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Galih Yudha Saputra
Computer Education, Mulawarman University

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Development of Video Learning Materials on Computational Thinking in Class XI Students of Private High School Tunas Kelapa Samarinda Academic Year 2024/2025 Nadilla Putri Mulyadi; Galih Yudha Saputra
TEPIAN Vol. 6 No. 2 (2025): June 2025
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v6i2.3253

Abstract

In the digital era, science and technologies are developing so fast, it’s also influences developments of students’ mindset and character in learning. so the Indonesian governments try to improve the existing curriculum of the name “Kurikulum Merdeka”. In this curriculum, students are required to have high order thinking skill levels to support their lives in keeping up with changing times. Of course, it’s also requiring teachers to be more creative and provide innovation in the teaching and learning process. The aim of the research is to develop learning media products in the form of videos learning and see the eligibility of the product being developed and implement the product for students whose result is the form of pretest and posttest scores and N-Gain scores to determine whether it's works to improve student learning outcomes. The method used in this research is Research and Development (R&D) with the ASSURE model (Analyze, State, Select, Utilize, Require, Evaluate, and Revise). The results of the eligibility test carried out by three media and one material expert were analyzed using a Likert scale. For the respective results obtained of the three media expert were 93%, 92%, 96% with an average of 93% which was included in the very eligible category, and the result from the material experts is 98% with “very eligible” category. Then for the results of the product implementation in the form of a pretest score with an average of 38, a posttest score with an average of 96, an average N-Gain Score of 0,95 and a percent of N-Gain is 95% which was included in the “high” dan “effective” category. Based on the results of this assessment, it can be concluded that the development of video learning materials on computational thinking in 11th grade class at Private High School Tunas Kelapa Samarinda is “very eligible” to be used in the learning process and is effective in improving student learning outcomes.
Impact of Ease of Use, Usefulness, Attitude, and Trust on AI Adoption Intentions in Higher Education Erwin Margatama; Galih Yudha Saputra; Celine Aloyshima Haris
TEPIAN Vol. 7 No. 1 (2026): March 2026
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v6i4.3485

Abstract

The integration of Artificial Intelligence (AI) in higher education has attracted increasing attention, particularly in computer education. However, students’ acceptance of AI is influenced by several factors that require further investigation. This study aims to examine the effect of perceived ease of use, perceived usefulness, attitude, and trust on the utilization of AI in learning activities among computer education students. A quantitative approach was employed using Partial Least Squares–Structural Equation Modeling (PLS-SEM) with data collected from undergraduate students. The findings reveal that ease of use and usefulness significantly influence students’ attitudes toward AI, while trust plays a crucial role in shaping both attitudes and actual utilization. Furthermore, attitude is confirmed as a mediating variable that strengthens the relationship between ease of use, usefulness, trust, and the adoption of AI tools in learning. These results provide empirical support for the Technology Acceptance Model (TAM) and extend it by incorporating trust as an additional construct, offering new insights into AI adoption in higher education. The study highlights both theoretical contributions and practical implications for educators, particularly in the Indonesian context, to integrate AI effectively into learning environments.
The Effect of Using Powtoon Interactive Learning Media to Improve Learning Outcomes in Class X Informatics Subjects at SMK Kesehatan Samarinda Anisa Permata Sari; Haeruddin; Galih Yudha Saputra
TEPIAN Vol. 5 No. 1 (2024): March 2024
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v5i1.2214

Abstract

This study aims to determine the effect of using Powtoon interactive learning media to improve learning outcomes in learning Informatics class X students at SMK Kesehatan Samarinda. This type of research is quantitative, namely experimental research (pre-experimental design) using a one group pretest-posttest design research design, namely an experiment that in its implementation only involves one class as an experimental class without a control class (comparison class). Data analysis used descriptive analysis techniques and inferential analysis techniques. The results of descriptive statistics show that the average student pre-test score is 46.56 and has increased after being treated with an average student post-test score of 80.31. The results of inferential statistical analysis by testing the normality of pre-test and post-test data were normally distributed. The results of hypothesis analysis using the Paired Sample T-Test test, namely significance, obtained a value smaller than 0.05, namely 0.000 <0.05, meaning that there is a difference when the initial test (pre-test) and the final test results (post-test) so that the null hypothesis (Ho) is rejected and the alternative hypothesis (Ha) is accepted. The results of the analysis of student learning on the use of Powtoon interactive learning media in Informatics subjects obtained an N-Gain of 0.72 which is included in the high category. This study shows that there is an effect of using Powtoon interactive learning media to improve student learning outcomes in Informatics class X Nursing 2 at SMK Kesehatan Samarinda.
Student Skills in Operating CorelDraw 2020 Application on Class XI DKV SMKN 4 Samarinda Aisha Syifa Salsabila; Ramaulvi Muhammad Akhyar; Galih Yudha Saputra
TEPIAN Vol. 5 No. 1 (2024): March 2024
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v5i1.2222

Abstract

This research is descriptive qualitative in nature and was conducted during the 2023/2024 academic year on the topic of operating CorelDraw 2020. The subjects of this study were 34 students from class XI DKV 2. The object of the research was the students' skills in operating CorelDraw 2020, categorizing them as very skilled, skilled, or less skilled. The research activities included observation, practical tests, interviews, and documentation. Data analysis techniques involved data reduction, data presentation, and triangulation. Based on the research results and discussions, it can be concluded that the skills of class XI students at SMK Negeri 4 Samarinda in practicing exercises related to operating CorelDraw 2020 are generally skilled. Specifically, it was found that 11 students were very skilled, 13 students were skilled, and 10 students were less skilled in operating CorelDraw 2020. Factors contributing to the less skilled performance of some students include a lack of active participation in lessons, not following the teacher's demonstration steps, and not actively asking questions or taking notes on the material. On the other hand, the factors contributing to the skilled performance of students include regularly reviewing lesson materials at home and using tutorial videos for learning. Generally, students struggled with tasks such as managing outlines, combining objects, inserting objects using PowerClip Inside, positioning objects with shortcuts, using the Artistic Media tool, trimming objects using other objects, and using LiveSketch.