cover
Contact Name
Firdaus Annas
Contact Email
info@makwadfoundation.org
Phone
+6285278566869
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intellect.makwafoundation@gmail.com
Editorial Address
Jl. Dusun Pandam Jorong Aro Kandikir Nagari Gadut Kecamatan Tilatang Kamang Kabupaten Agam Sumatera Barat
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Sumatera barat
INDONESIA
Intellect : Indonesian Journal of Learning and Technological Innovation
ISSN : -     EISSN : 29629233     DOI : -
The Intellect : Indonesian Journal of Learning and Technological Innovation aims to promote research and scholarship on the innovation of technology in secondary and higher education, as well as promote effective practice, and inform policy in education. The Intellect publishes papers related to theoretical foundations, design, analysis and implementation, as well as effectiveness and impact issues related to learning technology. The Intellect : Indonesian Journal of Learning and Technological Innovation published by Yayasan Lembaga Studi Makwa (Makwa Foundation)
Articles 110 Documents
Analisis Tren Produksi dan Preferensi Penonton Netflix: Pendekatan Big Data untuk Menyusun Strategi Konten Global Muhamad Thoriq Azmi; Enpri Rifa Azima; Egie Fergiana; Hadi Prasetyo Utomo
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1387

Abstract

The objective of this study is to support strategic decision-making in content investment and diversification on the Netflix platform using a big Data analytics approach. This research utilizes a Dataset obtained from Kaggle, covering the period from 2010 to 2025. The Dataset consists of 21,845 titles and includes attributes such as title name, content type, genre, release year, content ID, rating, vote count, and country of availability. Kaggle is a widely used platform for sharing Datasets and hosting Data analysis competitions in both academic research and industry. The analyzed Data encompass various attributes, including release year, country of origin, genre, duration, and audience response metrics such as ratings, vote counts, and popularity. Exploratory Data analysis (EDA) was employed to identify content production patterns based on genre and to evaluate audience responses through the distribution of ratings and popularity levels. Data analysis was conducted using Python and executed through Google Colab. The results indicate that content with high popularity—reflected by higher vote counts and popularity scores—tends to have relatively higher ratings compared to content with lower exposure. These findings suggest that popularity can serve as a proxy for global audience preferences. However, the relationship between popularity and rating is not entirely linear, as it is influenced by external factors such as promotional strategies and genre-specific characteristics. The study identifies genres and content types that achieve not only high ratings but also high popularity, thereby more accurately reflecting global audience preferences. Based on these findings, a practical recommendation for Netflix is to invest in producing more content within genres that consistently demonstrate high popularity and ratings, such as drama and action, as these genres most strongly represent global viewer preferences. From a social perspective, this strategy may carry the risk of reducing content diversity and cultural narratives if the platform overly prioritizes the most popular genres. Abstrak Tujuan penelitian ini adalah untuk pengambilan keputusan strategis dalam investasi dan diversifikasi konten pada aplikasi Netflix menggunakan pendekatan big Data analitik. Studi ini menggunakan Dataset Website Kaggle sejak tahun 2010 hingga 2025 yang diperoleh website Kaggle, Data yang didapat sebanyak 21.845 tayangan dengan atribut Judul Tayangan, Jenis Tayangan, Genre Tayangan, Tahun Rilis, ID Tayangan, Rating, Jumlah Vote dan Daftar Negara, sebuah platform berbagi Dataset dan kompetisi analisis Data yang banyak digunakan dalam penelitian dan industri. Data yang dianalisis mencakup berbagai atribut seperti tahun rilis, negara asal, genre, durasi, hingga metrik respons penonton seperti rating, vote count, dan popularitas. Metode analisis eksploratif digunakan untuk mengidentifikasi pola produksi konten berdasarkan genre serta mengevaluasi tanggapan audiens melalui distribusi rating dan tingkat popularitas. Analisis Data dilakukan menggunakan Phyton yang dijalankan menggunakan Google Collabs. Hasil penelitian menunjukkan konten dengan popularitas tinggi, yang ditunjukkan oleh nilai vote dan popularity, cenderung memiliki rating yang relatif lebih tinggi dibandingkan konten dengan eksposur rendah. Temuan ini mengindikasikan bahwa popularitas dapat merefleksikan preferensi penonton global, meskipun hubungan antara kedua variabel bersifat tidak sepenuhnya linier karena dipengaruhi oleh faktor eksternal seperti strategi promosi dan karakteristik genre. Temuan ini mengidentifikasi genre dan tipe konten yang tidak hanya memiliki rating tinggi, tetapi juga popularitas tinggi, sehingga lebih mencerminkan preferensi penonton global. Berdasarkan temuan tersebut, Rekomendasi praktis yang bisa dilakukan adalah dengan memproduksi lebih banyak konten dari genre yang konsisten memiliki popularitas dan rating tinggi (seperti drama dan action), karena genre ini paling mencerminkan preferensi penonton global. Secara implikasi sosial, ini dapat berpotensi menurunkan keragaman konten dan narasi budaya jika platform terlalu fokus pada genre yang paling populer.
Predicting Employment Status 6 Months After Graduation with Machine Learning Learning : A Comparative Study of 3,945 Indonesian Graduates Ihdi Syahputra Ritonga; Muhammad Rahfiqa Zainal; Ahmad Zaki
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1392

