Yudha Saputra, Galih
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Pengembangan Media Pembelajaran Augmented Reality Berbasis Android Pada Materi Perangkat Keras Komputer Qalbi Teguh Setiawan; Yudha Saputra, Galih; Romisa, Fahmi
JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA "YPTK" PADANG Vol. 11 (2024) No. 2
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jpti.v11i2.215

Abstract

Tujuan mengembangkan media pembelajaran augmented reality perangkat keras komputer di SMK YPS Samarinda. Model Pengembangan Waterfall yang terdiri dari empat tahap, yaitu analisis, desain, pengkodean, dan pengujian. Media pembelajaran yang dikembangkan pada penelitian ini menggunakan software Unity, Corel Draw, Sketchfab, dan Visual Studio Code. Hasil penelitian menunjukkan bahwa media pembelajaran yang dikembangkan peneliti dilakukan validasi oleh 3 validator ahli media memperoleh persentase rata-rata 91,67% dan validasi oleh 1 validator ahli materi memperoleh persentase rata-rata 94,12% dengan kategori “Sangat Valid”. Berdasarkan hasil validasi media dan materi, didapatkan persentase rata-rata 93,61% dengan kriteria validitas “Sangat Valid”. Kemudian dilakukan pengambilan respons oleh 1 guru dan 21 peserta didik kelas X. Memperoleh hasil respons guru dengan persentase rata-rata sebesar 93%, sedangkan respons peserta didik dengan rata-rata sebesar 91% dengan kriteria “Sangat Baik”. Maka dapat disimpulkan media pembelajaran augmented reality perangkat keras komputer dengan model waterfall dengan kelayakan menurut para ahli berdasarkan validasi dinyatakan sangat valid dan layak, serta respons guru dan peserta didik yang masuk dalam kategori sangat baik untuk digunakan.
PERBANDINGAN METODE PEMBELAJARAN UNPLUGGED PADA MATERI SISTEM KONVERSI BILANGAN PADA MATA PELAJARAN INFORMATIKA KELAS VIII DI SMP NEGERI 6 SAMARINDA Aldi Febrian, Muhamad; Yudha Saputra, Galih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Publish
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.42177

Abstract

This study aims to compare unplugged learning methods and conventional learning methods in terms of students’ computational thinking skills in Informatics learning. The research employed a quasi-experimental approach using a non-equivalent control group design. The population consisted of eighth-grade students of SMP Negeri 6 Samarinda, with two classes selected as research samples. The experimental class was taught using unplugged learning activities, while the control class received conventional instruction. Data were collected through pretest and posttest instruments to measure students’ computational thinking skills before and after the learning process. Data analysis was conducted using N-Gain to examine the improvement in students’ learning outcomes. The results indicate differences in the improvement of computational thinking skills between the experimental class and the control class, with the experimental class showing higher learning gains.
PENGEMBANGAN MEDIA PEMBELAJARAN DIGITAL BERBASIS GOOGLE SITES PADA MATA PELAJARAN IPA KELAS VI SEKOLAH DASAR NEGERI 008 LOA JANAN ILIR Rahmanudin, Rahmanudin; Yudha Saputra, Galih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43290

Abstract

This study aims to develop a Google Sites-based digital learning media for sixth-grade science learning at SDN 008 Loa Janan Ilir. This research used a Research and Development (R&D) method with the 4D development model consisting of define, design, develop, and disseminate stages. The research subjects included a material expert, media experts, and 25 sixth-grade students. Data were collected through observation, interviews, expert validation questionnaires, and student response questionnaires. The results showed that the developed learning media was categorized as very feasible based on the material expert validation score of 70 and the media expert validation average score of 68.67. The limited trial results also showed very positive student responses with an average score of 64.44 in the very feasible category. Therefore, the Google Sites-based digital learning media is suitable to be used as a supporting learning media for science learning in elementary schools.
PENERAPAN TEKNOLOGI AI GEMINI DALAM PENGEMBANGAN IDE DAN KONSEP VISUAL PADA PEMBELAJARAN KONSENTRASI DKV KELAS XI SMK NEGERI 1 SAMARINDA Rivaldi Qirom, Januar; Yudha Saputra, Galih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01, Maret 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43302

Abstract

This study aims to examine the implementation of Artificial Intelligence (AI) Gemini in developing ideas and visual concepts in Visual Communication Design (DKV) learning for grade XI students at SMK Negeri 1 Samarinda. The research used a quantitative approach with a quasi-experimental One Group Pretest–Posttest design involving 35 students. Data were collected through performance tests using pretest and posttest assessments. The results showed that the average pretest score of 71.51 increased to 79.71 in the posttest, indicating an improvement of 8.2 points. This finding indicates that AI Gemini helps students explore ideas and develop visual concepts more effectively. Therefore, AI Gemini can support the learning process in DKV.
PENGEMBANGAN E-MODUL MENGGUNAKAN HEYZINE PADA MATA PELAJARAN INFORMATIKA EKSPRESI DAN OPERASI LOGIKA FASE D KELAS IX DI SMP NEGERI 22 SAMARINDA Yudha Saputra, Galih; Dwi Rizky Kurniawan
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.45896

