cover
Contact Name
Firdaus Annas
Contact Email
info@makwadfoundation.org
Phone
+6285278566869
Journal Mail Official
intellect.makwafoundation@gmail.com
Editorial Address
Jl. Dusun Pandam Jorong Aro Kandikir Nagari Gadut Kecamatan Tilatang Kamang Kabupaten Agam Sumatera Barat
Location
Kab. agam,
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 67 Documents
Monitoring Real-time Server Dan Router Berbasis Zabbix Dengan Notifikasi Alert Telegram: Studi Pra-Pasca Di SDIT Raudhatul As-Salimy Gobah Rahayu, Putri Dwi; Dahlan, Andi Ahmad; Vitria, Rikki
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.v4i1.1372

Abstract

Reliable network monitoring technology is essential for educational institutions to ensure uninterrupted digital services. This study aims to implement a Zabbix-based server and router monitoring system integrated with Telegram notifications at SDIT Raudhatul As-Salimy Gobah. A mixed-methods approach was applied, combining quantitative pre–post evaluation with qualitative interviews and observations of the school’s IT staff. The results show that the system detected failures with an average delay of 2 minutes 30 seconds and delivered recovery notifications within 20 seconds. Integration with Telegram significantly reduced the mean time to acknowledge (MTTA) from 1–2 hours to 10–20 minutes, thereby improving IT team responsiveness in handling incidents. This implementation not only minimized network downtime but also enhanced operational efficiency, infrastructure stability, and the quality of digital-based learning services. The main contribution of this study is the development of a low-cost, open-source, and replicable network monitoring model suitable for K-12 schools in rural areas. Abstrak Pemanfaatan teknologi monitoring jaringan yang handal menjadi kebutuhan penting bagi institusi pendidikan untuk menjaga kelancaran layanan digital. Penelitian ini bertujuan mengimplementasikan sistem monitoring server dan router berbasis Zabbix yang terintegrasi dengan notifikasi Telegram di SDIT Raudhatul As-Salimy Gobah. Metode penelitian menggunakan pendekatan mixed-methods, yaitu evaluasi kuantitatif pre–post implementasi serta wawancara dan observasi kualitatif terhadap tim IT sekolah. Hasil pengujian menunjukkan bahwa sistem mampu mendeteksi gangguan dengan rata-rata waktu 2 menit 30 detik dan mengirimkan notifikasi dalam 20 detik setelah perangkat kembali normal. Integrasi dengan Telegram secara signifikan menurunkan mean time to acknowledge (MTTA) dari 1–2 jam menjadi 10–20 menit, serta memperbaiki responsivitas tim IT dalam menangani gangguan. Implementasi ini tidak hanya mengurangi downtime jaringan, tetapi juga meningkatkan efisiensi kerja, stabilitas infrastruktur, serta kualitas layanan pembelajaran berbasis digital. Kontribusi penelitian ini adalah penyusunan model monitoring jaringan open-source, biaya rendah, dan replikatif yang dapat diterapkan oleh sekolah K-12 di wilayah rural.
Implementasi Algoritma Decision Tree dengan Pruning pada Sistem Manajemen Data Jemaat: Studi Kasus GKS Umamapu Ati, Pius Tae Here; Kalaway, Rambu Yetti; Radjah, Erwiantah Gustial
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.v4i1.1374

