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TRANSFIGURATIONS OF THE COMPUTERIZED MATHEMATICS FINAL EXAM: HOW WAS THE RESULTS OF COMPUTERIZED ADAPTIVE TEST-BASED ASSESSMENT? Rahim, Abdul; Hadi, Samsul; Marlina, Marlina; Susilowati, Dyah; Muti'ah, Muti'ah; Irhas, Irhas
Jurnal Pendidikan Matematika dan IPA Vol 15, No 2 (2024): May 2024
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jpmipa.v15i2.69485

Abstract

Abstract Computerized Adaptive Test (CAT) allows the use of targeted tests, that is, each test taker obtains items that match his or her ability level. The purpose of this research is to find out the final semester exam with the CAT model. The research methodology is descriptive quantitative. Purposive sampling technique was used to take a sample of 73 students. The results of this study indicate that the CAT used in this semester final exam based on Moodle can select test items given to test takers adaptively according to the user's ability level. The very high ability category was 42 students, the high ability category was 11 students, the medium ability category was 9 students, the low ability category was 4 students, and the very low ability category was 7 students. Overall, the ability of learners is in the high category.
Analisis Bibliometrik pada Augmented Reality dalam Pendidikan: Bagaimana Pemetaannya Marlina, Marlina; Rahim, Abdul; Awaliyah, Mia; Irhas, Irhas; Patty, Elyakim N.S.
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023)
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3156

Abstract

Augmented reality is the latest technology that can connect digital information into a real environment that is used in education. The purpose of this study is to present bibliometric and bibliographical literature on Augmented reality in Education. Bibliometric analysis used VOSviewer which contained 989 literatures from the Google Scholar database published from 2018-2023. The research results show an increase in 2018-2022. In 2023 there will be a decline since there are only a few published articles. There are 9 clusters. Cluster 1 (8 items), cluster 2 (7 items), cluster 3 (6 items), cluster 4 (5 items), cluster 5 (5 items), cluster 6 (3 items), cluster 7 (2 items), cluster 8 (2 items), and cluster 9 (2 items). In addition, papers are published by mostly Indonesian researchers. This study provides information for educational researchers regarding Augmented reality in education in the implementation of learning it seems that not much has been done which is expected to strengthen the topic of further researchers.
Analisis Persepsi Pengguna Media Sosial Tentang Pembelajaran Online dan Offline Sebagai Kajian Desain Pembelajaran Blended yang Efektif dan Berkualitas Sabon, Yuliana Olga Siba; Rahim, Abdul; Yansa, Hajra; Alfansuri, Dite Umbara; Lima, Cristina Normalita de; Lismawati, Dewi Astuti; Marlissa, Damaris
Indo-MathEdu Intellectuals Journal Vol. 5 No. 6 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i6.2090

Abstract

This research was conducted with the aim of examining the perception of twitter or X users about online and offline learning as a basis for considering blended learning design. The research was carried out using the Atlas.ti rocky thematic analysis approach. The stages of thematic analysis are data collection, category construction, sorting categories and data, naming categories, and finding meaning in each stage of analysis. The results of the study show that there are four groups of perceptions among students regarding the learning method they want: (1) students who prefer online learning, (2) students who prefer face-to-face learning, (3) students who are neutral, and (4) students who want a combination of online and face-to-face learning. Some of the factors that affect this perception include physical, psychological, and convenience factors offered by each learning method. This study also found a tendency to change perceptions among students. In order for online learning to provide optimal results, several important conditions are needed, namely guaranteed learning quality, student readiness to participate in learning independently and responsibly, and adequate online learning facility support
Analisis Butir Soal Pilihan Ganda dengan Pendekatan Classical Test Theory pada Ujian Akhir Semester Mata Pelajaran Matematika Rahim, Abdul; Olga Siba Sabon , Yuliana; Nurhayati; Ayu Priyudahari, Bhujangga; Fachrul Islam, Rukmana; Amri, Haerul
Indo-MathEdu Intellectuals Journal Vol. 6 No. 4 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i4.3357

