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Development of A Web-Based LMS To Enhance the Effectiveness of Arabic Language Learning at UIN K.H. Abdurrahman Wahid Pekalongan Ahmad Ubaedi Fathuddin; Muhamad Jaeni; Dicky Anggriawan Nugroho
ALSINATUNA Vol 10 No 2 (2025): June 2025
Publisher : Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28918/alsinatuna.v10i2.11328

Abstract

The research objectives were to assess learning effectiveness pre- and post-LMS implementation, identify challenges encountered by users (lecturers and students), and determine specific aspects where the LMS could improve pedagogical outcomes in higher education. A Research and Development (R&D) methodology, structured around the ADDIE model (Analysis, Design, Development, Implementation, Evaluation), was employed. Subjects included students and lecturers from the Arabic Language Education Program. Data collection utilized questionnaires, interviews, and classroom observations, with quantitative data analyzed using ANOVA. Key findings indicated that LMS implementation significantly improved learning outcomes, evidenced by a 15% average increase in student exam scores. Furthermore, 85% of students reported easier access to learning materials, and 78% of lecturers found course and assessment management more streamlined. The novelty of this research lies in the development and empirical validation of an LMS specifically designed for the pedagogical and cultural needs of Arabic language learning in an Indonesian Islamic higher education institution, offering a replicable R&D model. As a recommendation, future development should prioritize mobile optimization and the integration of more diverse interactive features to ensure sustained effectiveness.
ANALISIS TINGKAT KETERGANTUNGAN MAHASISWA INFORMATIKA TERHADAP PENGGUNAAN AI M. Azka Failandri; Muhammad Fatkhunihadh; Lukman Shodik; M. Rafi Rizqiyanto; Dicky Anggriawan Nugroho
JRIS : Jurnal Rekayasa Informasi Swadharma Vol 6, No 1 (2026): JURNAL JRIS EDISI JANUARI 2026
Publisher : Institut Teknologi dan Bisnis (ITB) Swadharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56486/jris.vol6no1.1089

Abstract

This study analyzes the level of dependency among Informatics students on the use of Artificial Intelligence (AI) in academic activities, as well as the factors influencing this dependency. The study used a quantitative descriptive approach with a cross-sectional design, involving 44 active Informatics students from UIN K.H. Abdurrahman Wahid Pekalongan as respondents who used AI in their learning. Data collection was conducted via an online questionnaire containing both closed-ended questions on a three-point Likert scale and open-ended questions. The data collection results were analyzed using descriptive statistics, while qualitative responses were analyzed thematically. The results indicate that AI utilization is high; the majority of students feel that AI helps complete assignments, accelerates understanding of the material, and improves the quality of learning outcomes. However, the level of dependency is generally moderate. Some students feel less productive without AI, but most can still study and complete assignments without relying on it. Social influence acts as a trigger for use, while perceived benefits, ease of access, and digital literacy are key supporting factors. Furthermore, awareness of the risk of declining critical thinking skills and efforts to control the frequency of use are controlling factors that prevent the formation of destructive dependency.Penelitian ini menganalisis tingkat ketergantungan mahasiswa Informatika terhadap penggunaan kecerdasan buatan (Artificial Intelligence/AI) dalam aktivitas akademik serta faktor-faktor yang memengaruhinya. Penelitian menggunakan pendekatan deskriptif kuantitatif dengan desain potong lintang yang melibatkan 44 mahasiswa Informatika aktif UIN K.H. Abdurrahman Wahid Pekalongan sebagai responden pengguna AI dalam pembelajaran. Pengumpulan data dilakukan melalui kuesioner daring yang memuat pertanyaan tertutup dengan Skala Likert tiga poin dan pertanyaan terbuka. Hasil pengumpulan data dianalisis secara statistik deskriptif, sedangkan jawaban kualitatif dianalisis secara tematik. Hasil penelitian menunjukkan bahwa tingkat pemanfaatan AI berada pada kategori tinggi; mayoritas mahasiswa merasakan AI membantu penyelesaian tugas, mempercepat pemahaman materi, dan meningkatkan kualitas hasil belajar. Namun, tingkat ketergantungan secara umum berada pada kategori sedang. Sebagian mahasiswa mulai merasa kurang produktif tanpa AI, tetapi mayoritas masih mampu belajar dan mengerjakan tugas tanpa sepenuhnya bergantung padanya. Pengaruh sosial berperan sebagai pemicu penggunaan, sementara persepsi manfaat, kemudahan akses, dan literasi digital menjadi faktor pendukung utama. Di sisi lain, kesadaran akan risiko penurunan kemampuan berpikir kritis dan upaya mengontrol frekuensi penggunaan menjadi faktor pengendali yang mencegah terbentuknya ketergantungan yang bersifat destruktif.
Manajemen Kelas Berbasis Multiple Intelligences dan Digital di MA Pembangunan Yayasan Syarif Hidayatullah Jakarta Mallika Insyirah Syngenta; Syifa Awaliah; Ighna Utsani Fitria; Vinna Tri Damayanti; Hilal Tafattuhil Arzaq; Dicky Anggriawan Nugroho
Tamilis Synex: Multidimensional Collaboration Vol. 2 No. 03 (2024): Tamilis Synex: Multidimensional Collaboration
Publisher : CV Edujavare Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70610/tls.v2i03.384