Abstract

The high unemployment rate of undergraduate graduates in Indonesia, reaching 11.4% in the first six months after graduation, indicates the need for an early prediction system to identify factors that influence student employability. This study aims to analyze and compare the performance of three machine learning algorithms (Random Forest, Logistic Regression, and XGBoost) to predict employment status 6 months after graduation based on academic and socioeconomic data. The dataset consists of 3,945 graduates from universities in Padangsidimpuan with variables of study program, study duration, GPA, gender, and parental income. The operational target is employment status 6 months after graduation (binary: employed = 1, not yet = 0) with the proportion of employed classes: 48.2 %, not yet: 51.8%. Evaluation uses stratified 5- fold cross-validation with accuracy metrics, balanced accuracy, F1- macro, ROC-AUC, and PR-AUC. Model interpretability is analyzed using permutation importance and SHAP values. Random Forest achieved the best performance with F1- macro 0.524±0.015, ROC-AUC 0.567±0.012, followed by Logistic Regression (F1- macro : 0.511±0.018) and XGBoost (F1- macro : 0.506±0.020). The majority baseline achieved an accuracy of 51.8 %. Permutation importance analysis identified GPA as the most influential factor (importance : 0.082), followed by parental income (0.067) and duration of study (0.041). The machine learning model provided a moderate improvement compared to the majority baseline. GPA and socioeconomic factors were shown to significantly influence graduates' employment status. These findings can support the development of an early warning system for data-based student mentoring. Abstrak Tingginya tingkat pengangguran lulusan sarjana di Indonesia mencapai 11.4% dalam enam bulan pertama pasca kelulusan menunjukkan perlunya sistem prediksi dini untuk mengidentifikasi faktor-faktor yang mempengaruhi employability mahasiswa. Penelitian ini bertujuan menganalisis dan membandingkan performa tiga algoritma machine learning (Random Forest, Logistic Regression, dan XGBoost) untuk memprediksi status kerja 6 bulan pascawisuda berdasarkan data akademik dan sosial ekonomi. Dataset terdiri dari 3.945 data lulusan dari universitas di Padangsidimpuan dengan variabel program studi, durasi studi, IPK, jenis kelamin, dan penghasilan orang tua. Target operasional adalah status kerja 6 bulan pascawisuda (biner: bekerja=1, belum=0) dengan proporsi kelas bekerja:48.2%, belum:51.8%. Evaluasi menggunakan stratified 5-fold cross-validation dengan metrik akurasi, balanced accuracy, F1-macro, ROC-AUC, dan PR-AUC. Interpretabilitas model dianalisis menggunakan permutation importance dan SHAP values. Random Forest mencapai performa terbaik dengan F1-macro 0.524±0.015, ROC-AUC 0.567±0,012, diikuti Logistic Regression (F1-macro: 0.511±0,018) dan XGBoost (F1-macro: 0.506±0.020). Baseline mayoritas mencapai akurasi 51,8%. Analisis permutation importance mengidentifikasi IPK sebagai faktor paling berpengaruh (importance: 0.082), diikuti penghasilan orang tua (0.067) dan durasi studi (0.041). Model machine learning memberikan peningkatan moderat dibanding baseline mayoritas. IPK dan faktor sosial ekonomi terbukti berpengaruh signifikan terhadap status kerja lulusan. Temuan ini dapat mendukung pengembangan sistem early warning untuk pendampingan mahasiswa berbasis data.
Perancangan Media Pembelajaran Berbasis Game Edukasi Menggunakan Scratch Pada Mata Pelajaran Informatika Tiara Hardiana Putri; Riri Okra; Hari Antoni Musril; Sarwo Derta
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.1395

