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Jurnal Pendidikan Informatika dan Sains
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Articles 518 Documents
Lectora Inspire-Assisted Android Application as an Integrated Ethnoscience Jamu Learning Media for Additives Dwi Ayu Nurfaizah; Ana Yuniasti Retno Wulandari
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.9009

Abstract

This study aims to develop and test the feasibility of Android-based science learning media developed using Lectora Inspire software and integrated with herbal ethnoscience on additive materials. Lectora Inspire media was chosen because of its ability to present material interactively and interestingly, while the integration of herbal ethnoscience elements aims to introduce local wisdom to students. This type of research is R&D (Research and Development) using the ADDIE model, which includes five stages: Analyse, Design, Development, Implementation, and Evaluate. The main instrument in data collection is a validation questionnaire using a Likert scale, which involves media experts, material experts, and science teachers as validators. The validation results showed that this media obtained an average feasibility percentage of 90.73%, which is a very feasible category. In comparison, the reliability of the data reached 92.68%, which was categorised as very reliable. This shows that the interactive learning media lectora inspire based on herbal ethnoscience on additive substances material is very feasible to use in learning. In addition, student responses also show that this media provides a more interesting and interactive learning experience, thus affecting students' interest in learning.
Analysis of the 2020 Bebras Indonesia challenge tasks for elementary school level Vania Natali; Natalia; Mariskha Tri Adithia
Jurnal Pendidikan Informatika dan Sains Vol. 15 No. 1 (2026): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v15i1.9016

Abstract

Bebras Challenge (BC) is an international challenge/competition aimed at promoting computational thinking and informatics among school-age students. The implementation of BC in Indonesia has shown that elementary school students’ performance is not yet optimal. This study aims to analyze the appropriateness of the difficulty level of the 2020 Indonesian BC tasks for elementary school students (SiKecil and Siaga categories), as well as to identify words that may hinder students’ comprehension of the BC tasks. The research was conducted through two stages of review involving 27 BC 2020 tasks and eighteen elementary school teachers from diverse backgrounds. The teachers were asked to evaluate the level of task attractiveness, the clarity of the problem statements, the clarity of the solution explanations, and the appropriateness of the difficulty level. They were also invited to provide feedback on vocabulary that might be difficult for students to understand. The statistical analysis indicates that, overall, the difficulty levels of the tasks were appropriate for the intended age categories. However, several terms—both informatics-related and general terms such as horizontal, vertical, and intersecting—were found to potentially hinder students’ comprehension of the BC tasks. Revisions to the BC tasks and their explanations were shown to improve comprehension levels for most of the problems. This study contributes by recommending the involvement of elementary school teachers in reviewing translated tasks before their nationwide implementation and by providing an evaluative basis for improving the quality of Indonesian BC tasks at the elementary school level.
Pengembangan media pembelajaran berbasis Android pada materi geosfer dengan fitur interaktif multimedia dan text-to-speech Budianingsih Budianingsih; Yasir Arafat; M. Hasbi; Irfanda Anugerah; Pausta Yugianus
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.9226

Abstract

Perkembangan teknologi informasi telah mendorong pemanfaatan media pembelajaran digital yang lebih interaktif dalam proses belajar mengajar. Salah satu bentuk inovasi tersebut adalah aplikasi pembelajaran berbasis Android yang dapat digunakan sebagai media pendukung pembelajaran Geografi. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran berbasis Android pada materi geosfer untuk siswa kelas X. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri atas enam tahap, yaitu concept, design, material collecting, assembly, testing, dan distribution. Data dikumpulkan melalui studi literatur, wawancara dengan guru mata pelajaran, pengujian fungsionalitas aplikasi menggunakan black box testing, dan uji kelayakan pengguna melalui angket skala Likert. Aplikasi dikembangkan menggunakan Adobe Animate CC dengan ActionScript 3.0 dan didukung desain grafis menggunakan CorelDRAW X8. Fitur utama aplikasi meliputi materi interaktif, ilustrasi, kuis, permainan edukatif, text-to-speech, dan dark mode. Hasil pengujian menunjukkan bahwa seluruh fungsi aplikasi berjalan sesuai dengan yang diharapkan. Uji kelayakan yang melibatkan 15 siswa menghasilkan skor total 730 dari skor maksimum 750, sehingga diperoleh persentase kelayakan sebesar 97,33%, yang termasuk dalam kategori sangat baik. Hasil ini menunjukkan bahwa aplikasi yang dikembangkan sangat layak digunakan sebagai media pembelajaran interaktif berbasis Android pada materi geosfer.
An artificial intelligence–assisted project-based hybrid learning model for enhancing students’ digital literacy competence Surya Priyambudi; Yulis Setyowati; Alven Safik Ritonga
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.9420

