Claim Missing Document
Check
Articles

Found 6 Documents
Search

Exploring the use of SIBIKU multimedia to enhance learning participation among deaf students in a special school context Nurina Ayuningtyas; Ahmad Fajri Lutfi
Journal of Artificial Intelligence in Education & Learning Innovation Vol. 1 No. 2 (2026): Journal of Artificial Intelligence in Education & Learning Innovation
Publisher : CV Rezki Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56003/jaieli.v1i2.676

Abstract

Background: Observations at SLB C YPALB Perwari Kuningan indicate low motivation and limited participation among deaf students during learning activities. Interactive multimedia such as SIBIKU is expected to address these challenges. Objectives: This study aims to (1) examine the implementation of SIBIKU multimedia in learning, (2) analyze students’ responses, and (3) evaluate changes in students’ learning participation and vocabulary acquisition. Methods: This study employed a descriptive qualitative design with a field-based approach. Participants were selected using purposive sampling, consisting of one teacher and deaf students involved in computer learning activities. Data were collected through participatory observation, semi-structured interviews, and documentation. The main instrument was the researcher, supported by observation and interview guidelines. Data were analyzed using thematic analysis following Miles and Huberman’s model, including data reduction, data display, and conclusion drawing, with triangulation to ensure validity. Results: The findings show that SIBIKU multimedia enhances student participation, as indicated by (1) increased attention to learning media, (2) active imitation of sign language movements, (3) higher frequency of student interaction and turn-taking, and (4) greater engagement in learning tasks such as word-guessing activities. Students also demonstrated improved motivation and more independent learning behavior. Conclusions: SIBIKU multimedia provides a visually rich, interactive learning environment that effectively increases participation and engagement among deaf students, making it a promising tool for inclusive education.
Implementasi Media Pembelajaran Interaktif Berbasis Nearpod untuk Meningkatkan Hasil Belajar Siswa pada Materi Literasi Digital di SMK Model Patriot IV Ciawigebang Septiyani Nurhasanah; Ahmad Fajri Lutfi
Indo-MathEdu Intellectuals Journal Vol. 7 No. 3 (2026): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v7i3.5946

Abstract

This study aimed to analyze the implementation and effectiveness of Nearpod-based interactive learning media on students’ learning outcomes in Digital Literacy subjects at SMK Model Patriot IV Ciawigebang, West Java. The research applied a quantitative approach using a Quasi-Experimental Pretest-Posttest Control Group Design. The sample consisted of 60 tenth-grade MPLB students divided into experimental and control classes. Data were collected through multiple-choice tests and Likert-scale questionnaires, then analyzed using Paired Sample T-Test and Independent Sample T-Test with IBM SPSS Statistics 26. The results showed that the experimental class average score increased from 59.70 to 79.50 with a significance value of 0.000 < 0.05. Student responses also improved from 62.27% to 82.93%, indicating that Nearpod effectively improved students’ learning outcomes.
Penerapan Metode Think-Pair-Share (TPS) Berbantuan Media Emaze untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Informatika Shalsa Nabila Anggraeni; Ahmad Fajri Lutfi
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 6 No. 4 (2026): EduTIK : Agustus 2026
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67142/edutik.v6i4.551

Abstract

ABSTRAK Penelitian ini bertujuan untuk mengetahui pengaruh metode pembelajaran Think, Pair, Share (TPS) berbantuan media Emaze terhadap hasil belajar siswa pada mata pelajaran Informatika di SMPN 1 Japara. Penelitian menggunakan pendekatan kuantitatif dengan desain quasi eksperimen yang melibatkan kelas VIII D sebagai kelas eksperimen dan VIII E sebagai kelas kontrol. Teknik pengumpulan data dilakukan melalui tes pretest dan posttest serta angket respon siswa. Analisis data menggunakan uji normalitas, homogenitas, dan Independent Samples T-Test. Hasil penelitian menunjukkan bahwa rata-rata nilai posttest kelas eksperimen sebesar 74,00 lebih tinggi dibandingkan kelas kontrol sebesar 65,38. Hasil uji hipotesis diperoleh nilai signifikansi 0,022 < 0,05 yang menunjukkan adanya pengaruh signifikan terhadap hasil belajar siswa. Selain itu, respon siswa terhadap penerapan metode TPS berbantuan media Emaze menunjukkan kategori positif dengan persentase rata-rata sebesar 73,65%. Dengan demikian, metode pembelajaran Think, Pair, Share (TPS) berbantuan media Emaze efektif dalam meningkatkan hasil belajar siswa pada pembelajaran Informatika. ABSTRACT This study aims to determine the effect of the Think, Pair, Share (TPS) learning method assisted by Emaze media on students’ learning outcomes in Informatics subjects at SMPN 1 Japara. This study employed a quantitative approach with a quasi-experimental design involving class VIII D as the experimental class and class VIII E as the control class. Data collection techniques were conducted through pretest and posttest as well as student response questionnaires. Data analysis used normality, homogeneity, and Independent Samples T-Test. The results showed that the average posttest score of the experimental class was 74.00, which was higher than the control class score of 65.38. The hypothesis test result obtained a significance value of 0.022 < 0.05, indicating a significant effect on students’ learning outcomes. In addition, students’ responses toward the implementation of the TPS learning method assisted by Emaze media showed positive results with an average percentage of 73.65%. Therefore, the Think, Pair, Share (TPS) learning method assisted by Emaze media is effective in improving students’ learning outcomes in Informatics learning.
Penerapan Media Pembelajaran Interaktif Berbasis Blooket untuk Meningkatkan Hasil Belajar Siswa pada Materi Microsoft Excel di MAN 1 Kuningan Anggita Rahayu; Ahmad Fajri Lutfi
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 6 No. 4 (2026): EduTIK : Agustus 2026
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67142/edutik.v6i4.584

