Wardhana, Nyoman Dedi Kusuma
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CHATGPT DALAM PRAKTIK PPG: STRATEGI BARU TINGKATKAN HASIL BELAJAR SISWA SMP NEGERI 7 MALANG Hasriani; Irianto, Wahyu Sakti Gunawan; Wardhana, Nyoman Dedi Kusuma; Hermansyah; Abbar, Habib Muhammad; Ulum, Khoirul
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 7 No 2 (2025): EDISI 24
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v7i2.5752

Abstract

Perkembangan teknologi kecerdasan buatan (AI) telah membuka peluang baru dalam dunia pendidikan, salah satunya melalui penggunaan ChatGPT. Artikel ini bertujuan untuk mengkaji penerapan ChatGPT sebagai strategi pembelajaran inovatif dalam Praktik Pengalaman Lapangan (PPL) mahasiswa Pendidikan Profesi Guru (PPG) di SMP Negeri 7 Malang. Penelitian ini menggunakan pendekatan Penelitian Tindakan Kelas (PTK) model Kemmis dan McTaggart, yang dilaksanakan dalam dua siklus pada siswa kelas VII A sebanyak 30 orang. Fokus pembelajaran adalah pengenalan konsep dasar pemrograman dengan media Scratch yang dipadukan dengan ChatGPT sebagai pendamping interaktif. Pada Siklus I, pembelajaran diarahkan untuk memperkuat pemahaman siswa terhadap konsep-konsep dasar seperti variabel dan perulangan. Sedangkan pada Siklus II, siswa menerapkan konsep-konsep tersebut dalam proyek animasi menggunakan Scratch. Hasil penelitian menunjukkan bahwa penggunaan ChatGPT membantu siswa memahami materi dengan lebih mudah, meningkatkan motivasi belajar, serta mendorong partisipasi aktif dalam proses pembelajaran. Dengan demikian, ChatGPT terbukti menjadi strategi baru yang efektif dalam meningkatkan hasil belajar siswa dan relevan dengan kebutuhan pendidikan abad ke-21.
PENINGKATAN HASIL BELAJAR INFORMATIKA MELALUI MODEL PEMBELAJARAN WINDOWS SHOPPING PADA MATERI APLIKASI PERKANTORAN DI KELAS VIII C SMP NEGERI 7 MALANG Al-Jabbar, Habib Muhammad; Irianto, Wahyu Sakti Gunawan; Wardhana, Nyoman Dedi Kusuma; Hermansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25838

Abstract

This Classroom Action Research was conducted as a solution to apply a learning model proven effective in improving Informatics learning outcomes through the implementation of the Windows Shopping learning model. The research was divided into two cycles and carried out in class VIII C of SMP Negeri 7 Malang, involving 32 students. Each cycle consisted of four stages: planning, implementation, observation, and reflection. Data were collected using observation, tests, and documentation techniques. The data were then analyzed quantitatively using descriptive statistics by calculating the N-gain score. The results of this classroom action research show an improvement in student learning outcomes in each cycle. In the first cycle, the average pretest score increased from 54.06 to 73.75 in the posttest, with an average N-gain of 0.43 (medium category). In the second cycle, the average pretest score rose from 63.28 to 87.81 in the posttest, with an average N-gain of 0.67 (medium to high category). The implementation of the Windows Shopping model improved conceptual understanding, active engagement, and collaboration among students. These findings indicate that the Windows Shopping learning model is effective and has a positive impact on project-based Informatics learning in the context of the Merdeka Curriculum.
PENGARUH PENERAPAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT (TGT) DENGAN MEDIA QUIZIZ TERHADAP MOTIVASI BELAJAR DAN HASIL BELAJAR KOGNITIF MATA PELAJARAN INFORMATIKA SISWA KELAS VII SMP NEGERI 7 MALANG Hermansyah; Irianto, Wahyu Sakti Gunawan; Wardhana, Nyoman Dedi Kusuma; Al-Jabbar, Habib Muhammad
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25839

