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Analyzing Early Feedback: Survey Findings from Elementary Teacher Candidates for AI Comic Development Training Workshop Ibrahim Ibrahim; Muhammad Syazali; Gita Prima Putra
JURNAL PENDIDIKAN MIPA Vol 14 No 1 (2024): JURNAL PENDIDIKAN MIPA
Publisher : Pusat Publikasi Ilmiah, STKIP Taman Siswa Bima

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37630/jpm.v14i1.1516

Abstract

This research aims to investigateinterest and readiness of prospective elementary school (SD) teachers towards training workshopscomic-based developmentArtificial Intelligence (AI). Through surveysof 104 respondents, data was collected and analyzed to evaluatethe level of interest, obstacles faced, and the urgency of such training.The results show that the majority of respondents (49%) expressed readinessto take part in the workshop, while 48.1% gave the answer "maybewilling". However, 2.9% of respondents showed disagreement withthe workshop. The main obstacle identified was difficulty indrawing characters (76.9%) and writing story scripts (30.8%). Urgency fororganizing such workshops lies in the potential to improveprospective elementary school teachers' skills in using new technology to supportlearning, while creating an innovative and learning environmentrelevant for students in this digital era. Thus, this researchprovides valuable insights for workshop organizers and educatorsin designing training programs that suit the needs and interests of candidateselementary school teachers in developing comics with artificial intelligence technology.
Workshop Pengembangan Media Pembelajaran Berbentuk Komik Berbasis Artificial Intelligence (AI) Pada Calon Guru SD Muhammad Syazali; Mohammad Irawan Zain; Lalu Hamdian Affandi; Ibrahim Ibrahim; Gita Prima Putra; Ni Made Yeni Suranti; Lalu Wira Zain Amrullah
Indonesian Journal of Education and Community Services Vol. 5 No. 1 (2025): Edisi: Januari - Juni 2025
Publisher : Indonesian Publication Center

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Abstract

The results of a preliminary study conducted through a survey of 104 respondents showed that the majority of them (90.4%) had never developed comic-based media. This was due to difficulties in writing the story script (26%), creating character illustrations (74%), and combining story writing with illustration (12%). A total of 65% encountered obstacles in scriptwriting, 35% faced difficulties in drawing, and 10% experienced challenges in both areas. Therefore, we organized an activity entitled “Workshop on the Development of Comic-Based Learning Media Using Artificial Intelligence (AI) for Prospective Primary School Teachers.” The methods applied in this activity included a combination of lectures, Q&A sessions, demonstrations, and hands-on practice in developing AI-based comic media. The goal of this community service activity was to improve the knowledge and skills of prospective primary school teachers in developing AI-based comic learning media. The workshop, held on July 20, 2024, was carried out smoothly. The participants consisted of 23 students from the PGMI Program at UIN Mataram, with 65.2% female and 34.8% male. Based on their academic year, 13.04% were first-year students, 30.43% were second-year students, and 56.52% were third-year students. The workshop, conducted through presentations and demonstrations, successfully enhanced participants' knowledge and skills in developing AI-based comic learning media.
Workshop Pengembangan Media pembelajaran Interaktif Berbasis Quizizz Bagi Calon Guru SD/MI Ibrahim Ibrahim; Ida Ermiana; Nurhasanah Nurhasanah; Aisa Nikmah Rahmatih; Gita Prima Putra
Dedikasi Cendekia: Warta Pengabdian Pendidikan Vol. 2 No. 2 (2025)
Publisher : Educational Consultant & Counseling Career (EC3) Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66653/dedikasicendekia.v2i2.49