Abstract

The purpose of this study is to utilize Scratch software to develop an educational game-based learning medium that effectively and efficiently supports the teaching and learning process of informatics. This research is based on findings obtained through classroom observations and interviews with Grade X students at MAN 2 Bukittinggi, where the instructional tools and media used by teachers were still limited to printed textbooks, blackboards, and PowerPoint presentations, which were less engaging and lacked variety. Such conditions potentially decrease students’ learning motivation. In addition, the dominant teaching method applied was lecturing, without the integration of interactive media that could enhance students’ participation and motivation. This study applied the Research and Development (R&D) method using the Hannafin and Peck development model, which consists of four main stages: needs assessment, planning, development, and implementation. The findings indicate that the educational game-based learning materials developed with Scratch can be easily utilized by students as a tool to better understand informatics content. The product validity test obtained an average score of 0.86, indicating that the product is valid. The practicality test resulted in an average score of 0.97, categorized as very high, while the effectiveness test achieved an average score of 0.94. The contribution of this study is the development of an educational game-based learning medium using Scratch that is valid, practical, and effective, thereby providing an alternative solution for teachers to deliver informatics content more interactively while enabling students to learn flexibly through digital devices. Abstrak Tujuan dari penelitian ini adalah menggunakan perangkat lunak Scratch untuk membuat media pembelajaran yang berbasis game edukasi yang secara efektif dan efisien mendukung proses pembelajaran informatika. Penelitian ini didasari oleh temuan yang diperoleh melalui proses observasi dan wawancara pada pembelajaran informatika di kelas X MAN 2 Bukittinggi, di mana alat dan media yang digunakan guru masih terbatas pada buku cetak, papan tulis, dan presentasi menggunakan PowerPoint yang kurang menarik serta minim variasi. Kondisi ini berpotensi menurunkan motivasi siswa dalam mengikuti pelajaran. Selain itu, metode pengajaran yang paling sering digunakan adalah ceramah, tanpa adanya penggunaan media interaktif yang berpotensi meningkatkan partisipasi serta motivasi belajar siswa. Penelitian ini menerapkan metode Research and Development (R&D) dengan menggunakan model pengembangan yang dikembangkan oleh Hannafin dan Peck, yang meliputi empat tahap utama: penilaian kebutuhan, perencanaan, pembuatan, dan pelaksanaan. Temuan penelitian menunjukkan bahwa materi pembelajaran berbasis permainan edukasi menggunakan Scratch dapat dengan mudah digunakan oleh siswa sebagai alat bantu dalam memahami materi informatika. Hasil uji validitas pada produk ini memperoleh rata-rata skor sebesar 0,86, yang menandakan bahwa produk tersebut valid. Sementara itu, hasil pengujian praktikalitas menunjukkan bahwa produk ini memperoleh skor rata-rata sebesar 0,97, yang termasuk dalam kategori sangat tinggi. Sementara itu, pengujian efektivitas menghasilkan rata-rata skor 0,94. Kontribusi penelitian ini adalah menghadirkan media pembelajaran berbasis game edukasi menggunakan Scratch yang valid, praktis, dan efektif, sehingga dapat menjadi alternatif solusi bagi guru dalam menyampaikan materi informatika secara lebih interaktif serta membantu siswa belajar secara fleksibel melalui perangkat digital.
Perancangan Media Belajar Mandiri Berbasis Canva Pada Mata Pelajaran Pendidikan Agama Islam Untuk Siswa Sma N 1 Matur Ahmad Zulkarnain Nasution; Hari Antoni Musril; Sarwo Derta; Tasnim Rahmat
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.1400

