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Journal : Information Technology Education Journal

Analisis Penerapan Penerapan Media Pembelajaran Interaktif Berbasis Augmented Reality (AR) untuk Meningkatkan Hasil Belajar Siswa Kelas X pada Mata Pelajaran TIK di SMAN 6 Soppeng Eka Faradillah; Dyah Darma Andayani; Muhammad Yusuf Mappeasse
Information Technology Education Journal Vol. 3, No. 2, Mei (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

Penelitian ini bertujuan untuk mengetahui adanya peningkatan hasil belajar siswa kelas X pada mata pelajaran TIK di SMAN 6 Soppeng dengan menerapkan media pembelajaran berbasis Augmented Reality (AR). Penelitian menerapkan jenis penelitian Quasi Eksperiment dengan pendekatan kuantitatif. Teknik pengumpulan data yang dilakukan pada penelitian ini adalah nilai Pretest dan Posttest, serta hasil observasi oleh observer. Sampel yang digunakan pada penelitian ini berjumlah 60 siswa, yang kemudian dibagi atas dua kelompok yakni kelompok eksperimen dan kelompok kontrol. Pada pelaksanaan penelitian kelompok eksperimen diterapkan media pembelajaran Augmented Reality dan kelompok kontrol menerapkan media pembelajaran Power Point. Dalam implementasi penerapan media pembelajaran siklus I pembelajaran terdiri atas 3 pertemuan. Hasil penelitian menunjukkan bahwa penerapan media pembelajaran Augmented Reality dapat meningkatkan hasil belajar siswa dengan persentase 90% kategori sangat baik, dan memperoleh nilai rata-rata hasil posttest sebesar 86,53. Sedangkan kelas kontrol dengan media pembelajaran Power Point memperoleh persentase 80% dengan kategori baik dan hasil rata-rata nilai posttest 81,40. Sehingga disimpulkan bahwa media pembelajaran Augmented Reality lebih dapat meningkatkan hasil belajar siswa dibandingkan dengan media pembelajaran Power Point.
The Influence of Students’ Perceptions of ChatGPT Use on Problem-Solving Ability: Integration of the Technology Acceptance Model and Self-Determination Theory Muhammad Fadhil Hani; Muhammad Yahya; Muhammad Yusuf Mappeasse; Ridwan Daud Mahande; M. Miftach Fakhri
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10462

Abstract

The emergence of ChatGPT has fundamentally reshaped programming education while raising concerns about student over-reliance and weakened independent problem-solving. This research examines how students' attitudes toward ChatGPT including perceived utility (PU), accessibility (PEOU), capability (PC), and self-directedness (PA) influence their problem-resolution skills (PSA). The study integrates Technology Acceptance Model (TAM) with Self-Determination Theory (SDT) frameworks. Using quantitative methodology, data from 165 Informatics Education students at Universitas Negeri Makassar underwent PLS-SEM analysis. Measurement reliability was confirmed (factor loadings exceeded 0.733, AVE surpassed 0.50, CR topped 0.896, HTMT below 0.90). The structural model accounted for 70.2% variance in problem-solving capability (R² = 0.702). Three hypotheses received support: accessibility positively influenced problem-solving (β = 0.377, p < 0.001, f² = 0.138), capability showed positive effects (β = 0.334, p = 0.001, f² = 0.121), and self-directedness contributed positively (β = 0.218, p = 0.030, f² = 0.052). However, perceived utility showed no meaningful association (β = -0.017, p = 0.443). Results reveal cognitive achievement relies more on system accessibility and psychological need satisfaction than perceived utility, contradicting traditional TAM assumptions. Pedagogically, instructors should position ChatGPT as an intellectual companion enhancing critical thinking and independence rather than creating dependency. Study limitations include cross-sectional design, self-report measures, and single-institution sampling. Future research should employ longitudinal designs with objective assessments while controlling confounding variables.