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Improving Collaboration and Informatics Learning Outcomes through Flash Cards and the Joyful Learning Approach Fikri, Kanzul Fikri Fauzi; Alfan, Muhammad; Agustyasari, Ratna
Research Horizon Vol. 5 No. 3 (2025): Research Horizon - June 2025
Publisher : LifeSciFi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54518/rh.5.3.2025.590

Abstract

The low level of student collaboration in Informatics learning presents a serious challenge that can hinder the achievement of optimal cognitive learning outcomes. A lack of cooperation causes students to struggle with sharing ideas, solving problems together, and developing a deep conceptual understanding. To address this issue, a Flash Card learning medium based on Augmented Reality (AR) was developed and integrated with a Joyful Learning approach. The aim is to create an enjoyable and interactive learning environment while enhancing student collaboration. This study employed a Research and Development (R&D) method using the ADDIE model in the development process. The resulting media was evaluated for feasibility and effectiveness through observations and learning outcome tests. Collaboration aspects were assessed using indicators such as communication, task distribution, decision-making consensus, and active engagement. The findings revealed that the AR-based Flash Card media significantly improved the learning outcomes of seventh-grade students in the Computer Systems topic, as evidenced by 93.3% of students scoring above the minimum passing grade, with an average score of 84.6. Additionally, the collaboration level reached 87.6%, categorized as “very good.” With interactive 3D visualizations and an enjoyable learning atmosphere, this media effectively supports Informatics learning in both cognitive and socio-affective aspects.
Resiliensi Belajar Siswa SMP Dalam Mengatasi Kesulitan Pemrograman Melalui Pembelajaran Berbasis Scratch Dewi, Siti Karunia; Lestari, Dyah; Agustyasari, Ratna
Jurnal Pendidikan Teknologi Informatika dan Sains Vol 8 No 2 (2026): Journal of Education Informatic Technology and Science (JeITS) Edisi Agustus 2026
Publisher : Faculty of Teacher Training and Education

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Abstract

This study was motivated by students’ difficulties in Scratch-based programming learning, including confusion when programs generated errors, challenges in understanding algorithmic logic, and low confidence in constructing code blocks. The study aimed to analyze the implementation of Scratch-based programming learning, identify students’ programming difficulties, examine learning resilience dynamics, and explore the teacher’s role in fostering learning resilience among junior high school students. A descriptive qualitative approach was employed involving 10 eighth-grade students of SMP Negeri 18 Malang selected through purposive sampling and one Informatics teacher as a supporting informant. Data were collected through classroom observations, semi-structured interviews, and documentation and analyzed using the Miles and Huberman interactive model. The findings showed that Scratch facilitated students’ understanding of programming concepts while strengthening persistence, adaptability, and confidence in solving programming problems. Teachers played important roles as facilitators, motivators, and mentors by providing academic and emotional support throughout learning.