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Optimalisasi Media Podcast dalam Pembelajaran Jarak Jauh untuk Ekstrakurikuler Kelompok Ilmiah Remaja di SMA Negeri 1 Tambangan Kabupaten Mandailing Natal Ali, Muttaqin Kholis; Ali, Al Muhtadibillah; Hasanah, Arrahmil
HORIZON: Indonesian Journal of Multidisciplinary Vol. 2 No. 2 (2024): HORIZON: Indonesian Journal of Multidisciplinary
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/hijm.v2i2.1770

Abstract

This research aims to optimize the use of podcast media in distance learning for extracurricular Youth Scientific Groups (KIR) at SMA Negeri 1 Tambangan, Mandailing Natal Regency. This research uses the Research and Development (R&D) method with the ADDIE model. The subject of this study involved 35 KIR member students. Podcast development goes through the stages of analysis, design, development, implementation, and evaluation. The results showed that the developed podcast received a "Very Good" rating from material experts (score 3.55) and media experts (score 3.65). The student response was also very positive with an average score of 3.75. The implementation of podcast media showed a significant increase in student understanding, as evidenced by the N-Gain Score analysis. Media Podcast proves to be a flexible, accessible, and engaging learning medium for students in the context of distance learning. This research contributes to the development of distance learning methods for extracurricular activities, with podcast media as an effective solution in overcoming learning challenges during the pandemic
Pengembangan Game Edukasi Interaktif Perhitungan Waris dalam Pendidikan Agama Islam Menggunakan Scratch Ali, Muttaqin Kholis; Ali, Al Muhtadibillah; Hasanah, Arrahmil
Indo-MathEdu Intellectuals Journal Vol. 5 No. 4 (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.v5i4.1635

Abstract

This study aims to develop and evaluate the effectiveness of interactive educational games in learning inheritance calculation material in Islamic Religious Education subjects using the Scratch platform. The research method used is Research and Development (R&D) with the ADDIE model. Game development involves the integration of learning content, gamification elements, and adaptive systems. Validation was carried out by media and material experts, while the trial involved 60 high school students. The results showed a very high level of feasibility from media experts (96%) and material experts (97%). The trial on students showed a significant increase in material comprehension (p < 0.001) and learning motivation. Educational games have proven to be effective in improving students' knowledge transfer skills, long-term retention, and critical thinking skills. Qualitative analysis revealed a positive impact on the social-emotional aspects of learning. This research makes a significant contribution to the development of innovative learning media for complex materials in Islamic Religious Education and opens opportunities for further research in the integration of game technology in religious education
Efektivitas Fitur ChatGPT, Gemini dan Claude AI dalam Membantu Guru Membuat Bahan Ajar Ali, Muttaqin Kholis; Ali, Al Muhtadibillah; Hasanah, Arrahmil
PEDAGOGIC: Indonesian Journal of Science Education and Technology Vol. 4 No. 1 (2024): PEDAGOGIC: Indonesian Journal of Science Education and Technology
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/ijset.v4i1.1649

Abstract

This study aims to analyze the effectiveness of the features of ChatGPT, Gemini AI, and Claude AI in helping teachers create teaching materials at SMA Negeri 1 Tambangan. This study uses an experimental design of participants who are divided into four groups (three AI groups and one control group), this study compares the quality of the teaching materials produced with the help of the three AI platforms. Data collection methods include pre-test, post-test, questionnaire, and analysis of AI usage activity logs. The results of the analysis show that Gemini AI has better results in improving the quality of teaching materials, with an average score increase of 20.5 points, compared to ChatGPT (13.4 points) and Claude AI (14.6 points). Gemini AI's advantages are mainly seen in the aspects of contextualization and personalization of learning materials. The results of the technology acceptance analysis show that the adoption rate is high for Gemini AI, with the highest scores in perceived usefulness (6.4/7) and behavioral intention (6.6/7). Implementation challenges include the need for teacher training and limited infrastructure in several regions. This research provides important implications for the development of policies and practices for the use of AI in education in Indonesia, emphasizing the importance of integrating AI technology that takes into account the local context and specific needs of students.