Abstract

This research was motivated by the use of learning media that has not yet supported the learning process of Islamic Religious Education at SMA N 1 Matur. Based on interviews conducted by the author with teachers and students, it was found that the learning media used in Islamic Religious Education consisted of printed books, blackboards, and the teaching method was mostly lecture-based. The use of computer technology in education not only facilitates the learning process but also opens up new opportunities for innovation and more interactive self-directed learning. By using digital platforms such as Canva in the development of learning media, teachers can present materials in a more engaging and easily understood manner for students. Based on the results of observations and interviews with Islamic Religious Education (PAI) teachers at SMA N 1 Matur, it was found that the use of digital learning media is still limited and predominantly relies on lecture methods and textbooks. This condition causes students to be less active in the learning process and less motivated to study independently. This study uses the Research and Development (R&D) model with the Hannafin and Peck approach, which consists of three stages: needs analysis, design, and implementation. The developed product was tested for its validity, practicality, and effectiveness. The validity test results showed that the developed media fell into the "very valid" category with a score of 0,948. The practicality test obtained a high score of 0.97, and the effectiveness test also showed a high result with a score of 0.73. Therefore, the Canva-based self-learning media in the Islamic Religious Education subject is declared valid, practical, and effective for use in the learning process of students at SMA N 1 Matur, and it can encourage students to learn actively and independently. Abstrak Penelitian ini berangkat dari permasalahan penggunaan media pembelajaran yang belum optimal dalam mendukung proses belajar Pendidikan Agama Islam di SMA N 1 Matur. Berdasarkan hasil wawancara dengan guru dan siswa, diketahui bahwa media yang digunakan masih terbatas pada buku cetak, papan tulis, serta metode ceramah sebagai pendekatan utama. Padahal, pemanfaatan teknologi komputer dalam dunia pendidikan tidak hanya mempermudah jalannya pembelajaran, tetapi juga memberikan peluang besar untuk menghadirkan inovasi dan menciptakan pembelajaran mandiri yang lebih interaktif. Melalui pemanfaatan platform digital seperti Canva, guru berkesempatan menyajikan materi secara lebih menarik dan mudah dipahami oleh peserta didik. Hasil observasi dan wawancara peneliti dengan guru PAI menunjukkan bahwa penggunaan media digital masih minim dan dominan menggunakan metode ceramah serta buku paket, sehingga membuat siswa kurang aktif serta tidak terlalu termotivasi untuk belajar mandiri. Penelitian ini menggunakan metode Research and Development (R&D) dengan pendekatan Hannafin dan Peck yang mencakup tiga tahapan, yaitu analisis kebutuhan, desain, dan implementasi. Produk media yang dikembangkan kemudian diuji melalui uji validitas, praktikalitas, dan efektivitas. Hasil uji validitas menunjukkan bahwa media yang dihasilkan termasuk kategori sangat valid dengan skor 0,948. Pada uji praktikalitas diperoleh nilai tinggi sebesar 0,97, sedangkan uji efektivitas memberikan hasil tinggi dengan skor 0,73. "Dengan demikian, media pembelajaran mandiri berbasis Canva pada mata pelajaran Pendidikan Agama Islam ini dinyatakan valid, praktis, serta efektif untuk digunakan dalam proses belajar siswa SMA N 1 Matur, sekaligus mampu mendorong mereka agar lebih aktif dan mandiri dalam belajar. Penelitian ini berkontribusi dalam memperkaya literatur mengenai pengembangan media pembelajaran digital pada mata pelajaran Pendidikan Agama Islam, memberikan alternatif solusi praktis bagi guru dalam menciptakan pembelajaran interaktif, serta dapat dijadikan acuan bagi penelitian selanjutnya dalam pengembangan media pembelajaran inovatif.
Penerapan Redis Cluster Meningkatkan Efisiensi Caching Arsitektur Microservices Furiansyah Dipraja; Ali Rahman
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 1 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i1.1445

