Claim Missing Document
Check
Articles

Found 3 Documents
Search

Analisis Computational Thinking Skill yang Mempengaruhi Penggunaan Augmented Reality dengan Pendekatan TAM Fitrika Kumala Dewi; Hendra Hidayat
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 4 (2023): Vol. 11, No 4, Desember 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i4.124684

Abstract

Kemajuan teknologi komunikasi telah mengubah segala aspek kehidupan saat ini. Saat ini kemajuan teknologi berkembang pesat menuju era digital global, termasuk di ranah pendidikan. Namun, walaupun teknologi seperti smartphone telah tersebar luas, siswa seringkali menggunakannya lebih banyak digunakan bermain game online dan media sosial, mengakibatkan efektivitas pembelajaran menurun. Penelitian ini bertujuan untuk mengidentifikasi bagaimana reaksi siswa SMKN 1 Padang merespon teknologi baru, yaitu Augmented Reality (AR), yang akan diimplementasikan dalam proses pembelajaran dasar. AR adalah teknologi yang menggabungkan unsur-unsur dari dunia nyata dengan dunia virtual dengan cara mewakili objek dalam bentuk tiga dimensi. Metode pendekatan dalam penelitian ini adalah (Technology Acceptance Model/TAM). Dalam penelitian ini data bersifat kuantitatif dan melibatkan analisis deskriptif, validitas, reliabilitas, serta pengujian hipotesis menggunakan aplikasi Smart PLS3. Data yang telah dianalisis menunjukkan bahwa adanya pengaruh tingkat Computational Thinking Skill siswa terhadap kemudahan dalam menggunakan teknologi (Perceived Ease of Use), adanya pengaruh kemudahan dalam menggunakan teknologi (Perceived Ease of Use) terhadap manfaat teknologi (Perceived Usefulness), dan adanya pengaruh kemudahan alam menggunakan teknologi (Perceived Ease of Use) terhadap penggunaan secara nyata/aktual teknologi (Actual System Use) menggunakan teknologi Augmented Reality.Kata kunci : Computational Thinking Sikll, Augmented Reality, Technology Acceptance Model The progress of technology and communication has transformed every aspect of contemporary life. Currently, technological advancement is rapidly moving towards the global digital era, including within the realm of education. However, despite the widespread dissemination of technologies like smartphones, students often use them more for playing online games and engaging in social media, resulting in a decline in the effectiveness of the learning process. This research aims to identify how students at SMKN 1 Padang respond to a new technology, Augmented Reality (AR), which will be implemented in the basic learning process. AR is a technology that combines elements from the real world with the virtual world by representing objects in a three-dimensional form. The methodological approach employed in this study is the Technology Acceptance Model (TAM). In this research, the data is quantitative and involves descriptive analysis, validity, reliability, as well as hypothesis testing using the Smart PLS3 application. The analyzed data indicates an influence of students' Computational Thinking Skill levels on Perceived Ease of Use, an influence of Perceived Ease of Use on Perceived Usefulness, and an influence of Perceived Ease of Use on the actual usage of Augmented Reality technology. Keywords: Computational Thinking Sikll, Augmented Reality, Technology Acceptance Model
The Impact of Digital Literacy on STEM Competencies among High School Students Reni Kurnia; Fitrika Kumala Dewi; Nizwardi Jalinus; Rijal Abdullah; Ridwan Ridwan
JURNAL HURRIAH: Jurnal Evaluasi Pendidikan dan Penelitian Vol. 7 No. 2 (2026): Jurnal Hurriah: Journal of Educational Evaluation and Research (In Progress)
Publisher : Yayasan Pendidikan dan Kemanusiaan Hurriah Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56806/jh.v7i2.434

Abstract

This study analyses the influence of digital literacy on the STEM (Science, Technology, Engineering, and Mathematics) competencies of high school students. Digital literacy is one of the key 21st-century competencies that plays a role in helping students access, evaluate, and utilize digital information to support STEM learning. The study employed a quantitative approach using a survey design that involved 133 high school students as respondents. Data were collected using digital literacy and STEM competency questionnaires that met validity and reliability criteria. Data analysis was conducted using descriptive statistics, Pearson’s correlation, and linear regression. The results indicate that students’ digital literacy levels fall into the high category (M = 3.968; ? = 0.890), and their STEM competencies also fall into the high category (M = 3.618; ? = 0.899). Correlation analysis showed a positive and significant relationship between digital literacy and STEM competencies (r = 0.661; p < 0.001). Regression results indicate that digital literacy has a positive and significant effect on STEM competencies (? = 0.694; t = 10.078; p < 0.001), contributing 43.7% (R² = 0.437). These findings suggest that strengthening the digital literacy can be an effective strategy for improving students’ STEM competencies and supporting their readiness to face 21st-century challenges.
Students’ Perceptions of Chatgpt Use in Vocational and Engineering Education Practicum: A Descriptive Qualitative Study Fitrika Kumala Dewi; Ambiyar Ambiyar; M Giatman; Nurhasan Syah; Fahmi Rizal; Reni kurnia
JURNAL HURRIAH: Jurnal Evaluasi Pendidikan dan Penelitian Vol. 7 No. 2 (2026): Jurnal Hurriah: Journal of Educational Evaluation and Research (In Progress)
Publisher : Yayasan Pendidikan dan Kemanusiaan Hurriah Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56806/jh.v7i2.454

Abstract

The study is aimed at exploring students’ perception of using ChatGPT in the Multimedia and Internet practicum in vocational and engineering education context. The subjects of this study were 28 students of the Multimedia and Internet practicum course in Electronic Engineering Education Study Program of Universitas Negeri Padang. Data were collected through written open-ended responses and analyzed using thematic analysis using MAXQDA. The findings indicate that students viewed ChatGPT as a beneficial and practical learning aid that assisted them in searching for information, generating ideas, clarifying concepts, solving problems, and completing projects. However, students also identified a number of limitations i.e., limited responses, premium access, less accurate answers, confusing explanations and potential dependence on ChatGPT. The word-cloud analysis confirmed the thematic findings, showing dominant terms related to usefulness, ease, speed, project work, multimedia production, limitation, cost, and dependence. These results indicate that the potential of using the ChatGPT in project-based multimedia practicum needs to be accompanied by critical verification, lecturer guidance and integration with other learning resources such as modules, tutorials and hands-on practice.