa
PELATIHAN PEMBUATAN MEDIA MOBILE LEARNING BERBASIS TIKTOK BERILUSTRASI BUDAYA LOKAL BERBANTUAN AI Gugun Manosor Simatupang; Wardi Syafmen; Asih Nur Ismiatun; Novferma Novferma; Febbry Romundza
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.v8i2.5643

Abstract

ABSTRACTThis study aims to improve teachers’ competence in developing mobile learning media using TikTok supported by Artificial Intelligence (AI) to create contextual visual learning materials. The training was conducted at SMP Negeri 6 Muaro Jambi with 20 participating teachers. A participatory workshop model was applied through orientation, demonstration, guided practice, and independent production stages. Data were collected through performance assessments, observation, and response questionnaires. The results show a significant increase in teachers’ skills: the mean score for media design improved from 62.5 to 83.0, TikTok-based instructional use from 58.0 to 86.5, and AI-based visual creation from 55.0 to 88.0. Teacher motivation and readiness to apply the media in class also increased, reflected by a positive response score of 3.6 on a 4-point scale. Classroom trials showed an increase in student engagement from 56% to 84% and participation from 48% to 73%. These findings indicate that AI-assisted TikTok-based mobile learning media is effective in enhancing teacher creativity, classroom interaction, and student learning engagement.Keywords: mobile_learning; tiktok; local_culture; artificial_intelligence; teacher_training ABSTRAKPenelitian ini bertujuan untuk meningkatkan kompetensi guru dalam mengembangkan media mobile learning dengan memanfaatkan TikTok yang didukung oleh Kecerdasan Buatan (AI) untuk menghasilkan materi pembelajaran visual yang kontekstual. Pelatihan dilaksanakan di SMP Negeri 6 Muaro Jambi dengan melibatkan 20 orang guru sebagai peserta. Model pelatihan yang digunakan adalah workshop partisipatif yang terdiri dari tahap orientasi, demonstrasi, latihan terbimbing, dan produksi mandiri. Data dikumpulkan melalui penilaian kinerja, observasi, dan angket respons. Hasil penelitian menunjukkan adanya peningkatan kemampuan guru yang signifikan: nilai rata-rata kemampuan desain media meningkat dari 62,5 menjadi 83,0, pemanfaatan TikTok sebagai media pembelajaran meningkat dari 58,0 menjadi 86,5, dan kemampuan pembuatan visual berbasis AI meningkat dari 55,0 menjadi 88,0. Motivasi dan kesiapan guru untuk menerapkan media di kelas juga meningkat, yang tercermin dari skor respons positif sebesar 3,6 dari skala 4. Uji coba kelas menunjukkan peningkatan keterlibatan siswa dari 56% menjadi 84% dan partisipasi dari 48% menjadi 73%. Temuan ini menunjukkan bahwa media mobile learning berbasis TikTok berbantuan AI efektif dalam meningkatkan kreativitas guru, interaksi pembelajaran, dan keterlibatan belajar siswa.Kata Kunci: mobile_learning; tiktok; budaya_lokal; kecerdasan_buatan; pelatihan_guru
Implementation of WEGOS with TikTok in Problem-Based Differentiated Learning to Enhance Self-Efficacy Gugun Manosor Simatupang; Mujahidawati Nur Mujahidawati; Febbry Romundza; Novferma Novferma
Vidya Karya Vol 41, No 1 (2026): APRIL 2026
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jvk.v41i1.25657

Abstract

This study investigated the effectiveness of implementing WEGOS (Web Google Sites) integrated with TikTok within a Differentiated Learning framework to improve students' academic self-efficacy. A quasi-experimental pretest-posttest control group design was conducted involving 84 second-year students of the Mathematics Education Study Program at the University of Jambi. The experimental group received instruction via WEGOS (Web Google Sites) supported by TikTok-based learning videos in differentiated problem-solving activities, while the control group received conventional instruction. Data were collected using an adapted Academic Self-Efficacy Scale consisting of 20 Likert-type items. The results showed that the experimental group achieved a higher mean posttest score (84.21) compared to the control group (74.35), with a statistically significant difference (p < 0.05). The calculated effect size (Cohen's d = 0.95) indicated a substantial practical impact. These findings suggest that integrating a structured web-based learning environment and short-form social media content in differentiated problem-based learning significantly strengthens students' self-confidence in managing academic tasks. This study contributes to the development of technology-supported differentiated pedagogy in higher education and highlights the importance of aligning digital tools with intentional instructional design to support affective learning outcomes.
Implementing Jambi Culture-Based Interactive E-Book with Toontastic 3D Animation Using RME to Improve Learning Interest Mujahidawati Mujahidawati; Asih Nur Ismiatun; Syaiful Syaiful; Novferma Novferma; Febbry Romundza
Vidya Karya Vol 41, No 1 (2026): APRIL 2026
Publisher : Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jvk.v41i1.25672

Abstract

This study aims to examine the effectiveness of implementing a Jambi culture-based interactive e-book integrated with FILATOD, a Toontastic 3D animation-based learning medium, using the Realistic Mathematics Education (RME) approach to improve students’ learning interest in mathematics. This study employed a quasi-experimental design with a pretest–posttest control group involving 64 students of SMPN 7 Muaro Jambi. Data were collected using a learning interest questionnaire and classroom observation sheets. The results showed that the experimental group experienced a significant increase in learning interest, with the mean score improving from 66.31 in the pretest to 84.47 in the posttest, while the control group increased from 65.84 to 72.06. Independent-samples t-test analysis indicated a significant difference between the two groups (p < 0.05), with a very large effect size (d = 1.28). These findings demonstrate that integrating Jambi cultural contexts, Toontastic 3D animation, and RME specifically improves students’ learning interest by connecting mathematical concepts to familiar local experiences, presenting contextual problems through engaging animated narratives, and guiding students to construct mathematical understanding from realistic situations. The combination of these three elements strengthens students’ attention, curiosity, enjoyment, participation, and persistence during mathematics learning. Therefore, culturally contextualized digital learning media supported by animation and RME can serve as an innovative instructional strategy to enhance students’ affective engagement and improve the quality of mathematics learning.