Abstract

The microservices architecture offers scalability and flexibility in modern application development; however, it often faces performance challenges due to inter-service communication overhead and data access latency. Distributed caching provides an effective solution to accelerate system responses by temporarily storing frequently accessed data. This study implements a Redis Cluster as a distributed cache within a microservices system consisting of three core services, deployed in a Docker Compose environment. The methodology includes the design of the caching architecture, integration of the Redis Cluster, and comparative performance evaluation using Apache JMeter. The evaluated parameters include latency, throughput, CPU usage, and database hit rate. The results indicate that employing Redis Cluster significantly reduces latency by up to 40.6%, increases throughput by 30.6%, and decreases database load by 58%. Overall, Redis Cluster proves to be an efficient, reliable, and scalable caching solution for enhancing the performance of microservices-based systems. Abstrak Arsitektur microservices menawarkan skalabilitas dan fleksibilitas dalam pengembangan aplikasi modern, namun sering menghadapi tantangan performa akibat beban komunikasi antar layanan dan latensi akses data. Distributed caching menjadi solusi untuk mempercepat respon sistem dengan menyimpan sementara data yang sering diakses. Penelitian ini mengimplementasikan Redis Cluster sebagai distributed cache pada sistem microservices yang terdiri dari tiga layanan utama dalam lingkungan Docker Compose. Metodologi mencakup perancangan arsitektur cache, integrasi Redis Cluster, serta pengujian performa komparatif menggunakan Apache JMeter. Parameter yang dievaluasi meliputi latency, throughput, penggunaan CPU, dan DB hit rate. Hasil menunjukkan bahwa penggunaan Redis Cluster secara signifikan mengurangi latency hingga 40,6%, meningkatkan throughput hingga 30,6%, dan menurunkan beban basis data hingga 58%. Redis Cluster terbukti sebagai solusi caching yang efisien, andal, dan skalabel dalam meningkatkan performa sistem microservices.
Pengembangan Media Pembelajaran Kimia Berbasis Komik Strip Digital untuk Meningkatkan Pemahaman Konseptual Siswa Asmida Mariani; Gusnita Darmawati; Firdaus Annas; Yulifda Elin Yuspita
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1457

Abstract

Chemistry learning at MAN 2 Kota Payakumbuh is still predominantly conducted using lecture-based methods, which results in low student engagement and difficulties in understanding abstract concepts, particularly in atomic structure topics. This condition indicates the need for the development of innovative learning media that align with students’ learning characteristics. This study aims to develop digital strip comic–based learning media to enhance students’ conceptual understanding and learning motivation in Chemistry. The study employed a Research and Development (R&D) approach using the 4D development model, which consists of the Define, Design, Develop, and Disseminate stages, supported by the Luther–Sutopo multimedia development model. The research subjects included media experts, subject-matter experts, Chemistry teachers, and students at MAN 2 Kota Payakumbuh. Data were collected through validity, practicality, and effectiveness questionnaires. The results indicate that the developed digital strip comic learning media achieved a validity score of 0.76, a practicality score of 96.67, and an effectiveness score of 0.80, which fall within the high category. These findings demonstrate that digital strip comic–based learning media are feasible as an alternative instructional medium for Chemistry learning and are effective in improving students’ motivation and conceptual understanding of atomic concepts. The contribution of this study lies in providing empirical evidence for the development of visual narrative–based learning media to support Chemistry education at the secondary school level. Abstrak Pembelajaran Kimia di MAN 2 Kota Payakumbuh masih didominasi metode ceramah yang berdampak pada rendahnya keterlibatan siswa dan kesulitan dalam memahami konsep abstrak, khususnya pada materi struktur atom. Kondisi ini menunjukkan perlunya pengembangan media pembelajaran yang inovatif dan sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis komik strip digital guna meningkatkan pemahaman konsep dan motivasi belajar siswa pada mata pelajaran Kimia. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap Define, Design, Develop, dan Disseminate, serta didukung oleh model pengembangan multimedia Luther–Sutopo. Subjek penelitian melibatkan ahli media, ahli materi, guru Kimia, dan siswa MAN 2 Kota Payakumbuh. Data dikumpulkan melalui angket validitas, praktikalitas, dan efektivitas. Hasil penelitian menunjukkan bahwa media pembelajaran komik strip digital memiliki tingkat validitas sebesar 0,76, tingkat praktikalitas sebesar 96,67, serta tingkat efektivitas sebesar 0,80 yang termasuk dalam kategori tinggi. Temuan ini menunjukkan bahwa media pembelajaran berbasis komik strip digital layak digunakan sebagai alternatif media pembelajaran Kimia dan efektif dalam meningkatkan motivasi serta pemahaman siswa terhadap konsep atom. Kontribusi penelitian ini terletak pada penyediaan bukti empiris pengembangan media pembelajaran berbasis visual naratif yang mendukung pembelajaran Kimia pada jenjang pendidikan menengah.
Media Pembelajaran PIPAS Interaktif Berbasis Scratch: Perancangan dan Evaluasi pada Siswa Kelas X SMKN 1 Bukittinggi Rizka Hamidah; Supratman Zakir; Liza Efriyanti; Supriadi Supriadi
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1458