Abstract

This classroom action research aimed to examine the effectiveness of implementing the Team Game Tournament (TGT) cooperative learning model integrated with the Quizizz game-based platform in enhancing students’ learning motivation and achievement. The research subjects consisted of 24 students from Class VII H at SMP Negeri 7 Malang. One of the key elements in the implementation of the TGT model is the reward system, which is believed to increase students' interest and motivation to positively engage in competition. With the support of Quizizz as a learning medium, students were encouraged to develop a sense of responsibility in answering questions, both individually and collaboratively. This study employed a quantitative experimental approach using a pre-test and post-test control group design. The research was conducted in two cycles, each consisting of the stages of planning, implementation, observation, and reflection. Data collected included students’ learning activity and motivation. Learning activity was measured using an observation sheet on instructional implementation, assessed by a single observer. Meanwhile, learning motivation was measured using a questionnaire comprising 20 items, covering indicators such as attention, relevance, satisfaction, and confidence. The data were analyzed descriptively. The results of the study indicate that: 1.In Cycle I, students appeared less active and showed little initiative in taking notes on key points of the material. However, in Cycle II, students demonstrated increased engagement, actively responded to questions from the teacher and peers, and showed willingness to ask questions. 2. Students' learning motivation also improved: in Cycle I, 60% of students were categorized as highly motivated, 6.66% as moderately motivated, and 33% as poorly motivated. In Cycle II, 90% of students fell into the highly motivated category, while 10% were moderately motivated. These findings indicate that the application of the TGT learning model supported by the Quizizz platform is effective in enhancing students' classroom activity and learning motivation.
PENINGKATAN MINAT DAN HASIL BELAJAR SISWA MELALUI PROBLEM BASED LEARNING DENGAN BLOCKLY DAN GOOGLE SITES PADA MATA PELAJARAN INFORMATIKA KELAS VIID DI SMP NEGERI 7 MALANG Ulum, Khoirul; Irianto, Wahyu Sakti Gunawan; Wardhana, Nyoman Dedi Kusuma; Hasriani
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25840

Abstract

This study aims to improve students' interest and learning outcomes in Informatics subjects through the implementation of project-based learning with Blockly and Google Sites. The subjects of the study were students of class VIID of SMP Negeri 7 Malang. The research method used was classroom action research (CAR) with two cycles, each cycle consisting of planning, implementation, observation, and reflection stages. The results of this study indicate that the implementation of project-based learning through Blockly and Google Sites can improve students' interest in learning, as indicated by an increase in active participation, enthusiasm, and motivation of students during the learning process. In addition, student learning outcomes also showed a significant increase, marked by an increase in the average final test score in each cycle. This study is based on constructivism theory, which highlights the importance of students' roles in the educational process, as well as previous research that has shown the effectiveness of project-based learning methods in improving students' skills and understanding. Therefore, the use of project-based learning methods involving technology such as Blockly and Google Sites can be considered an effective alternative to improve the quality of education in Informatics.
PENERAPAN MODEL TEAM GAMES TOURNAMENT (TGT) DENGAN MEDIA INTERAKTIF UNTUK MENINGKATKAN MINAT DAN PEMAHAMAN SISWA DALAM MATA PELAJARAN INFORMATIKA DI SMPN 7 MALANG Saputra, Ismed Eko Hadi; Irianto, Wahyu Sakti Gunawan; Wardhana, Nyoman Dedi Kusuma; Hermansyah
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 2 (2025): Volume 10 Nomor2, Juni 2025
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i2.25842

Abstract

This project aims to increase student engagement and understanding of informatics subjects at SMPN 7 Malang by using the Team Games Tournament (TGT) learning model with interactive media. Thirty eighth grade students participated in two cycles of Classroom Action Research (PTK). Interest questionnaires and comprehension tests (pre-test and post-test) were used to collect data. Compared to Cycle 1, when the N-Gain was 0.38 (medium), Cycle 2 had an N-Gain of 0.62 (high), and the learning completeness increased from 51.85% to 92.59%. Even the level of interest in learning increased, from a moderately high 80.46% to a very high 92.22%. These results show that when TGT is combined with interactive media, it can provide interesting and relevant learning. One of the pedagogical consequences is the need to provide training to teachers on how to develop collaborative learning experiences involving technology.