Abstract

The purpose of this research is to analyze question items with a classical test theory approach. The type of research is descriptive quantitative. The object of this research is multiple choice items used in the end of semester examination of mathematics subjects in junior high school. The research subjects were students who took the test. The number of respondents was 50 people. The research instrument was 30 multiple choice questions. The data were analyzed using the Classical Test Theory approach with the help of RStudio analysis software. The results of the analysis of the level of difficulty of 30 items, it is known that as many as 28 items (93.33) are difficult categories. There are 2 items (6.67%) in the medium category. There is no single question that is classified as easy. Differentiability as many as 7 items (23.3%) in the category of acceptable with improvement. A total of 12 items (40%) in the corrected category. Meanwhile, 11 items (36.7%) were in the discarded category. All options A to E on each item have been selected, so the distractor function works well. The reliability of each item is in the range between 0.70 to 0.71 in the high reliability category. Overall, the reliability of the test instrument is 0.713, which is also in the high category.
Augmented Reality Based Learning Media on Geometry Learning Integrated Science Technology Engineering Art Mathematic-Project Based Learning Dyah, Dyah Susilowati; Syafitri Chani Saputri, Dian; Ratu Perwira Negara, Habib; Rahim, Abdul; Marlina, Marlina; Rizki Aprilian, Faida
Journal of Education Technology Vol. 9 No. 1 (2025): February
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v9i1.88630

Abstract

Geometry learning, especially on the concept of building space, still faces challenges in delivering abstract material, so students have difficulty in understanding concepts visually and spatially. This study aims to develop learning media for building mathematical geometry on Augmaented Reality (AR) in integrated learning science, technology, engineering, art, mathematic project-based learning and determine the effectiveness in improving student learning outcomes. The research method uses Multimedia Development Life Cycle. The sampling technique used purposive sampling and the test subjects were elementary school students. Data collection instruments used validation sheets and questionnaires. The analysis technique used quantitative descriptive statistical analysis techniques and percentages. The results of Augmaented Reality learning media expert validation are in the very feasible category. Field trials of Augmaented Reality learning media produced were in the very interesting category. The effectiveness test with an N-Gain score of 0.81 shows that Augmaented Reality learning media can improve learning outcomes from before and after using integrated Augmaented Reality learning media-project based learning. The novelty of this research lies in the integration of AR with the STEAM-PjBL learning model in the context of geometry learning, which provides an interactive experience and improves students' understanding of spatial concepts. The broader implications of this research include the potential application of AR in various subjects to improve student engagement and learning outcomes in the digital era.
Analisis Bibliometrik pada Augmented Reality dalam Pendidikan: Bagaimana Pemetaannya Marlina, Marlina; Rahim, Abdul; Awaliyah, Mia; Irhas, Irhas; Patty, Elyakim N.S.
Upgrade : Jurnal Pendidikan Teknologi Informasi Vol 1 No 1 (2023): Vol. 1 No. 1 Agustus 2023
Publisher : Pendidikan Teknologi Informasi Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/upgrade.v1i1.3156

Abstract

Augmented reality is the latest technology that can connect digital information into a real environment that is used in education. The purpose of this study is to present bibliometric and bibliographical literature on Augmented reality in Education. Bibliometric analysis used VOSviewer which contained 989 literatures from the Google Scholar database published from 2018-2023. The research results show an increase in 2018-2022. In 2023 there will be a decline since there are only a few published articles. There are 9 clusters. Cluster 1 (8 items), cluster 2 (7 items), cluster 3 (6 items), cluster 4 (5 items), cluster 5 (5 items), cluster 6 (3 items), cluster 7 (2 items), cluster 8 (2 items), and cluster 9 (2 items). In addition, papers are published by mostly Indonesian researchers. This study provides information for educational researchers regarding Augmented reality in education in the implementation of learning it seems that not much has been done which is expected to strengthen the topic of further researchers.
PELATIHAN PENGEMBANGAN INSTRUMEN EVALUASI PEMBELAJARAN DENGAN MENGGUNAKAN CHATBOT AI Amri, Haerul; Yohanes, Rizki Adri; Rapsanjani, Hafsemi; Rahim, Abdul; Nurfahrunnisa, Andi
JUAN: Jurnal Pengabdian Nusantara Vol. 2 No. 4 (2025): Oktober 2025
Publisher : CV Sentra Nusa Connection

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63545/juan.v2.i4.182

Abstract

Perkembangan teknologi kecerdasan buatan (Artificial Intelligence/AI) telah membuka peluang baru dalam peningkatan kualitas pembelajaran dan asesmen di sekolah dasar. Namun, sebagian besar guru di wilayah timur Indonesia, termasuk Kabupaten Merauke, masih menghadapi keterbatasan pemahaman dan keterampilan dalam memanfaatkan teknologi ini. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kompetensi guru melalui pelatihan pengembangan instrumen evaluasi pembelajaran dengan menggunakan Chatbot AI. Pelatihan dilaksanakan di SD Negeri 2 Merauke dan diikuti oleh 19 guru. Metode kegiatan meliputi penyampaian materi konseptual, pengenalan Chatbot AI dan etika penggunaannya, pelatihan penyusunan prompt, praktik langsung, serta pemberian tugas mandiri. Evaluasi dilakukan menggunakan angket skala Likert untuk mengukur tingkat pemahaman dan kepuasan peserta. Hasil menunjukkan bahwa pelatihan ini memperoleh rata-rata kepuasan 4,70 dengan peningkatan signifikan pada aspek kemampuan guru menyusun soal dan rubrik penilaian berbantuan AI. Kegiatan ini juga meningkatkan motivasi dan literasi digital guru dalam mengintegrasikan teknologi ke dalam pembelajaran. Dengan demikian, pelatihan ini terbukti efektif sebagai model pemberdayaan guru berbasis teknologi dan dapat direplikasi di sekolah lain untuk memperkuat transformasi digital pendidikan di daerah.
Culture As a Source of Learning: Integration of Merauke Local Wisdom in Deep Learning Approach Amri, Haerul; Rapsanjani, Hafsemi; Fredy, Fredy; Yohanes, Rizki Adri; Rahim, Abdul
Journal of Authentic Research Vol. 4 No. 2 (2025): December
Publisher : LITPAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/vwqtk394