Abstract

The urgency of this study lies in integrating three pedagogical approaches—Project-Based Learning, Hybrid Learning, and Artificial Intelligence—to enhance students’ digital literacy competence, thereby producing a learning model that can be implemented in the ICT Media course and preparing graduates with the digital literacy skills required in the era of Society 5.0. The research questions addressed in this study are as follows: (1) Is the AI-assisted Project-Based Hybrid Learning (PjBHL) model feasible for use in the ICT Media course at Universitas Wijaya Putra? (2) Is the AI-assisted PjBHL model practical to implement in the ICT Media course at Universitas Wijaya Putra? and (3) Does the use of the AI-assisted PjBHL model improve students’ digital literacy competence in the ICT Media course at Universitas Wijaya Putra? The problem-solving approach adopted in this study began with identifying students’ low levels of digital literacy competence based on classroom observations and pretest results. This condition was further analyzed by examining the limitations of the direct instruction learning model in fostering digital literacy skills, highlighting the need to explore the potential of Artificial Intelligence in supporting the PjBHL model. Accordingly, this study aims to determine the feasibility, practicality, and effectiveness of the AI-assisted PjBHL model in enhancing students’ digital literacy competence. To achieve these objectives, a development research design employing the ADDIE model—Analysis, Design, Development, Implementation, and Evaluation—was applied. Based on the five stages of the ADDIE framework, the AI-assisted PjBHL model was found to be feasible, practical, and effective in improving students’ digital literacy competence. The model also received positive responses from students and was evaluated as relevant by experts in learning, ICT, and educational technology. Overall, the average increase in students’ digital literacy competence reached 24.4 points across all indicators.
Penerapan algoritma greedy dalam pengembangan aplikasi jadwal kuliah berbasis web di Universitas Katolik Weetebula Freid Floresa Bilistolen; I Made Candiasa; Putu Hendra Suputra
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.9461

Abstract

Penyusunan jadwal kuliah secara manual, meskipun telah memanfaatkan aplikasi spreadsheet, masih menghadapi berbagai kendala, antara lain tingginya kebutuhan waktu dan tenaga serta risiko terjadinya bentrokan jadwal yang tidak teridentifikasi secara optimal. Keterbatasan ketersediaan ruangan dan dosen, dikombinasikan dengan kompleksitas aturan institusional, semakin memperbesar tantangan dalam menghasilkan jadwal kuliah yang efisien dan konsisten. Penelitian ini bertujuan mengembangkan aplikasi penjadwalan kuliah berbasis web yang mampu menyusun jadwal secara otomatis dan bebas bentrok melalui penerapan algoritma greedy yang dimodifikasi dengan penambahan constraint institusional. Pengembangan sistem dilakukan menggunakan pendekatan Research and Development (RnD) dengan model prototipe yang mencakup tiga tahapan, yaitu penggalian kebutuhan pengguna, perancangan dan pengembangan prototipe, serta pengujian sistem. Aplikasi dikembangkan menggunakan PHP, MySQL, dan Bootstrap, kemudian dievaluasi melalui User Acceptance Testing (UAT). Hasil penelitian menunjukkan bahwa sistem mampu menyusun 391 mata kuliah tanpa konflik jadwal dengan tingkat kepuasan pengguna sebesar 88% yang tergolong dalam kategori sangat baik. Temuan ini mengindikasikan bahwa aplikasi yang dikembangkan berpotensi meningkatkan efisiensi dan efektivitas proses penyusunan jadwal kuliah di lingkungan Universitas Katolik Weetebula.
Development of interactive instructional materials based on the SAVI model using the ADDIE design in the introduction to computers course Elfandry Bayunanda; Arief Rachman Andhika; Agustami Hamdan
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.9479

