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Pelatihan Teknologi Digital Chatbot Interaktif Berbasis Poe AI dan Mathpix bagi Guru SMA di Kabupaten Majene Abdy, Muhammad; Anaguna, Nursyam; Musawwir, Musawwir; Rasyid, Muh. Rafli; Ikram, Fadhil Zil
Sipakaraya : Jurnal Pengabdian Masyarakat Vol 4 No 2 (2026): Sipakaraya : Jurnal Pengabdian Masyarakat
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/sipakaraya.v4i2.6141

Abstract

Kurangnya keterampilan guru dalam menggunakan teknologi pembelajaran digital untuk menciptakan efektifitas dan inovasi dalam mengevaluasi pembelajaran matematika yang sesuai dengan perkembangan zaman merupakan masalah yang dialami beberapa guru SMA Kabupaten Majene. Untuk mengatasi masalah tersebut, dilaksanakan kegiatan pelatihan dan pendampingan bagi guru yang bertujuan untuk: 1) meningkatkan keterampilan penggunaan teknologi digital Chatbot Interaktif berbasis Poe AI dan Mathpix dalam pembelajaran, dan 2) meningkatkan efektifitas dan inovasi guru dalam membuat soal dan rubrik penilaian melalui penggunaan teknologi digital Chatbot Interaktif berbasis Poe AI dan Mathpix. Metode pelaksanaan terdiri dari 4 tahapan yaitu: perencanaan, tindakan, observasi, dan evaluasi. Kegiatan pelatihan dilaksanakan selama 1 hari dan kegiatan pendampingan dilakukan selama 2 bulan. Peserta yang terlibat sebanyak 16 guru, di mana lokasi pengabdian dilaksanakan di SMA Negeri 2 Majene. Hasil pelatihan dan pendampingan menunjukkan terdapat peningkatan keterampilan guru dalam menggunakan teknologi digital Poe AI dan Mathpix. Selain itu, ada peningkatan efektifitas dan inovasi guru dalam menyusun soal yang bervariasi dan berkualitas dalam pembelajaran matematika melalui penggunaan teknologi Chatbot interaktif berbasis Poe AI dan Mathpix.
Manarang Module Based on Ethnomathematics and Augmented Reality to Enhance Students’ Metacognitive in Society 5.0 Anaguna, Nursyam; Sri Wardani; Mira; Nurtaqiya
Indonesian Journal of Educational Science (IJES) Vol 8 No 1 (2026): Indonesian Journal of Educational Science (IJES) : In Progress
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/ijes.v8i1.6231

Abstract

The low metacognitive abilities of students in West Sulawesi and the limited availability of digital learning media that integrate local wisdom are problems faced by teachers in the 5.0 society. The ethnomathematics and Augmented Reality (AR) approaches can be used as solutions to these problems through the use of the Mandar culture of Pattu'du Kumba dance, which contains geometric elements and philosophical values. This study aims to develop Manarang as an ethnomathematics and AR-based digital teaching module to improve students' metacognitive abilities. The research method used was Research and Development (R&D) with the ADDIE model (Analysis, Design, Development, Implementation, and Evaluation). The participants were 26 eleventh graders and one mathematics teacher. The instruments used included teacher and student response questionnaires, as well as pre-tests and post-tests validated by two validators. The results showed that the Manarang Module was valid, practical, and effective as a digital learning module on geometric transformation learning. The effectiveness assessment using the paired sample t-test (p = 0.000 < 0.05) and N-gain score of 0.62 represented a moderate improvement towards students' metacognitive skills. This product is expected to support interactive and contextual learning that is able to improve students' metacognition in realizing quality education.