Abstract

This study aims to develop an e-module using Heyzine on Informatics subject, specifically on logical expressions and operations for grade IX students. This research uses a Research and Development (R&D) approach with the 4D model (Define, Design, Develop, Disseminate). The subjects of this study were students of class IX F at SMP Negeri 22 Samarinda. Data were collected through interviews, observations, and questionnaires. The results showed that the developed e-module was categorized as highly feasible based on expert validation and student responses. The material expert validation obtained a score of 73 (very feasible), media expert validation obtained an average score of 68.67 (very feasible), and student trial results obtained a score of 61.39 (very feasible). Therefore, the developed e-module is suitable to be used as an interactive learning material to improve students’ understanding and learning motivation.
URGENSI PEMBATASAN ARTIFICIAL INTELLIGENCE (AI) DI SEKOLAH UNTUK MENCEGAH BRAIN ROT DAN COGNITIVE DEBT PADA SISWA Yudha Saputra, Galih; Rahmadi; Hasbi Sjamsir; Fachrul Rozie
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.44136

Abstract

The rapid development of Artificial Intelligence (AI) in education presents a dilemma between improving learning efficiency and the potential decline in students’ cognitive quality. Unregulated use of AI may trigger brain rot (decline in critical thinking ability) and cognitive debt (accumulated lack of understanding due to bypassing thinking processes). This study aims to analyze the urgency of restricting AI use in schools and to propose proportional strategies for its implementation in learning. The research employs a qualitative descriptive approach through literature review, analyzing relevant studies, educational policies, and conceptual frameworks on AI in education. The findings indicate that excessive AI usage reduces cognitive engagement, increases technological dependency, and promotes surface learning. Furthermore, without proper regulation, AI tends to replace essential thinking processes in students. Therefore, restricting AI use is a strategic necessity that should be implemented through developmentally appropriate approaches, risk-based regulation, process-oriented instructional design, and strengthened AI literacy. In conclusion, AI should not be prohibited but pedagogically controlled to ensure it functions as a supportive tool rather than a substitute for students’ cognitive processes.
PENGARUH MEDIA PEMBELAJARAN BERBASIS WEB BLOOKET TERHADAP HASIL BELAJAR SISWA PADA MATERI DAMPAK SOSIAL INFORMATIKA KELAS XI SMA BUDI LUHUR SAMARINDA Salsabilla, Faradila; Yudha Saputra, Galih; Ary Prayogo, M.
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.44600

Abstract

Penelitian ini dimotivasi oleh rendahnya hasil belajar siswa dalam mata pelajaran Dampak Sosial Informatika karena kurangnya media pembelajaran interaktif. Penelitian ini bertujuan untuk mengetahui pengaruh media pembelajaran berbasis web Blooket terhadap hasil belajar siswa kelas XI di SMA Budi Luhur Samarinda. Metode kuantitatif Kuasi-Eksperimental dengan Desain Kelompok Kontrol Non-ekuivalen dilakukan dengan sampel 67 siswa. Data dikumpulkan menggunakan instrumen pretest dan posttest. Hasil peningkatan menunjukkan signifikan pada kelas eksperimen dengan skor N-Gain rata-rata 0,67 (kategori sedang). Pengujian hipotesis melalui uji t sampel independen menghasilkan nilai signifikansi (2-tailed) sebesar 0,004 (< 0,05), disimpulkan bahwa Blooket memiliki pengaruh positif yang signifikan terhadap hasil belajar siswa dibandingkan dengan media konvensional. Media ini direkomendasikan sebagai alternatif inovatif untuk meningkatkan pemahaman konsep siswa dalam pendidikan Informatika.
EFEKTIVITAS MODEL PEMBELAJARAN PROBLEM BASED LEARNING (PBL) TERHADAP HASIL BELAJAR INFORMATIKA KELAS VIII SMP MUHAMMADIYAH 5 SAMARINDA Putri Dwi Anggari, Melisa; Yudha Saputra, Galih
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 Nomor 03, September 2026 Posted
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.61333

Abstract

This study aims to determine the effectiveness of the problem based learning (PBL) learning model on informatics learning outcomes. This study uses a quantitative approach with a quasi-experimental research type and a nonequivalent control group design. The results showed that the average pretest and posttest scores of the experimental class increased from 62.90 to 82.90, while the control class increased from 59.33 to 76.33. The results of the independent sample t-test on the pretest value showed a significance value of 0.323 (p > 0.05). This shows that there is no significant difference between the students' initial ability in the control class and the experimental class before treatment. The results of the paired sample t-test showed that both classes experienced a significant increase with a significance value of 0.000<0.05. The results of the independent sample t-test showed a significance value of 0.024<0.05, which means that there was a significant difference between the learning outcomes of students in the experimental class and the control class. The N-Gain value of the experimental class was 0.53 and the control class was 0.41, both in the medium category. The result of the calculation of the effect size between groups was 0.59 which was included in the medium category. It can be concluded that the Problem Based Learning (PBL) learning model is effective in improving the learning outcomes of informatics students in grade VIII of SMP Muhammadiyah 5 Samarinda.