Abstract

The rapid advancement of technology and the diversity of students’ learning styles necessitate innovative instructional materials that can provide interactive and adaptive learning experiences tailored to users’ needs. This study aims to develop interactive instructional materials based on the SAVI (Somatic, Auditory, Visual, Intellectual) learning model using the ADDIE framework for the Introduction to Computers course. The SAVI approach was selected to integrate physical activity, auditory input, visual representation, and intellectual reasoning within the learning process, enabling students to engage actively through holistic learning experiences. The development process involved two subject-matter experts, two media experts, and twenty undergraduate students as trial participants. Data were collected through validation questionnaires and user response surveys, which were analyzed using a Likert scale to assess the feasibility of the instructional materials. The results indicate that the materials achieved an average score of 4.6 for content quality, 4.4 for media design, and 4.3 for student responses, all of which fall into the “Highly Feasible” category. These findings demonstrate that integrating the SAVI model with multimodal learning theory can enhance student engagement and strengthen conceptual understanding through instructional media that are engaging, user-friendly, and aligned with the characteristics of contemporary digital learning in higher education.
Positive negative game application design based on the Montessori method as a means of improving the mathematical connection ability of students with ADHD Utin Desy Susiaty; Muhamad Firdaus
Jurnal Pendidikan Informatika dan Sains Vol. 15 No. 1 (2026): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v15i1.9636

Abstract

The objectives of the study are: 1) to develop a positive negative game application based on the Montessori method to improve the mathematical connection skills of students with ADHD, 2) to determine the characteristics of the mathematical connection skills of students with ADHD, and 3) to determine the mathematical connection skills of students with ADHD after using the developed positive negative game application based on the Montessori method. The method of this study is R&D with the ADDIE model. The findings in this study obtained that the results of the assessment of the three material and media experts with an average percentage of 76.32 valid criteria. From the results of trials conducted on 7 students with ADHD from SLB C Dharma Asih Pontianak, the results obtained were 96.88 for the class teacher's response, the percentage for the response of students with ADHD was 75.89 and 86.38 for the overall average with the criteria "very practical". Based on calculations related to classical completeness, 6 students were obtained complete and 1 student did not complete with the KKM of mathematics subjects set for Phase D level (equivalent to junior high school) in SLB C for Mentally Disabled, namely 65. Furthermore, the effectiveness result was 85.71% with a very effective category. This means that the Positive Negative Game Application Based on the Montessori Method is effective. The conclusions in this study are: 1) Based on the results of the validity, practicality, and effectiveness values, the Design of the Positive Negative Game Application Based on the Montessori Method developed is suitable for use. 2) the characteristics of the mathematical connection abilities of students with ADHD are already in the category of classically complete students from a total of 7 students who worked on the posttest questions. 3) the mathematical connection abilities of students with ADHD after using the Positive Negative Game Application Based on the Montessori Method experienced classical completeness which showed an increase.
Gender dynamics of mathematical problem solving in 3D geometry: A case study of secondary school students Deti Sri Rahayu Rahayu; Mardianto Mardianto; Gemi Susanti Susanti; Hodiyanto Hodiyanto
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.9651

