Hafizul Fahri Hanafi
Universiti Pendidikan Sultan Idris

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Development of a CBT Application Using a Prototype Method for Major Determination Based on Talents and Interests Musdalipa Mahyeandra; Ika Parma Dewi; Rizkayeni Marta; Lativa Mursyida; Hafizul Fahri Hanafi
Bigint Computing Journal Vol 3 No 1 (2025)
Publisher : Ali Institute of Reseach and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/bigint.v3i1.1049

Abstract

Computer-Based Test (CBT) is a computer-based examination system used as a medium for administering tests. The presentation and selection of questions are computerized so that each participant receives a different set of questions. This system is developed to minimize cheating, question leaks, limited number of questions, and damage to questions, as well as to ensure more accurate exam results. The problem faced in this study is the inaccuracy in determining the majors for several new students at SMKN 1 Sitiung. This study aims to develop a CBT application that can help determine the majors of new students based on their talents and interests. The research method used is the prototype method, which includes three stages: Listening to the Customer, Building or Revising the Mock-up, and Testing. The results of the study show that the developed CBT application is able to help schools determine student majors more accurately, minimize errors in major placement, and ensure that students are placed according to their talents and interests.
Development of Environment-Based Augmented Reality Learning Media to Improve Students’ Scientific Creativity Abilities Ainun Tiana; Iwan Wicaksono; Hafizul Fahri Hanafi; Sutarto Sutarto; Indrawati Indrawati
International Journal of Research and Community Empowerment Vol. 4 No. 2 (2026): August 2026
Publisher : Mitra Edukasi dan Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58706/ijorce.v4n2.p141-152

Abstract

Scientific creativity is an important competency in 21st-century science education. However, many students still show limited ability to generate original and flexible scientific ideas. This study aims to develop an environment-based augmented reality (AR) learning media and to test its validity, practicality, and effectiveness in enhancing students' scientific creativity. A research and development design using the ADDIE model was used. Participants were junior high school students who used the developed Augmented Reality media during science learning. Data were collected through expert validation sheets, observation sheets, scientific creativity tests, and student response questionnaires. The results showed that the media achieved a high level of validity (90%), was very practical to implement (94%), and demonstrated moderate effectiveness in enhancing scientific creativity (N-gain = 0.68). This research contributes to the field by providing a specialized pedagogical framework that bridges abstract environmental concepts with interactive digital visualization, offering a scalable solution to stimulate divergent thinking in science classrooms. Furthermore, this study supports the achievement of Sustainable Development Goals Goal 3 Good Health and Well-being and Goal 4 Quality Education by enhancing students’ higher-order thinking skills through innovative technology-based learning. These findings indicate that environment-based Augmented Reality is effective in improving students’ scientific creativity and supporting sustainable development.