Abstract

The church plays an important role in managing congregation data, including membership records, sacrament administration, and monitoring congregation development. At GKS Jemaat Umamapu, data management is still carried out manually, which poses risks such as data loss, recording errors, and delays in accessing information. This study aims to develop a web-based congregation management system to improve administrative efficiency and accuracy. The system was designed using the Rapid Application Development (RAD) method with direct user involvement at each stage. A Decision Tree algorithm with pruning techniques was applied to identify members eligible for catechesis while reducing model complexity and the risk of overfitting. The results of Black Box testing showed that all system functions operated according to user requirements without significant errors. The implementation of the Decision Tree with pruning achieved a classification accuracy of 92%, which is higher than the model without pruning. In addition, the system successfully reduced the average processing time of administrative tasks by approximately 40% compared to manual methods. These findings indicate that the developed system is not only valid and reliable but also efficient in supporting data-driven decision-making. This research contributes by providing an innovative technology-based congregation management system that strengthens church administration and enhances pastoral services sustainably in the digital era. Abstrak Gereja memiliki peran penting dalam pengelolaan data jemaat, seperti pencatatan keanggotaan, administrasi sakramen, dan pemantauan perkembangan jemaat. Di GKS Jemaat Umamapu, pengelolaan data masih dilakukan secara manual, sehingga berisiko menyebabkan kehilangan data, kesalahan pencatatan, dan keterlambatan akses informasi. Penelitian ini bertujuan mengembangkan sistem pengelolaan data jemaat berbasis web untuk meningkatkan efisiensi dan akurasi administrasi. Sistem dirancang menggunakan metode Rapid Application Development (RAD) dengan melibatkan masukan langsung dari pengguna di setiap tahap. Algoritma Decision Tree dengan teknik pruning diterapkan untuk mengidentifikasi jemaat yang layak mengikuti katekisasi, sekaligus mengurangi kompleksitas dan risiko overfitting.  Hasil pengujian menggunakan metode Black Box menunjukkan bahwa seluruh fungsi sistem berjalan sesuai kebutuhan pengguna tanpa error yang signifikan. Implementasi algoritma Decision Tree dengan pruning mampu meningkatkan akurasi klasifikasi jemaat hingga 92%, lebih baik dibandingkan tanpa pruning. Selain itu, sistem ini terbukti mampu mengurangi waktu pengolahan data administrasi rata-rata hingga 40% lebih cepat dibanding metode manual. Temuan ini menegaskan bahwa sistem yang dikembangkan tidak hanya valid dan andal, tetapi juga efisien dalam mendukung pengambilan keputusan berbasis data. Penelitian ini berkontribusi dalam menyediakan inovasi sistem manajemen jemaat berbasis teknologi yang dapat memperkuat struktur administrasi gereja dan meningkatkan layanan pastoral secara berkelanjutan di era digital.
Analisis Sentimen Komentar YouTube pada Program Clash of Champions Ruangguru Menggunakan Deep Learning Berbasis LSTM Rahmawati, Iska; Aini, Nur
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.v4i1.1376