Abstract

This study was motivated by the conventional and non-interactive learning process in SMKN 1 Bukittinggi, which causes students to become passive, less motivated, and unable to optimally develop practical skills. The limited availability of technology-based learning media equipped with interactive evaluations also hinders timely and meaningful feedback for students. To address these issues, this research developed PIPAS learning media using the Scratch platform as a solution to enhance learning effectiveness and student engagement. This study employed a Research and Development (R&D) method with the ADDIE model (Analyze, Design, Develop, Implement, Evaluate) and was conducted with Grade X students at SMKN 1 Bukittinggi. The resulting product is an interactive learning media in the form of a puzzle designed through coding on the Scratch platform. The validity test conducted by three experts yielded an average score of 0.86, consisting of media experts (0.91), language experts (0.75), and subject-matter experts (0.92). The practicality test by teachers achieved a score of 0.93, while the effectiveness test involving students produced a score of 0.85, indicating high effectiveness. Therefore, the Scratch-based learning media developed in this study is declared valid, practical, and effective for PIPAS instruction, as it enhances students’ learning motivation, interactivity, and conceptual understanding, making it a feasible innovative alternative for learning in vocational schools. Abstrak Pembelajaran di SMKN 1 Bukittinggi masih didominasi metode konvensional yang kurang interaktif sehingga siswa cenderung pasif, kurang termotivasi, dan tidak memperoleh kesempatan optimal untuk mengembangkan keterampilan praktis. Minimnya media pembelajaran berbasis teknologi yang menyediakan evaluasi interaktif juga menghambat pemberian umpan balik secara cepat dan tepat. Untuk mengatasi permasalahan tersebut, penelitian ini mengembangkan media pembelajaran PIPAS berbasis platform Scratch sebagai solusi untuk meningkatkan efektivitas pembelajaran dan keterlibatan siswa. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (Analyze, Design, Develop, Implement, Evaluate), dan dilaksanakan pada siswa kelas X SMKN 1 Bukittinggi. Produk yang dihasilkan berupa media pembelajaran interaktif dalam bentuk puzzle yang dirancang melalui proses pengkodean pada platform Scratch. Hasil uji validitas oleh tiga ahli menunjukkan nilai rata-rata 0,86, terdiri atas ahli media (0,91), ahli kebahasaan (0,75), dan ahli materi (0,92). Uji praktikalitas oleh guru memperoleh nilai 0,93, sedangkan uji efektivitas oleh siswa menghasilkan nilai 0,85 yang menunjukkan efektivitas tinggi. Dengan demikian, media pembelajaran berbasis Scratch yang dikembangkan dinyatakan valid, praktis, dan efektif untuk digunakan dalam pembelajaran PIPAS, karena mampu meningkatkan motivasi belajar, interaktivitas, serta pemahaman konsep siswa sehingga layak dijadikan alternatif inovatif dalam pembelajaran di SMK.
Implementasi Metode SAW dalam Sistem Pendukung Keputusan Pemilihan Mata Pelajaran Kurikulum Merdeka Nessa Rahmadani; Yulifda Elin Yuspita; Gusnita Darmawati; Firdaus Annas
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1459