Abstract

Class management based on Multiple Intelligences (MI) and digital technology has become the main focus in improving the quality of learning at the Madrasah Aliyah (MA) Development of the Syarif Hidayatullah Foundation Jakarta. This research aims to explore the application of the MI approach and the integration of digital technology in classroom management, as well as its impact on student learning outcomes. The research results show that the implementation of MI-based classroom management has increased student involvement in learning and helped identify their individual potential. Teachers use a variety of learning strategies that suit students' various intelligences, such as project-based learning, group discussions, and creative activities. In addition, the integration of digital technology, such as the use of interactive learning software and social media, has enriched students' learning experiences and facilitated access to information more broadly
EFEKTIVITAS GAME SCRATCH INTERAKTIF PADA PEMBELAJARAN ALGORITMA PEMROGRAMAN TERHADAP PEMAHAMAN MAHASISWA Puspa Dwi Setyorini; Ramona Aprilia Yuniar; Isnaeni Kholifatun; Mutiara Sofia Ramadhani; Dicky Anggriawan Nugroho
JEIS: Jurnal Elektro dan Informatika Swadharma Vol 6, No 1 (2026): JEIS EDISI JANUARI 2026
Publisher : Institut Teknologi dan Bisnis Swadharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56486/jeis.vol6no1.1040

Abstract

This study aims to determine the effectiveness of the interactive game-based learning media Scratch in improving students’ understanding of programming algorithms at K.H. Abdurrahman Wahid State Islamic University in Pekalongan. The study used a descriptive, quantitative approach with a purposive sampling technique, involving 50 students enrolled in the Algorithms and Programming course. Data were obtained through pre-test and post-test questionnaires using a five-level Likert scale to measure conceptual understanding before and after using Scratch. Data were analyzed using descriptive statistics, including Normalized Gain (N-Gain), to determine improvements in learning outcomes. The results showed an increase in the average score from 27 to 49, with an N-Gain of 0.58, indicating a moderate effect. These findings indicate that Scratch can improve logical thinking skills and student engagement through visual, game-based learning experiences. This study concludes that visual-based learning media, such as Scratch, are effective in bridging abstract programming concepts to practical understanding and contribute to the development of learning innovation in higher education.Penelitian ini bertujuan untuk mengetahui efektivitas media pembelajaran berbasis game interaktif Scratch dalam meningkatkan pemahaman mahasiswa terhadap algoritma pemrograman di Universitas Islam Negeri K.H. Abdurrahman Wahid Pekalongan. Penelitian menggunakan pendekatan kuantitatif deskriptif dengan teknik purposive sampling terhadap 50 mahasiswa yang telah menempuh mata kuliah Algoritma dan Pemrograman. Data diperoleh melalui kuesioner pre-test dan post-test menggunakan skala Likert lima tingkat untuk mengukur tingkat pemahaman konseptual sebelum dan sesudah penggunaan Scratch. Analisis data dilakukan secara statistik deskriptif dengan menghitung Normalized Gain (N-Gain) untuk mengetahui peningkatan hasil belajar. Hasil penelitian menunjukkan adanya peningkatan nilai rata-rata dari 27 menjadi 49 dengan nilai N-Gain sebesar 0,58 yang termasuk kategori sedang. Temuan ini menunjukkan bahwa Scratch mampu meningkatkan kemampuan berpikir logis dan keterlibatan mahasiswa melalui pengalaman belajar visual dan berbasis permainan. Penelitian ini menyimpulkan bahwa media pembelajaran berbasis visual seperti Scratch efektif dalam menjembatani konsep pemrograman yang abstrak menuju pemahaman yang aplikatif, serta memberikan kontribusi terhadap pengembangan inovasi pembelajaran di perguruan tinggi