Abstract

This study aims to analyze the integration of Merauke's local wisdom into deep learning through a literature study using a qualitative approach. Deep learning is understood as a pedagogical approach that emphasizes mindful, meaningful, and joyful learning, thereby encouraging students to construct conceptual understanding, think critically, and apply knowledge contextually. On the other hand, Merauke's local wisdom, reflected in the practices of totemism, adat sasi, yur traditions, as well as social rituals and traditional leadership systems, has ecological, social, and spiritual values that are relevant to contextual education. The results of the analysis show that integrating the two can strengthen cultural literacy, ecological awareness, and character building among students. The ecological values in sasi and yur can be used for meaningful learning, spiritual and social values such as “Izakod Bekai Izakod Kai” are relevant for mindful learning, while traditional celebrations contribute to joyful learning. However, challenges such as limited infrastructure, teacher competence, and scientific validation of local knowledge need to be overcome through training, innovative learning media, and an ethnoscience approach. This research concludes that integrating deep learning with Merauke's local wisdom has the potential to create a contextual pedagogical model that not only enriches the learning experience but also preserves cultural identity and supports sustainable education.
Adobe Flash CS6 to Develop Mathematics Learning Media for Plane Geometry Farida Farida; Farida Hanum; Abdul Rahim
Didaktik Matematika Vol 8, No 2 (2021): Jurnal Didaktik Matematika
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jdm.v8i2.21341

Abstract

Student can master the materials by doing the problems repeatedly. A media enables students work on varied random problems is necessary. This study aimed to provide valid, practical, and effective learning media. This research was a development research, involving 64 junior high school students in Yogyakarta. The instruments used in this study were expert validation sheets, questionnaires, and tests. The data was analyzed using a quantitative descriptive statistical analysis. Descriptive statistics was used to analyze data from students' tests. Meanwhile, descriptive qualitative was to describe the data of suggestions and comments from the validators for improvement. The results of expert validation for the media aspect achieved a very feasible category, while the material aspect also reached a very feasible category. Besides, the questionnaire results on student responses to learning media were also classified as a very practical category. The students' scores met the minimum criteria of mastery learning, meaning that the learning media achieved a very effective criterion. The results of this study imply that learning media can be used as an alternative in improving student learning outcomes.
Transformasi Pembelajaran Berbasis Scratch sebagai Strategi Penguatan Keterampilan Berpikir Komputasional Rahim, Abdul; Nurhayati; Muhammad Lintang Cahyo Buono; Nurlela Pandiangan; Bhujangga Ayu Priyudahari; Rachmaniar
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 6 No. 3 (2026): PEDAGOGIC: Indonesian Journal of Science Education and Technology (In-Press)
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v6i3.5310

Abstract

This study aims to analyze the use of the Scratch application in education through a systematic literature review. The study used a systematic literature review method by searching articles from Scopus, Google Scholar, ERIC, IEEE Xplore, and SpringerLink. Articles that met the inclusion criteria were analyzed using thematic analysis techniques to identify patterns, pedagogical contributions, and research gaps. The data were analyzed descriptively and comparatively to assess the consistency of findings across studies. The results showed that Scratch was able to improve computational thinking skills, including understanding algorithmic concepts, problem solving, and logical reasoning. In addition, Scratch has been proven to encourage creativity and learning motivation through a project-based learning approach. Scratch is effective in reinforcing conceptual understanding across subjects such as mathematics, science, and digital literacy. However, challenges such as low teacher competence, limited ICT facilities, and a lack of structured training remain barriers to implementation. The implementation of Scratch still faces obstacles such as limited teacher competence, insufficient ICT infrastructure, and a lack of structured training. It is recommended that Scratch be integrated into project-based curricula, accompanied by teacher training and ICT infrastructure support.