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Pengembangan Media Pembelajaran Pengenalan Perangkat Lunak Pengolah Kata Berbasis Android Menggunakan Construct 2 Pada Mata Pelajaran TIK Kelas VII di SMP N 1 Kauman Nurna Listya Purnamasari; Eni Aprilia
JoEICT (Jurnal of Education And ICT) Vol 6, No 2 (2022)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v6i2.3301

Abstract

Media sebagai tempat penyalur pengetahuan dari pengajar ke peserta didik. Saat ini Android sudah banyak digunakan sebagai media pembelajaran interaktif berupa aplikasi yang dibuat menggunakan Construct 2. Tujuan penelitian ini dilakukan untuk membantu mengatasi permasalahan peserta didik pada mata pelajaran TIK (Teknologi Informasi dan Komunikasi) kelas 7 di SMP N 1 Kauman pada semester 2 tahun ajaran 2021/2022 yang membahas tentang materi pengenalan perangkat lunak pengolah kata. Permasalahan lain yaitu pelajaran TIK berlangsung selama 25 menit saja sehingga peserta didik kurang memahami pelajaran TIK. Dari permasalahan tersebut maka peserta didik membutuhkan sebuah media yang bisa membantu siswa belajar mandiri dan lebih aktif. Penelitian ini menggunakan metode RD Research and Development. Menggunakan model (R2D2) Reflective. Recursive, Design and Development yaitu (1) Penetapan (define), (2) Desain dan Pengembangan (design and development), dan (3) Penyebarluasan (disseminate). Teknik pengumpulan data menggunakan angket Google Form. Hasil uji coba ahli media menghasilkan 76,92%, hasil uji ahli materi sebesar 80%, hasil uji kelompok kecil sebesar 93,6% dan hasil uji kelompok besar sebesar 91,02% jika dijumlahkan hasil rata-rata keseluruhan uji coba yang telah dilakukan adalah sebesar 85,38%. Jika disesuaikan dengan rating scale maka hasil tersebut dikatakan Sangat Layak untuk dijadikan media pembelajaran untuk peserta didik SMP N 1 Kauman
PENGARUH PENGGUNAAN APLIKASI KECERDASAN BUATAN CHATGPT TERHADAP MINAT BELAJAR MATA PELAJARAN PPKn PADA PESERTA DIDIK DI SMP NEGERI 1 BOYOLANGU Tegar Lutfian Budi; M. Abdul Roziq Asrori; Nurna Listya Purnamasari
JIP: Jurnal Ilmu Pendidikan Vol. 3 No. 3 (2025)
Publisher : CV. Adiba Aisha Amira

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to determine the influence of using the artificial intelligence application ChatGPT on students' interest in learning Civics (PPKn) at SMP Negeri 1 Boyolangu. The background of the study is the increasing integration of digital technology in education, where students often use AI-based tools to support their learning process. ChatGPT, as a text-based assistant, offers instant responses. However, unmoderated usage may negatively affect students' learning motivation and interest. This study employs a quantitative approach using questionnaires and statistical analysis through simple linear regression. The result shows a significance value of 0.000 with a t-count of 4.784 > t-table of 1.992, indicating a significant influence of ChatGPT usage on learning interest. Educators are encouraged to guide students in utilizing ChatGPT effectively as a supplementary tool rather than a substitute in the learning process.
PEMANFAATAN CANVA AI DALAM PENDAMPINGAN PENYUSUNAN PERANGKAT PEMBELAJARAN BERBASIS DEEP LEARNING TEMATIK ANTI-BULLYING DI SEKOLAH DASAR Nurna Listya Purnamasari; Eka Yuliana Sari
JOURNAL OF COMMUNITY DEDICATION Vol. 5 No. 4 (2026): Journal of Community Dedication
Publisher : Adiba Aisha Amira

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.19992469

Abstract

21st-century education demands a transformation in the development of teaching materials so that they are not merely administrative documents, but effective pedagogical strategies. This Community Service (PkM) activity aims to provide guidance to teachers at SDI Al Ishlah Tulungagung in developing teaching materials based on the deep learning approach using Canva AI technology. The implementation of the PkM involved 20 teachers and was carried out through four main stages: preparation, implementation, programme evaluation, and reporting, all of which were conducted using a participatory approach. The results of the activity demonstrated a significant improvement in participants’ understanding and skills, with the average teacher understanding score rising from 74.4% in the pre-test to 80.3% in the post-test. The teachers successfully applied Canva AI to design deep learning teaching materials, particularly those addressing crucial themes such as education and the handling of bullying within the school environment. This activity not only enhanced educators’ digital literacy but also strengthened their capacity to design meaningful, problem-solving-based learning environments.