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Optimalisasi AI sebagai Alat Bantu Penulisan Buku bagi Pendidik melalui Pelatihan Berbasis Teori Adopsi Teknologi (TAM) dan Andragogi Budi Santoso, Cahyo; Krisbiantoro, Benny; Wina Fitriani, Artika; Aminudin Hadi, Moch.; Istingirum, Rr Farida; Subagyo, Untung
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 4 (2025): Edisi Oktober - Desember
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i4.7066

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan kapasitas pendidik dalam menulis buku ajar dengan memanfaatkan teknologi kecerdasan buatan (AI). Program dilaksanakan dengan model pelatihan gabungan, yaitu satu hari tatap muka luring dan enam hari pendampingan daring. Desain kegiatan mengintegrasikan kerangka Technology Acceptance Model (TAM) dan prinsip andragogy, sehingga peserta dilibatkan secara aktif, berbasis pengalaman, dan diarahkan untuk menerima teknologi baru. Data dikumpulkan melalui survei literasi digital, observasi proses, catatan refleksi peserta, serta pencatatan progres jumlah halaman buku yang ditulis. Hasil kegiatan menunjukkan seluruh peserta berhasil menyelesaikan draf buku dengan rata-rata 32 halaman dalam delapan hari. Lebih dari 80% peserta menyatakan AI sangat membantu mempercepat penulisan dan meningkatkan kualitas naskah. Simpulan dari kegiatan ini adalah model pelatihan berbasis AI terbukti efektif dan replikatif untuk mendukung produktivitas penulisan, sekaligus memperkuat literasi digital pendidik.
Students' Perception on The Use of The Bingo Game as a Gamification Fitriani, Artika Wina; Purwandari, Gigih Ariastuti; Paradista, Actinis Muqsitha
Haumeni Journal of Education Vol 5 No 3 (2025): Edisi Desember 2025
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/haumeni.v5i3.26370

Abstract

Conventional teaching techniques frequently result in a dull and uninteresting learning environment. The bingo game has proven to be one of the most useful and adaptable gamified teaching strategies available to educators. It may transform traditional learning exercises into dynamic experiences. This research explored students' perceptions on the use of the bingo game as a gamification at Madyathika Polytechnic. This research used a descriptive quantitative approach. The research involved 40 participants consist of the first semester students of the Madyathika Polytechnic. The data were collected through pre-test and post-test, questionnaires, observation and interviews. They were analyzed using the quantitative methods approach. The result of the research indicated that the paired samples t-test revealed a significant difference between pre-test and post-test scores (p < 0.001), indicating that the bingo game effectively improved participants' scores, with a mean post-test score of 48.5 compared to a mean pre-test score of 30.8. In addition, a significant majority of respondents (75%) found the bingo game helpful for understanding the material. Additionally, 85% reported a vibrant classroom atmosphere, and 75% noted clear instructions. Overall, it is recognized as a successful educational tool promoting quick thinking through gamification.