Abstract

This study aims to implement the Simple Additive Weighting (SAW) method as a decision support system for determining elective subjects under the Merdeka Curriculum at SMAN 1 Harau. The study is motivated by the high level of uncertainty experienced by Grade X students in selecting elective subjects. Although the school provides nine elective options and has conducted socialization programs for students and parents, questionnaire results indicate that 83.7% of students remain uncertain in making their choices. This uncertainty is primarily influenced by peer pressure, recommendations from senior students, and students’ lack of confidence in identifying their own interests and academic abilities. The research employs the Simple Additive Weighting (SAW) method, which involves determining criteria and alternatives, assigning weights to each criterion, constructing and normalizing the decision matrix, calculating preference values (Vi), and ranking the alternatives, where the alternative with the highest Vi is selected as the primary recommendation. The results show that the SAW method achieves a sensitivity value of 0.0011 and an accuracy rate of 98.85%, indicating a high level of stability and reliability. Based on the sensitivity and accuracy tests, it can be concluded that the SAW method is effective and feasible for determining elective subjects. This study contributes by providing an objective, measurable, and transparent decision-making approach, with practical implications for improving academic guidance and decision support services in secondary education. Abstrak Penelitian ini bertujuan untuk mengimplementasikan metode Simple Additive Weighting (SAW) sebagai sistem pendukung keputusan dalam menentukan mata pelajaran pilihan Kurikulum Merdeka di SMAN 1 Harau. Latar belakang penelitian ini didasarkan pada tingginya tingkat keraguan siswa kelas X dalam memilih mata pelajaran pilihan. Meskipun sekolah telah menyediakan sembilan mata pelajaran pilihan serta melakukan sosialisasi kepada siswa dan orang tua, hasil angket menunjukkan bahwa 83,7% siswa masih mengalami kebingungan dalam pengambilan keputusan. Faktor utama yang memengaruhi kondisi tersebut meliputi pengaruh teman sebaya, rekomendasi senior, serta ketidakpastian siswa terhadap minat dan kemampuan diri. Metode penelitian yang digunakan adalah Simple Additive Weighting (SAW), yang meliputi penentuan kriteria dan alternatif, pemberian bobot kriteria, penyusunan dan normalisasi matriks keputusan, perhitungan nilai preferensi (Vi), serta proses perangkingan alternatif. Alternatif dengan nilai Vi tertinggi ditetapkan sebagai rekomendasi utama. Hasil penelitian menunjukkan bahwa metode SAW memiliki tingkat sensitivitas sebesar 0,0011 dan tingkat akurasi sebesar 98,85%, yang mengindikasikan stabilitas dan keandalan metode dalam menghasilkan rekomendasi. Berdasarkan hasil uji sensitivitas dan akurasi, dapat disimpulkan bahwa metode SAW layak dan efektif digunakan dalam menentukan mata pelajaran pilihan. Kontribusi penelitian ini terletak pada penyediaan pendekatan pengambilan keputusan yang objektif, terukur, dan transparan, serta berimplikasi pada peningkatan kualitas layanan bimbingan akademik di sekolah.
Pengembangan Media Pembelajaran Informatika Menggunakan Canva Pada Kelas X di SMK Teknologi Muhammadiyah Bukittinggi Nonny Nuriswatun Hasannah; Hari Antoni Musril; Darul Ilmi; Sarwo Derta
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1460