Abstract

ABSTRAK  Penelitian ini dilatarbelakangi oleh masih rendahnya hasil belajar siswa pada materi Microsoft Excel serta belum optimalnya penggunaan media pembelajaran interaktif dalam proses pembelajaran. Penelitian ini bertujuan untuk mengetahui penerapan media pembelajaran berbasis Blooket, menganalisis respons siswa, dan mengetahui perbedaan hasil belajar antara kelas yang menggunakan Blooket dan kelas yang menggunakan pembelajaran konvensional. Penelitian menggunakan pendekatan kuantitatif dengan metode quasi experiment dan desain pretest-posttest. Sampel terdiri atas 52 siswa kelas XI MAN 1 Kuningan, yaitu 26 siswa kelas XI A sebagai kelompok kontrol dan 26 siswa kelas XI F sebagai kelompok eksperimen. Data dikumpulkan melalui observasi, tes pretest-posttest, dan angket respons siswa. Analisis data meliputi uji normalitas, uji homogenitas, Paired Sample t-Test, dan Independent Sample t-Test dengan bantuan IBM SPSS Statistics 26. Hasil penelitian menunjukkan rata-rata hasil belajar kelas eksperimen meningkat dari 5,81 menjadi 8,04, sedangkan kelas kontrol meningkat dari 5,31 menjadi 5,85. Paired Sample t-Test menghasilkan Sig. 0,000 < 0,05, sedangkan Independent Sample t-Test menghasilkan t hitung 5,636 > t tabel 2,009 dengan Sig. 0,000 < 0,05. Respons siswa terhadap Blooket meningkat dari 72,4% menjadi 87,9%. Temuan tersebut menunjukkan bahwa penerapan media Blooket memberikan hasil belajar yang lebih baik dibandingkan pembelajaran konvensional pada materi Microsoft Excel.  ABSTRACT  This study was motivated by students’ low learning outcomes in Microsoft Excel and the limited use of interactive learning media in the learning process. The study aimed to examine the implementation of Blooket-based learning media, analyze students’ responses, and determine differences in learning outcomes between students taught using Blooket and those taught conventionally. A quantitative approach with a quasi-experimental pretest-posttest design was employed. The sample consisted of 52 eleventh-grade students at MAN 1 Kuningan: 26 students from XI A as the control group and 26 students from XI F as the experimental group. Data were collected through observation, pretest-posttest tests, and student response questionnaires. Data were analyzed using normality, homogeneity, Paired Sample t-Test, and Independent Sample t-Test with IBM SPSS Statistics 26. The findings showed that the experimental group’s mean score increased from 5.81 to 8.04, while the control group increased from 5.31 to 5.85. The Paired Sample t-Test yielded Sig. 0.000 < 0.05, while the Independent Sample t-Test yielded t = 5.636 > t-table = 2.009 with Sig. 0.000 < 0.05. Student responses to Blooket increased from 72.4% to 87.9%. These findings indicate that Blooket-based learning produced better learning outcomes than conventional learning in Microsoft Excel instruction.
Pengaruh Media Pembelajaran Interaktif Berbasis Baamboozle untuk Meningkatkan Hasil Belajar Siswa pada Materi Microsoft Word di MAN 1 Kuningan Jihan Napisa; Ahmad Fajri Lutfi
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 6 No. 4 (2026): EduTIK : Agustus 2026
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.67142/edutik.v6i4.587

