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Implementasi Metode Pendekatan Design Thinking dalam Perancangan Aplikasi Pembelajaran Matematika Dasar Berbasis Mobile Ahlis Noor Kholili
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 4 No. 3 (2024): Desember : Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v4i3.5313

Abstract

The process of learning Basic Mathematics at the elementary school level still faces various challenges, particularly in terms of the lack of engaging teaching media that align with students' characteristics. This study aims to design and develop a mobile-based Basic Mathematics learning application using the Design Thinking approach. This method was chosen for its empathetic, creative, and user-centered nature, which is expected to produce relevant and interactive learning solutions. The research was conducted through five stages of Design Thinking: empathize, define, ideate, prototype, and test. The research subjects consisted of 25 students and 3 teachers at an elementary school. The empathize stage revealed that students struggled to understand basic concepts such as multiplication and division, and showed low interest in conventional learning methods. Based on these findings, a mathematics learning application was developed featuring three main functions: Learn, Practice, and Quiz. Trial results indicated an average post-test score improvement of 18% compared to the pre-test, along with positive responses from students and teachers regarding the application’s interface and functionality. This application not only supports improved learning outcomes but also enhances students’ motivation through visual approaches and gamification. The conclusion of this study demonstrates that the Design Thinking approach is effective when applied to the development of mobile learning applications, offering a significant contribution to improving the quality and experience of learning basic mathematics for elementary school students.
Analisis Efisiensi Pembelajaran Praktikum Jaringan Komputer Berbasis Laboratorium Virtual di Instansi Pendidikan Ahlis Noor Kholili; Sudarmin; Junirin
Jurnal Kajian Ilmu dan Teknologi (JKIT) Vol. 2 No. 2 (2026): Jurnal Kajian Ilmu dan Teknologi (JKIT)
Publisher : Rumah Jurnal PT Citra Air Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.71200/xb4qd166

Abstract

Penelitian ini menganalisis efisiensi pembelajaran praktikum jaringan komputer melalui laboratorium virtual (Cisco Packet Tracer) di institusi vokasi. Masalah utama yang diangkat adalah keterbatasan perangkat keras dan tingginya biaya operasional laboratorium fisik. Menggunakan metode quasi-experimental dengan desain pretest-posttest control group, penelitian ini membandingkan kelas eksperimen (virtual) dan kelas kontrol (fisik). Hasil menunjukkan bahwa laboratorium virtual meningkatkan capaian kognitif secara signifikan dengan skor N-gain 0,74 (kategori tinggi). Dari sisi operasional, penggunaan simulator mampu mereduksi waktu praktikum sebesar 57,1% dibandingkan perangkat fisik. Simpulan penelitian menegaskan bahwa laboratorium virtual adalah solusi efisien untuk mengatasi keterbatasan infrastruktur tanpa mengurangi kualitas kompetensi teknis. Disarankan bagi institusi vokasi untuk menerapkan strategi pembelajaran Virtual-First guna mengoptimalkan anggaran dan efektivitas jam praktikum.