Abstract

The growth of digital platforms such as YouTube has opened massive interactive spaces among users, particularly through comment sections on educational content. This study aims to analyze public sentiment toward Ruangguru's "Clash of Champions" program by utilizing user comments on YouTube and applying the Long Short-Term Memory (LSTM) algorithm. A total of 43,664 comments were collected over 46 days using the YouTube API, then processed through several stages: data preprocessing (text cleaning, tokenizing, stemming), manual sentiment labeling, feature transformation using TF-IDF, and LSTM model training that was fine-tuned with informal Indonesian language data. The classification results show that 72.6% of the comments carry positive sentiment, while 27.4% are negative. Model evaluation using accuracy, precision, recall, and F1-score yielded values of 90%, indicating a stable and reliable classification performance. These findings demonstrate the effectiveness of LSTM in capturing sentiment patterns within informal and local language texts and contribute by presenting a deep learning-based approach to analyze public opinion toward educational digital content in Indonesia. Abstrak Pertumbuhan platform digital seperti YouTube telah membuka ruang interaksi yang masif antar pengguna, khususnya melalui kolom komentar pada konten edukatif. Penelitian ini bertujuan untuk menganalisis sentimen publik terhadap program "Clash of Champions" dari Ruangguru dengan memanfaatkan komentar pengguna di YouTube dan menggunakan algoritma Long Short-Term Memory (LSTM). Sebanyak 43.664 komentar dikumpulkan selama 46 hari menggunakan YouTube API, kemudian diproses melalui tahap data preprocessing (text cleaning, tokenizing, stemming), pelabelan sentimen secara manual, transformasi fitur menggunakan TF-IDF, dan pelatihan model LSTM yang telah difine-tuning dengan data relevan berbahasa Indonesia informal. Hasil klasifikasi menunjukkan bahwa 72,6% komentar bersentimen positif dan 27,4% bersentimen negatif. Evaluasi model menggunakan metrik accuracy, precision, recall, dan F1-score dengan nilai mencapai 90%, menunjukkan bahwa model memiliki kemampuan klasifikasi yang stabil dan andal. Temuan ini menunjukkan efektivitas LSTM dalam menangkap pola sentimen pada data teks yang bersifat informal dan lokal, serta memberikan kontribusi dengan menyajikan pendekatan berbasis deep learning untuk analisis opini publik terhadap konten edukatif digital di Indonesia.
Perancangan Media Pembelajaran Berbasis Game Edukasi Menggunakan Scratch Pada Mata Pelajaran Informatika Hardiana Putri, Tiara; Okra, Riri; Antoni Musril, Hari; Derta, Sarwo
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.
Penerapan Redis Cluster Meningkatkan Efisiensi Caching Arsitektur Microservices Dipraja, Furiansyah; Rahman, Ali
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 Nahwu Berbasis Game untuk Meningkatkan Pemahaman Kitab Matan Al-Jurumiyyah di Madrasah Tarbiyah Islamiyah Canduang Darmawati, Gusnita; Wahyuni, Widya; Hanafi, Imam
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 3 No. 2 (2024): 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.v3i2.1516

Abstract

This research aims to develop a valid, practical, and effective game-based nahwu learning medium for the first grade students of Madrasah Tarbiyah Islamiyah (MTI) Canduang. The background of this research is the low interest and learning outcomes of students in understanding nahwu material, particularly in studying the book of Matan Al-Jurumiyyah which is loaded with abstract grammatical terms. The method used is Research and Development (R&D) with the 4-D model approach of Thiagarajan, Semmel, and Semmel which includes the define, design, develop, and disseminate stages. The product is developed in the form of interactive media in the form of educational games based on android with nahwu material content, audio narration, animative visualization, and evaluative quizzes. The results of this study will be proven using product tests that include product validity tests tested on experts, practicality tests tested on teachers, and effectiveness tests tested on students. To see the results of each product test, the authors used questionnaires in the data collection. From this study, a validity feasibility result with an average of 0.92 was classified as very valid, while a feasibility result with an average of 93 that belonged to the very practical category and a feasibility result of effectiveness was obtained with an average of 0.85 with a very high category. The contributions of this research include: (1) strengthening the theory of game-based learning in the context of Islamic education; (2) providing practical solutions for madrasa teachers to teach nahwu in an engaging manner; and (3) presenting an integrative innovation between classical textual traditions and digital technology. Thus, this media serves as a model for digital transformation in Arabic language learning in madrasas. Abstrak Penelitian ini bertujuan untuk mengembangkan media pembelajaran nahwu berbasis game yang valid, praktis, dan efektif bagi siswa kelas I Madrasah Tarbiyah Islamiyah (MTI) Canduang. Latar belakang penelitian ini adalah rendahnya minat dan hasil belajar siswa dalam memahami materi nahwu, khususnya dalam mempelajari kitab Matan Al-Jurumiyyah yang sarat dengan istilah tata bahasa yang bersifat abstrak. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4-D dari Thiagarajan, Semmel, dan Semmel, yang meliputi tahapan define, design, develop, dan disseminate. Produk dikembangkan dalam bentuk media interaktif berupa permainan edukatif berbasis Android yang memuat konten materi nahwu, narasi audio, visualisasi animatif, serta kuis evaluatif. Hasil penelitian ini dibuktikan melalui uji validitas produk oleh para ahli, uji kepraktisan oleh guru, dan uji efektivitas oleh siswa. Data dikumpulkan menggunakan angket dan dianalisis secara kuantitatif. Hasil uji validitas menunjukkan nilai rata-rata 0,92 (kategori sangat valid), hasil uji kepraktisan memperoleh nilai rata-rata 93 (kategori sangat praktis), dan hasil uji efektivitas mencapai rata-rata 0,85 (kategori sangat tinggi). Kontribusi penelitian ini meliputi: (1) memperkuat teori game-based learning dalam konteks pendidikan Islam; (2) menyediakan solusi praktis bagi guru madrasah untuk mengajarkan nahwu secara menarik; dan (3) menghadirkan inovasi integratif antara tradisi kitab klasik dan teknologi digital. Dengan demikian, media ini berperan sebagai model transformasi digital dalam pembelajaran bahasa Arab di madrasah.
Development of an Integrated Raw Material Inventory Management Information System with a Food Menu for Profit and Loss Calculation Using the Rapid Application Development (RAD) Method (Case Study: Bento Kopi Pamulang) Oktaviyanti, Dalia; Haryono, Wasis
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.v4i02.1361