Abstract

ABSTRAK  Pembelajaran pada materi Microsoft Word di MAN 1 Kuningan masih menggunakan metode konvensional sehingga diperlukan media pembelajaran yang lebih interaktif untuk meningkatkan hasil belajar siswa. Penelitian ini bertujuan untuk mengetahui pengaruh Baamboozle sebagai media pembelajaran terhadap hasil belajar siswa pada materi Microsoft Word di MAN 1 Kuningan. Penelitian ini menggunakan pendekatan kuantitatif dengan desain Quasi Eksperimen Pretest-Posttest Control Group Design. Sampel penelitian sebanyak 60 siswa, terdiri dari kelas X B sebagai kelas kontrol sebanyak 30 siswa dan kelas X E sebagai kelas eksperimen sebanyak 30 siswa. Teknik pengumpulan data yang digunakan meliputi observasi, tes, dan kuesioner. Hasil penelitian menunjukkan adanya perbedaan hasil belajar antara siswa yang menggunakan metode konvensional dan siswa yang menggunakan media Baamboozle. Nilai rata-rata hasil belajar kelompok eksperimen sebesar 73,67, sedangkan kelompok kontrol sebesar 66,33. Berdasarkan hasil uji hipotesis, diperoleh nilai thitung > ttabel (7,315 > 2,001) dengan nilai signifikansi < 0,001 < 0,05, sehingga terdapat perbedaan yang signifikan dalam peningkatan hasil belajar antara kelompok eksperimen dan kelompok kontrol. Dengan demikian, H₀ ditolak dan Hₐ diterima, sehingga dapat disimpulkan bahwa penggunaan media pembelajaran Baamboozle berpengaruh terhadap hasil belajar siswa pada materi Microsoft Word di MAN 1 Kuningan.  ABSTRACT  Learning on Microsoft Word materials at MAN 1 Kuningan still uses conventional methods so that more interactive learning media is needed to improve student learning outcomes. This research aims to find out the influence of Baamboozle as a learning medium on student learning outcomes on Microsoft Word materials at MAN 1 Kuningan. This research uses a quantitative approach with the design of Quasi Experimental Pretest-Posttest Control Group Design. The research sample was 60 students, consisting of class X B as a control class of 30 students and class X E as an experimental class of 30 students. Data collection techniques used include observation, test, and questionnaire. The research results show that there is a difference in learning outcomes between students who use conventional methods and students who use Baamboozle media. The average score of the experimental group's learning results was 73,67, while the control group was 66,33. Based on the results of the hypothesis test, the value of the count > ttable (7,315 > 2,001) was obtained with a significance value < 0.001 < 0.05, so that there was a significant difference in the increase in learning outcomes between the experimental group and the control group. Thus, H0 was rejected and Ha was accepted, so it can be concluded that the use of Baamboozle learning media affects student learning outcomes on Microsoft Word materials in MAN 1 Kuningan.
PENGARUH MEDIA ARTICULATE STORYLINE 3 UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATERI INSTALASI KABEL LAN KELAS X SMK KARYA NASIONAL Luthfiah Nur Fatihah; Ahmad Fajri Lutfi
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 03 (2026): Volume 12 Nomer 03, September 2026 Publication
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i03.18813

Abstract

This study aims to determine the effect of using Articulate Storyline 3-based interactive learning media on student learning outcomes regarding LAN cable installation for Grade X students at SMK Karya Nasional. The study employs a quantitative approach using a quasi-experimental method with a Nonequivalent Control Group Design. The research population consists of all 112 Grade X students at SMK Karya Nasional. The sample comprises Class X TKJ 1 (28 students) as the experimental group and Class X TKJ 2 (29 students) as the control group, selected using purposive sampling. Data collection involved pretests and posttests consisting of 10 essay questions, as well as observation sheets to monitor the implementation of the learning process. Data analysis utilized normality tests, homogeneity tests, and the Independent Sample T-Test. The results indicate that the average pretest score for the experimental group rose from 40.36 to 85.29 in the posttest, while the control group's average increased from 39.93 to 68.64. Normality tests showed a normal data distribution, and homogeneity tests confirmed homogeneous data variance. The Independent Sample T-Test yielded a Sig. (2-tailed) value of 0.000 (< 0.05), leading to the rejection of H₀ and the acceptance of H₁. Thus, the use of Articulate Storyline 3-based interactive learning media has a significant effect on student learning outcomes regarding LAN cable installation for Grade X students at SMK Karya Nasional. This medium fosters a more interactive and systematic learning process, thereby supporting improved student learning outcomes.