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.