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MEDIA PEMBELAJARAN BERBASIS TEKNOLOGI UNTUK SISWA SEKOLAH DASAR: STUDI KONSEPTUAL Lukman Saleh; Nizmah Amad Bahasoan
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 01 (2026): Volume 12 No. 01 Maret 2026 Public
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i01.11776

Abstract

The use of technology-based learning media for elementary school students has become a crucial need in the digital era. Challenges faced by conventional learning, such as low motivation and difficulty understanding abstract concepts, drive the need for innovative teaching methods. This study aims to analyze the types of technology-based learning media that are effective in increasing elementary school students' motivation and understanding. The method used is descriptive qualitative through literature review and case studies. The results show that interactive multimedia, mobile applications, educational games, learning videos, and LMS contribute positively to learning motivation and conceptual understanding. Technology integration also supports the development of students' digital skills and creates more effective and engaging learning.
THE EFFECT OF GAMIFICATION LEARNING ON STUDENT MOTIVATION AND LEARNING OUTCOMES Lukman Saleh; Budi Jaya Sugiarto
Consilium: Education and Counseling Journal Vol 6 No 2 (2026): Edisi Agustus
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v6i2.8963

Abstract

The advancement of digital technology demands the implementation of innovative learning strategies to improve student motivation and learning outcomes. One strategy that has been widely developed is gamification learning, an approach that integrates game elements into learning activities. This study aims to examine the effect of gamification learning on the motivation and learning outcomes of students in the Digital Business Study Program in the Digital Marketing course. The study used a quantitative approach with a quasi-experimental method through a Pretest–Posttest Control Group Design. The sample size was 60 students, who were divided into an experimental group and a control group using a cluster random sampling technique. The research instruments included a learning motivation questionnaire compiled based on the ARCS Motivation Model and a learning outcome test. Data analysis was carried out using descriptive statistics, normality tests, homogeneity tests, paired mean difference tests, unpaired mean difference tests, and effect sizes (Cohen's d). The results showed that gamification learning had a positive and significant effect on student motivation and learning outcomes (p < 0.05). The experimental group experienced a higher increase in motivation and learning outcomes than the control group, with the effect size value being in the very large category. Therefore, gamification learning has proven effective in increasing student motivation and learning outcomes in Digital Marketing learning.
The Influence Of Networking Abilities On Students' Digital Transformation Abilities Nizmah Ahmad Bahasoan; Lukman Saleh
JUPE : Jurnal Pendidikan Mandala Vol 11 No 1 (2026): JUPE : Jurnal Pendidikan Mandala (Februari)
Publisher : Lembaga Penelitian dan Pendidikan Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58258/jupe.v11i1.10336

Abstract

The rapid development of digital technology has driven significant digital transformation across various sectors, including higher education. Digital transformation is not confined solely to technology adoption—it fundamentally involves alterations in how students think, collaborate, innovate, and develop competencies essential for their academic and professional growth. In this evolving landscape, students are expected to acquire digital transformation skills, which encompass adaptability in leveraging digital technologies to enhance academic performance, creativity, and readiness for the workforce. A critical factor that influences students’ digital transformation skills is their networking abilities. Networking skills refer to an individual's capacity to build, manage, and utilize social and professional networks effectively to access information and resources. Unfortunately, many students utilize technology predominantly for communication and entertainment, rather than for fostering their competency development. This gap highlights the untapped potential of student networks, which remain underutilized in academic contexts. This study aims to analyze the impact of networking skills on students’ digital transformation skills. The study employed empirical data collection methods, with initial analyses presenting statistically significant results that affirm the relationship between students' network capability and their digital transformation skills. For instance, the test results showed a t-value of 3.98 with 38 degrees of freedom and a significance value of 0.000 (p < 0.05), indicating a substantial difference between experimental and control groups. Consequently, the null hypothesis (H₀) was rejected, while the alternative hypothesis (H₁) was accepted, underscoring that enhanced network capability contributes positively to students' digital transformation capabilitiesUltimately, this study hopes to contribute theoretically to the understanding of digital transformation at the individual level and provide practical recommendations for universities to devise effective student learning and development strategies.
ANALISIS DAN OPTIMASI PERFORMA MODEL YOLOV8 DALAM MENDETEKSI DAN MENGHITUNG POPULASI IKAN DI DALAM AIR M. Ikbal Siami; Lukman Saleh
Simtek : jurnal sistem informasi dan teknik komputer Vol. 11 No. 2 (2026): Oktober 2026
Publisher : STMIK Catur Sakti Kendari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51876/simtek.v11i2.1821

Abstract

Manual monitoring of fish populations in floating net cages is time-consuming and prone to producing inconsistent data. This study evaluated the performance of YOLOv8n, a lightweight variant of YOLOv8, for automated fish detection and counting in floating net cages in Ambon, Indonesia. A total of 780 underwater images, obtained from publicly available datasets on Kaggle and field data collection, were annotated and preprocessed through resizing, contrast enhancement using contrast-limited adaptive histogram equalization (CLAHE), and grayscale conversion. Two models were trained and compared: Model 1 without data augmentation and Model 2 with horizontal flipping and rotation. Model 1 achieved a more balanced performance, with an mAP@0.5:0.95 of 0.603, an mAP@0.5 of 0.762, a precision of 0.737, a recall of 0.711, and an F1-score of 0.724. Model 2 achieved a higher precision of 0.861 but a lower recall. Field testing integrating YOLOv8n with DeepSORT demonstrated reliable fish detection and counting, although accuracy declined in turbid water and densely packed fish schools. These findings suggest that a lightweight YOLOv8 model without architectural modifications can serve as a viable starting point for developing automated fish monitoring systems for precision aquaculture in coastal regions such as Ambon.