Abstract

This activity was carried out based on the problem of low utilization of digital technology in the learning process by prospective elementary school teachers, even though 21st-century learning requires teachers to be creative, innovative, and digitally literate. The objective of the activity was to equip prospective teacher students with practical skills in developing interactive learning media based on Quizizz that can be used directly in elementary classes. The implementation method included material delivery, learning development practices, group discussions, presentation of results, and evaluation using questionnaires. The results of the community service showed high participant participation with attendance reaching 96.6%, mostly coming from female students (79.3%), and there was no significant increase in the ability to design interactive media. The follow-up of this activity is directed at the next community service roadmap, namely the integration of artificial intelligence (AI) into basic learning, so that prospective teachers are better prepared to face the ongoing transformation of digital education.
Peningkatan Kompetensi Pedagogik Calon Guru SD/MI Melalui Workshop Pengembangan Media Pembelajaran Interaktif berbasis Quizizz Ibrahim; Ida Ermiana; Nurhasanah; Asiah Nikmah Rahmatih; Gita Prima Putra
Jurnal Interaktif: Warta Pengabdian Pendidikan Vol 6 No 1 (2026)
Publisher : Jurusan Ilmu Pendidikan, FKIP, Universitas Mataram

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Abstract

The advancement of digital technology requires teachers, including pre-service elementary school (SD/MI) teachers, to integrate interactive learning media into the teaching process. However, preliminary observations showed that most pre-service teachers had limited understanding of utilizing Quizizz, resulting in low pedagogical creativity and skills. To address this issue, an applicative and participatory workshop was conducted to enhance pedagogical competence, specifically technical mastery and creativity in developing Quizizz-based learning media, while providing direct hands-on technology integration experience. This activity utilized a Participatory Action Research (PAR) method emphasizing active student involvement. The subjects were 29 pre-service elementary teachers from the PGMI Study Program at UIN Mataram. Data were collected via pre-test and post-test questionnaires, observation sheets, and media product analysis, which were then evaluated using descriptive quantitative and qualitative approaches. The results revealed a significant improvement: before the workshop, most students only had basic knowledge (68.2% moderate, 18.2% no understanding), whereas post-workshop, 72.4% stated they had a very high understanding. Furthermore, 75.9% considered the workshop highly beneficial for designing interactive and innovative lessons. The resulting media products also showed remarkable improvements in design, interactivity, and content relevance. In conclusion, the Quizizz-based workshop effectively enhanced pedagogical competence for the digital era.
Survey Tingkat Kebugaran Jasmani Mahasiswa Prodi S1 PGSD Universitas Mataram I Putu Herry Widhi Andika; Prayogi Dwina Angga; Gita Prima Putra; Ahmad Najihi Fathu Rozik
Jurnal Pendidikan Jasmani, Olahraga dan Kesehatan Undiksha Vol. 13 No. 2 (2025): Agustus 2025
Publisher : Undiksha Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jjp.v13i2.102821

Abstract

Penelitian ini bertujuan untuk mendeskripsikan tingkat kebugaran jasmani mahasiswa Program Studi S1 Pendidikan Guru Sekolah Dasar (PGSD) Universitas Mataram. Penelitian menggunakan metode survei dengan instrumen Multi Stage Fitness Test (MFT) untuk mengukur kapasitas aerobik atau VO₂ Max. Subjek penelitian berjumlah 304 mahasiswa semester 3 yang dipilih secara purposive sampling. Data hasil pengukuran dikonversikan ke dalam kategori kebugaran jasmani sesuai standar klasifikasi untuk laki-laki dan perempuan. Hasil penelitian menunjukkan distribusi tingkat kebugaran jasmani sebagai berikut: sangat baik (2,63%), baik (9,87%), sedang (25,66%), kurang (36,84%), dan sangat kurang (25%). Mayoritas mahasiswa (61,84%) berada pada kategori kurang hingga sangat kurang, sedangkan hanya sebagian kecil yang memiliki kebugaran optimal. Rendahnya nilai VO₂ Max diduga dipengaruhi oleh beberapa faktor, antara lain kurangnya aktivitas fisik harian, dominasi gaya hidup, pola makan tidak seimbang, minimnya latihan terstruktur, kurangnya edukasi kebugaran, dan kualitas tidur yang rendah. Penelitian ini merekomendasikan penerapan program latihan fisik berbasis kampus, edukasi gizi, peningkatan aktivitas fisik harian, dan pemantauan kebugaran secara berkala. Upaya ini diharapkan dapat meningkatkan kebugaran jasmani mahasiswa sehingga mendukung kesehatan fisik dan performa akademik secara berkelanjutan.