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Pengembangan Desain Wizer.Me Sebagai E-LKPD pada Mata Pelajaran Matematika Materi Bilangan Bulat Kelas VII SMP Yunita, Rini; Rosmaria, Rosmaria; Novrianti, Novrianti; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.2005

Abstract

The development of E-LKPD in Grade VII Mathematics Subject of SMPN 5 Linggo Sari Baganti is motivated by a teacher-oriented learning pattern, as well as limitations in the use of digital teaching materials such as E-LKPD. This research aims to produce valid and practical E-LKPD products so that they can be used in the learning process. The type of research used is Research and Development (R&D). The development model used in this study is a 4D model. The 4D model consists of 4 stages, namely define, design, develop and disseminate. The results of the development of E-LKPD were obtained through validity and practicality tests. The product validity test was validated by three validators consisting of one material validator, namely a teacher of Mathematics Class VII SMPN 5 Sari Baganti and two media validators, namely lecturers from the Department of Curriculum and Educational Technology, Padang State University. The product practicality test was carried out by conducting an E-LKPD trial for grade VIIB students of SMPN 5 Linggo Sari Baganti. The results of the validity test by a material expert and two media experts obtained an average score of 4.86, 4.86, and 4.8 respectively which was categorized as "very valid". The results of the practicality test obtained an average score of 4.6 with the category "very practical". Thus, it can be concluded that the E-LKPD developed is suitable for use as a teaching material in Mathematics Class VII Junior High School.
The Effect of Augmented Reality Technology on Science Learning in Elementary School Rosmaria Rosmaria; Titin mairisiska
Ludi Litterarri Vol. 1 No. 3 (2024): Ludi Literarri - November
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/d71vqy28

Abstract

This research aims to explore the influence of Augmented Reality (AR) technology in science learning in elementary schools. AR is proven to be effective in helping students understand science concepts that are difficult to explain through conventional methods, such as the solar system and photosynthesis, by providing interactive three-dimensional visualizations. It can also increase student motivation and engagement, making learning more interesting and fun. In addition, AR supports the development of critical thinking and problem-solving skills through simulated virtual experiments. Despite its great potential, AR implementation faces challenges related to the cost of devices, infrastructure and teacher training. To overcome this, support from various parties is needed, including the government, private sector, and educational institutions. This research uses a descriptive qualitative method with interviews, group discussions, observations, and document analysis in three elementary schools. The results are expected to provide insights into the benefits of AR in improving concept understanding, critical thinking skills, as well as identification of challenges and optimal strategies in its implementation. Hopefully, the findings can provide recommendations for educators and policy makers in effectively integrating AR in the science learning curriculum in elementary schools
Traditional Game-Based Learning Innovation to Develop Social Skills of Elementary School Students Rosmaria Rosmaria; Nurul Fadhilah
Ludi Litterarri Vol. 1 No. 3 (2024): Ludi Literarri - November
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/bvms6d70

Abstract

Traditional games have an important role in developing social skills of elementary school students through interactive and fun learning. In the context of modern education influenced by the development of digital technology, traditional games offer a solution to overcome the decline in children's social interaction. This research explores the application of traditional games as learning media to improve students' communication, cooperation and empathy skills. Through observations, interviews and document analysis, it was found that games such as congklak, engklek and galah asin not only teach moral values such as honesty and responsibility, but also introduce students to the rich local culture. Despite challenges such as limited facilities and teachers' lack of understanding, creative solutions such as training and technology integration can support the implementation of these methods. The results show that traditional games help students build self-confidence, think critically and strengthen social relationships. In addition to being an educational tool, these games are also a means of cultural preservation that is relevant in the midst of globalization. Collaboration between teachers, parents and communities is needed to ensure the sustainability of traditional games in education. With the right approach, traditional games can be an innovative learning alternative that supports students' holistic development.
PELATIHAN PENGEMBANGAN BAHAN AJAR DIGITAL BERBASIS ARTIFICIAL INTELLIGENCE (AI) BAGI GURU SD GUGUS III KECAMATAN BASO Rosmaria; Hendri Budi Utama; Resti Elma Sari; Rahmi Pratiwi; Yola Sepkia; Alkadri Masnur; Azhari Fetri Stevani; Jeni Falen Andrean; Muhammad Adli
J-COSCIS : Journal of Computer Science Community Service Vol. 5 No. 1 (2025): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jcoscis.v5i1.25860