Abstract

This study aims to develop and test the feasibility of Canva-based informatics learning media through validity, practicality, and effectiveness tests to increase the engagement and understanding of class X students at SMK Teknologi Muhammadiyah Bukittinggi. Based on observations and interviews at SMK Teknologi Muhammadiyah Bukittinggi, the informatics learning process in class X is still dominated by lecture methods and conventional media, thus not maximizing active student participation and making learning feel monotonous. This study uses a Research and Development (R&D) model with the Hannafin and Peck approach consisting of three stages: needs analysis, design, and development. The results of the validity test show that the media is in the valid category with an average score of 0.88. The practicality test by the teacher showed very high results with a value of 0.94, while the effectiveness test showed a value of 0.90, with a high effectiveness category. Based on these results, it can be concluded that the informatics learning media for class X developed using Canva is proven to be valid, practical, and effective, and has the potential to help increase student engagement and understanding in the learning process. Thus, this media is worthy of being used as a supporting alternative in informatics learning activities in schools. Abstrak
Pengembangan dan Evaluasi Bahan Ajar Elektronik Berbasis iSpring Suite untuk Pembelajaran Informatika Siti Hawani; Gusnita Darmawati; Firdaus Annas; Yulifda Elin Yuspita
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1473

Abstract

Informatics learning at MTsN 6 Agam still faces challenges related to the limited availability of innovative, technology-based instructional materials and the dominance of conventional teaching methods, which negatively affect students’ learning interest and conceptual understanding. These conditions indicate the need for the development of interactive electronic teaching materials that are aligned with students’ characteristics. This study aims to develop electronic teaching materials based on iSpring Suite that are valid, practical, and effective for Grade VIII Informatics learning at MTsN 6 Agam. The study employed a Research and Development (R&D) approach using the 4D development model, consisting of the Define, Design, Develop, and Disseminate stages. The research subjects included media experts, subject-matter experts, Informatics teachers, and Grade VIII students. Data were collected through validity, practicality, and effectiveness questionnaires. The results indicate that the developed electronic teaching materials are valid, with an average validity score of 0.84, highly practical with an average practicality score of 0.94, and effective for learning implementation with an effectiveness score of 0.91. These findings demonstrate that electronic teaching materials based on iSpring Suite are suitable for use in Informatics learning and are capable of enhancing students’ motivation and learning engagement. The contribution of this study lies in providing empirical evidence on the development of application-based electronic teaching materials integrated with interactive multimedia at the madrasah tsanawiyah level, thereby enriching research on Informatics learning media development in the context of digital education. Abstrak Pembelajaran Informatika di MTsN 6 Agam masih menghadapi kendala berupa keterbatasan bahan ajar inovatif berbasis teknologi serta dominasi metode pembelajaran konvensional yang berdampak pada rendahnya minat dan pemahaman siswa. Kondisi tersebut menunjukkan perlunya pengembangan bahan ajar elektronik yang interaktif dan sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan untuk mengembangkan bahan ajar elektronik berbasis iSpring Suite yang valid, praktis, dan efektif pada mata pelajaran Informatika kelas VIII MTsN 6 Agam. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap Define, Design, Develop, dan Disseminate. Subjek penelitian melibatkan ahli media, ahli materi, guru Informatika, serta siswa kelas VIII. Data dikumpulkan melalui angket validitas, praktikalitas, dan efektivitas. Hasil penelitian menunjukkan bahwa bahan ajar elektronik yang dikembangkan dinyatakan valid dengan nilai rata-rata 0,84, memiliki tingkat praktikalitas sangat tinggi dengan nilai rata-rata 0,94, serta efektif digunakan dalam pembelajaran dengan nilai efektivitas sebesar 0,91. Temuan ini menunjukkan bahwa bahan ajar elektronik berbasis iSpring Suite layak digunakan sebagai media pembelajaran Informatika dan mampu meningkatkan motivasi serta keterlibatan belajar siswa. Kontribusi penelitian ini terletak pada penyediaan bukti empiris pengembangan bahan ajar elektronik berbasis aplikasi yang terintegrasi dengan multimedia interaktif pada jenjang madrasah tsanawiyah, serta memperkaya kajian penelitian pengembangan media pembelajaran Informatika di era pembelajaran digital.

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