Abstract

The use of information technology is a crucial factor in improving business efficiency, particularly in inventory management. Bento Kopi Pamulang still relies on manual recording of raw material inventory, which leads to various challenges such as data errors, information delays, and inaccurate COGS calculations. To address these challenges, this study developed a digital-based inventory management information system integrated with food menu data. The development was conducted using the Rapid Application Development (RAD) method, encompassing planning, design, prototype development, and implementation. Each stage was conducted iteratively with direct user involvement, from needs interviews and design validation to prototype trials and implementation evaluation. Active user involvement helped ensure the system met operational needs in the field. The resulting system was proven capable of recording raw material inflows and outflows in real time, automatically calculating COGS, and presenting faster and more accurate financial reports. System testing showed a 40% increase in recording efficiency and up to 95% increase in data accuracy compared to the manual system. Abstrak Pemanfaatan teknologi informasi menjadi faktor penting dalam meningkatkan efisiensi bisnis, terutama pada aspek pengelolaan persediaan. Bento Kopi Pamulang masih mengandalkan pencatatan manual untuk stok bahan baku, yang menyebabkan berbagai kendala seperti kesalahan data, keterlambatan informasi, dan perhitungan HPP yang tidak akurat. Untuk menjawab permasalahan tersebut, penelitian ini mengembangkan sistem informasi manajemen inventory berbasis digital yang terintegrasi dengan data menu makanan. Pengembangan dilakukan menggunakan metode Rapid Application Development (RAD), yang mencakup tahap perencanaan, desain, pengembangan prototipe, dan implementasi. Setiap tahap dilakukan secara iteratif dengan keterlibatan langsung dari pengguna, mulai dari wawancara kebutuhan, validasi desain, uji coba prototipe, hingga evaluasi implementasi. Keterlibatan aktif pengguna membantu memastikan sistem sesuai dengan kebutuhan operasional di lapangan. Sistem yang dihasilkan terbukti mampu mencatat keluar masuk bahan baku secara real-time, menghitung HPP secara otomatis, serta menyajikan laporan keuangan yang lebih cepat dan akurat. Pengujian sistem menunjukkan adanya peningkatan efisiensi waktu pencatatan sebesar 40%, dan akurasi data meningkat hingga 95% dibanding sistem manual.
Predicting Employment Status 6 Months After Graduation with Machine Learning Learning : A Comparative Study of 3,945 Indonesian Graduates Ritonga, Ihdi Syahputra; Zainal , Muhammad Rahfiqa; Zaki, Ahmad
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.
Pengembangan Media Pembelajaran Kimia Berbasis Komik Strip Digital untuk Meningkatkan Pemahaman Konseptual Siswa Mariani, Asmida; Darmawati, Gusnita; Annas, Firdaus; Yuspita, Yulifda Elin
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 Hamidah, Rizka; Zakir, Supratman; Efriyanti, Liza; 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.