Abstract

This study aims to analyze students' mathematical problem-solving abilities in three-dimensional geometry using Polya's four stages: understanding the problem, devising a plan, carrying out the plan, and looking back. Data were collected through a written geometry task on pyramid solids and in-depth interviews with one male and one female student. The findings reveal that the male student successfully understood the problem, planned the solution, and executed calculations accurately, yet made a minor procedural error by omitting the square root symbol when applying the Pythagorean theorem. The female student experienced more complex conceptual and procedural errors, including confusing volume with surface area, misidentifying the altitude of the triangular face, and miscalculating its area. Interviews confirmed that these errors stemmed largely from inattention to the relationships between two- and three-dimensional concepts, despite an overall awareness of the distinctions. These results indicate that mastery of spatial geometry requires both strong conceptual understanding and procedural accuracy, supported by multi-dimensional representations to ensure effective problem solving. The study recommends incorporating multi-representational teaching, structured error analysis, and real-world contexts to reduce geometry misconceptions and enhance precision in mathematical problem-solving.
Optimizing students' problem-solving ability and learning interest through the educational game "Algebra Explorer: The SPLDV Saga" Yadi Ardiawan; Rahman Haryadi; Dwi Oktaviana
Jurnal Pendidikan Informatika dan Sains Vol. 15 No. 1 (2026): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v15i1.9655

Abstract

This study aimed to develop the educational game "Algebra Explorer: The SPLDV Saga" and to examine its effectiveness in improving junior high school students' problem-solving ability and learning interest. The study employed the Research and Development (R&D) method following the Borg and Gall model, comprising seven stages: identification of potential and problems, data collection, product design, design validation, product revision, product trial, and evaluation. The subjects were 28 eighth-grade students. The instruments consisted of a problem-solving ability test, a learning interest questionnaire, and a student response questionnaire. Validation results from subject-matter experts (87.47%) and media experts (90.91%) indicated that the product was highly valid and suitable for use. The mean problem-solving score increased from 63.57 to 82.38, and the paired samples t-test yielded a Sig. (2-tailed) value of 0.000 < 0.05, indicating a significant difference between pretest and posttest scores. The N-Gain value of 0.52 (moderate category) demonstrated that the game was effective in improving students' mathematical problem-solving ability, while student responses reached an average of 85.71% (very good category). Therefore, the educational game "Algebra Explorer: The SPLDV Saga" is effective in enhancing students' problem-solving ability and learning interest, and it received highly positive feedback.
Kemampuan berpikir kritis dan self-efficacy siswa melalui lesson study dengan model pembelajaran PBL berbasis STEM Iwit Prihatin; Dwi Oktaviana
Jurnal Pendidikan Informatika dan Sains Vol. 14 No. 2 (2025): Jurnal Pendidikan Informatika dan Sains
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v14i2.9681

Abstract

Penelitian ini bertujuan untuk meningkatkan kemampuan berpikir kritis matematis dan self-efficacy siswa melalui lesson study dengan model pembelajaran Problem Based Learning (PBL) berbasis STEM. Metode penelitian yang digunakan adalah eksperimen semu dengan desain Pretest-Posttest Nonequivalent Control Group. Subjek penelitian adalah 66 siswa kelas VII SMP Negeri 13 Pontianak yang dibagi menjadi dua kelas, yaitu kelas eksperimen dengan model PBL berbasis STEM dan kelas kontrol dengan model PBL tanpa STEM. Data penelitian diperoleh melalui tes kemampuan berpikir kritis, angket self-efficacy, dan lembar observasi aktivitas siswa. Hasil penelitian menunjukkan bahwa: (1) kualitas pembelajaran guru di kelas eksperimen berada pada kategori sangat baik dengan rata-rata skor 91, lebih tinggi dibanding kelas kontrol yang berada pada kategori baik dengan rata-rata skor 83,5; (2) aktivitas siswa di kelas eksperimen mencapai rata-rata 87,2%, lebih tinggi dibandingkan kelas kontrol 83%; dan (3) hasil uji t menunjukkan bahwa rata-rata kemampuan berpikir kritis matematis siswa di kelas eksperimen (82,5) lebih baik secara signifikan dibandingkan kelas kontrol (74) dengan nilai sig. 0,005 < 0,05. Selain itu, rata-rata self-efficacy siswa kelas eksperimen mencapai 85,5%, lebih tinggi dibandingkan kelas kontrol 80,2%. Dengan demikian, penerapan PBL berbasis STEM melalui lesson study terbukti lebih efektif dalam meningkatkan kemampuan berpikir kritis matematis dan self-efficacy siswa dibandingkan dengan PBL tanpa STEM.

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