Siti Dian Anugrah
Universitas Palangka Raya, Indonesia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Systematic Literature Review: The effect of ChatGPT on Education Siti Dian Anugrah; Erninda Ruanti
EDUJAVARE: International Journal of Educational Research Vol. 3 No. 1 (2025): EDUJAVARE: International Journal of Educational Research
Publisher : CV. Edujavare Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70610/edujavare.v3i1.1522

Abstract

The dynamics of education in the 21st century are undergoing a transformation through the use of Artificial Intelligence (AI), especially ChatGPT. The use of AI in education still requires development and evaluation to ensure its effective and responsible use. (2) The purpose of this study is to describe how AI influences education based on educational level and year of publication and the extent to which AI improves critical thinking/creativity skills compared to conventional methods. The method used is a Systematic Literature Review (SLR). The data collection technique was carried out by reviewing articles related to the influence of AI or ChatGPT in education in articles published in 2020-2025. Through Google Scholar and Scopus, 24 articles were obtained. The results of this study indicate that AI has the potential to improve the quality of learning in various educational contexts, with implementation that needs to be supported by aspects of ethics, privacy, AI literacy, and long-term impact evaluation.
PENGEMBANGAN VIDEO PEMBELAJARAN BERBASIS APLIKASI GOOGLE SKETCH UP PADA MATERI SMA Erninda Ruanti; Mohammad Fahthul Aziz; Komang Destiana Pratiwi; Putri Sasalia S.; Siti Dian Anugrah
Afore : Jurnal Pendidikan Matematika Vol 4 No 2 (2025): Afore : Jurnal Pendidikan Matematika
Publisher : Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/afore.v4i2.2839

Abstract

This study aims to develop a practical learning video media based on the Google SketchUp application for high school subjects. The research employs a Research and Development (R&D) method consisting of three main stages: defining, designing, and developing. In the defining stage, the researcher conducts a needs analysis and interviews with teachers, as well as analyzes the material in accordance with the applicable curriculum. The designing stage involves creating an engaging and systematic concept for the learning video using the Google SketchUp application, complemented by animations and other multimedia elements. The development stage involves producing the learning video product, which is then tested and validated by media experts and material experts. The research subjects consist of two media experts, two material experts, and 27 high school students who participate in a small group trial to measure the practicality of the developed media. Validation results show that the learning video received a 79% score from media experts, indicating that the media is feasible to use, and 81.53% from material experts, indicating that the media is highly feasible. Furthermore, the practicality test with students yielded a score of 87.74%, indicating that the media is very practical for use in the learning process. Based on these validation and practicality results, it can be concluded that the learning video media based on the Google SketchUp application is effective and feasible as a learning tool at the high school level. This media is expected to enhance students' understanding of the subject matter through a more engaging and interactive presentation.