Abstract

Guru-guru di SDN 06 Titih menghadapi tantangan berat dalam pengajaran, terutama karena keterbatasan kemampuan mereka dalam mengembangkan bahan ajar digital. Sebagian besar masih bergantung pada buku cetak dan bahan ajar konvensional, meskipun perkembangan teknologi menuntut materi yang lebih interaktif dan menarik. Selain itu, terbatasnya pelatihan dan kemampuan IT menghambat mereka untuk mengadopsi metode pengajaran yang lebih modern. Jika dibiarkan, kualitas pembelajaran dan profesionalisme guru berisiko menurun. Menyadari hal ini, tim pengabdian mengadakan pelatihan pengembangan bahan ajar digital berbasis aplikasi Artificial Intelligence (AI) bagi 70 guru dari enam sekolah dasar di SD Gugus III Kecamatan Baso, Kabupaten Agam. Pelatihan ini bertujuan untuk meningkatkan keterampilan teknis guru dalam mengembangkan bahan ajar yang lebih interaktif, inovatif, dan sesuai dengan kebutuhan siswa serta perkembangan zaman. Selain itu, pelatihan ini juga bertujuan untuk membekali guru dengan keterampilan yang memungkinkan mereka menciptakan materi pembelajaran yang lebih menarik dan relevan dengan era digital.
Pelatihan Pembuatan Media Pembelajaran dan Lembar Kerja Anak Inovatif Berbasis Aplikasi Canva Bagi Guru TK di Kecamatan Talawi Kota Sawahlunto Syafnita, Tisna; Kurnia, Reni; Rosmaria, Rosmaria
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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

Abstract

Penggunaan media pembelajaran inovatif sangat penting untuk meningkatkan minat belajar anak usia dini. Namun, keterampilan guru TK di Kecamatan Talawi dalam memanfaatkan teknologi digital, seperti Canva, masih terbatas. Pengabdian ini bertujuan untuk meningkatkan kompetensi guru TK yang tergabung dalam KKG TK Kecamatan Talawi, Kota Sawahlunto, dalam membuat media pembelajaran dan Lembar Kerja Anak (LKA) berbasis Canva. Melalui pelatihan dan workshop, guru diperkenalkan pada aplikasi Canva, tutorial pembuatan media, serta praktik langsung membuat media seperti video cerita, puzzle, storyboard, dan flash card. Evaluasi melalui observasi dan kuisioner menunjukkan bahwa guru berhasil memahami dan menggunakan Canva untuk menghasilkan media pembelajaran yang kreatif dan interaktif. Hasil pelatihan ini diharapkan dapat berkontribusi positif terhadap kualitas pembelajaran di TK dan pendidikan anak usia dini di Kecamatan Talawi. Analisis menunjukkan pelatihan ini efektif meningkatkan kompetensi guru TK dalam memanfaatkan teknologi digital untuk pendidikan
Pengembangan Desain Wizer.Me Sebagai E-LKPD pada Mata Pelajaran Matematika Materi Bilangan Bulat Kelas VII SMP Yunita, Rini; Rosmaria, Rosmaria; Novrianti, Novrianti; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.2005

Abstract

The development of E-LKPD in Grade VII Mathematics Subject of SMPN 5 Linggo Sari Baganti is motivated by a teacher-oriented learning pattern, as well as limitations in the use of digital teaching materials such as E-LKPD. This research aims to produce valid and practical E-LKPD products so that they can be used in the learning process. The type of research used is Research and Development (R&D). The development model used in this study is a 4D model. The 4D model consists of 4 stages, namely define, design, develop and disseminate. The results of the development of E-LKPD were obtained through validity and practicality tests. The product validity test was validated by three validators consisting of one material validator, namely a teacher of Mathematics Class VII SMPN 5 Sari Baganti and two media validators, namely lecturers from the Department of Curriculum and Educational Technology, Padang State University. The product practicality test was carried out by conducting an E-LKPD trial for grade VIIB students of SMPN 5 Linggo Sari Baganti. The results of the validity test by a material expert and two media experts obtained an average score of 4.86, 4.86, and 4.8 respectively which was categorized as "very valid". The results of the practicality test obtained an average score of 4.6 with the category "very practical". Thus, it can be concluded that the E-LKPD developed is suitable for use as a teaching material in Mathematics Class VII Junior High School.
Traditional Game-Based Learning Innovation to Develop Social Skills of Elementary School Students Rosmaria Rosmaria; Nurul Fadhilah
Ludi Litterarri Vol. 1 No. 3 (2024): Ludi Literarri - November
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/bvms6d70

Abstract

Traditional games have an important role in developing social skills of elementary school students through interactive and fun learning. In the context of modern education influenced by the development of digital technology, traditional games offer a solution to overcome the decline in children's social interaction. This research explores the application of traditional games as learning media to improve students' communication, cooperation and empathy skills. Through observations, interviews and document analysis, it was found that games such as congklak, engklek and galah asin not only teach moral values such as honesty and responsibility, but also introduce students to the rich local culture. Despite challenges such as limited facilities and teachers' lack of understanding, creative solutions such as training and technology integration can support the implementation of these methods. The results show that traditional games help students build self-confidence, think critically and strengthen social relationships. In addition to being an educational tool, these games are also a means of cultural preservation that is relevant in the midst of globalization. Collaboration between teachers, parents and communities is needed to ensure the sustainability of traditional games in education. With the right approach, traditional games can be an innovative learning alternative that supports students' holistic development.
GAME EDUCATION: MEDIA PEMBELAJARAN UNTUK MATERI BERPIKIR KOMPUTASIONAL SISWA SMP Indah Febrianur; Mutiara Felicita Amsal; Rosmaria; Elsa Masriani
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 12 No. 02 (2026): Volume 12 No. 2, Juni 2026 Release
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v12i02.12754

Abstract

This study aims to develop a game-based learning media for computational thinking material for seventh-grade junior high school students. This development is motivated by the limited use of interactive learning media, which has resulted in low student motivation and understanding. Therefore, an innovative learning medium is needed to create a more engaging and enjoyable learning environment. This study employed the 4D development model, consisting of the define, design, develop, and disseminate stages. The subjects of this study were seventh-grade students. The instruments used in this research included expert validation questionnaires and practicality questionnaires to evaluate the feasibility and usability of the developed media. The results indicate that the developed game-based learning media is categorized as very valid, with media validation scores of 4.60 and 4.53, and a material validation score of 4.84. In addition, the practicality test result obtained a score of 4.54, which falls into the very practical category. The media is equipped with learning materials, introductory games, and interactive evaluations that facilitate students in understanding the concepts of decomposition and pattern recognition. Therefore, the developed media can be used as an alternative learning medium that is engaging, interactive, and effective in improving students’ understanding of computational thinking material.
PENGARUH PENGGUNAAN APLIKASI CISCO IT ESSENTIALS VIRTUAL DESKTOP TERHADAP HASIL BELAJAR SISWA KELAS X SMA PADA SUBMATERI PERANGKAT KERAS KOMPUTER Anggi Dwi Wiyani Putri; Reni Kurnia; Alkadri Masnur; Rosmaria Rosmaria
Jurnal Manajemen Pendidikan Vol. 11 No. 3 (2026): Regular Issue (In Progress)
Publisher : STKIP Pesisir Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34125/jmp.v11i3.2999

Abstract

This study aimed to examine the effect of the Cisco IT Essentials Virtual Desktop application on the learning outcomes of tenth-grade students in the Computer Hardware subtopic at SMAN 1 Matur. A quantitative approach with a quasi-experimental method and Pretest–Posttest Control Group Design was employed. The sample consisted of 62 students selected through purposive sampling, comprising 31 students in the experimental class and 31 students in the control class. Data were collected using a validated and reliable 25-item multiple-choice test and analyzed through normality, homogeneity, and t-tests. The results showed that the experimental class achieved a higher mean score (83.74) than the control class (71.16). Hypothesis testing revealed that the calculated t-value was greater than the critical t value (5.4046 > 2.000) at a significance level of 0.05, indicating a significant positive effect of the application on students’ learning outcomes. The novelty of this study lies in the use of Cisco IT Essentials Virtual Desktop as a virtual simulation-based learning medium in senior high school Informatics education to support practical learning despite limited laboratory facilities.
Development of Interactive Markerless Augmented Reality Media for the Human Respiratory System in Grade VIII Junior High School Science Garcinia Mangostana Juarsyah; Abna Hidayati; Fitri Maiziani; Rosmaria
Indonesian Technology and Education Journal Vol 4 No 1 (2026): April
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/itej.v4i1.1324

Abstract

This study aimed to develop and evaluate an interactive Markerless Augmented Reality (AR) learning medium for the human respiratory system topic in Grade VIII Junior High School science, addressing the limitations of conventional instructional media in visualizing abstract internal physiological processes that cannot be directly observed by students. A Research and Development (R&D) approach was employed using the 4D development model (Define, Design, Develop, Disseminate), with the media developed using Unity, Vuforia Engine, Blender, and Figma and delivered as an Android application; data were collected through material and media validation questionnaires, a student practicality questionnaire, and pre-test/post-test instruments analysed using the Normalized Gain (N-Gain) formula. Material validation yielded 96.25% (Very Valid), media validation reached 98.67% (Very Valid) after two iterative revision rounds, practicality testing with 32 Grade VIII students produced 94.69% (Very Practical), and effectiveness testing yielded a mean N-Gain of 0.62, categorized as Moderate according to Hake's (1998) framework and classified as Effective enough based on the percentage criteria applied in this study, with post-test mean (85.00) surpassing the minimum mastery criterion of 80. The developed media demonstrates strong potential as a promising model for technology-based science instruction at the junior high school level; however, the findings are subject to limitations as the study was conducted within a single school, covered a single content topic, was restricted to Android platform compatibility, and was evaluated within a single instructional session, which may limit the generalisability of the results. This study contributes an empirically validated Markerless AR application specifically developed for the human respiratory system, an abstract internal physiological topic at the Grade VIII level that remains comparatively underserved in existing AR-based science education research, with the integrated evaluation of validity, practicality, and effectiveness within a single 4D development cycle offering a methodologically complete quality-assurance framework for future AR media developers.