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
Pengembangan Media Pembelajaran Informatika Menggunakan Canva Pada Kelas X di SMK Teknologi Muhammadiyah Bukittinggi Hasannah, Nonny Nuriswatun; Musril, Hari Antoni; Ilmi, Darul; Derta, Sarwo
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 Hawani, Siti; 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.v4i02.1473

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.
Evaluasi Interaktif dalam Pembelajaran Informatika: Studi Penggunaan Zep Quiz untuk Evaluasi Berbasis Game Fitri, Rahma Dina; Supriadi, Supriadi; Ilmi, Darul; Zakir, Supratman
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.v4i02.1509

Abstract

The aim of this research is to design educational game-based learning evaluation media using the Zep Quiz platform which is expected to be a solution for evaluating Informatics learning that is more interactive, effective and efficient compared to conventional evaluation using physical answer sheets, as well as increasing student involvement in the evaluation process. This research is based on the results of interviews with class VII Informatics subject teachers at SMPN 6 Bukittinggi as well as direct observations in class, which show that the learning evaluation process still uses conventional media in the form of physical answer sheets. This condition makes students feel bored and less motivated, while teachers face obstacles in checking and recording evaluation results because they are still done manually. To overcome these problems, this research applies the Research and Development (R&D) method with the ADDIE model which includes analysis, design, development, implementation and evaluation stages. Validity testing was carried out using Aiken's V, practicality testing using Cohen's Kappa, and effectiveness testing using Hake's G-Score. The research results showed that the Zep Quiz-based evaluation media was declared valid with an average score of 0.86, practical with an average score of 0.93, and effective with an average score of 0.83. The contribution of this research is to present educational game-based learning evaluation media using Zep Quiz which is valid, practical and effective, so that it can be an alternative solution for teachers in carrying out learning evaluations that are more interactive, efficient and able to increase student motivation. Abstrak Tujuan dari penelitian ini adalah merancang media evaluasi pembelajaran berbasis game edukasi menggunakan platform Zep Quiz yang diharapkan dapat menjadi solusi evaluasi pembelajaran Informatika yang lebih interaktif, efektif, dan efisien dibandingkan evaluasi konvensional menggunakan lembar jawaban fisik, serta meningkatkan keterlibatan siswa dalam proses evaluasi. Penelitian ini didasari oleh hasil wawancara dengan guru mata pelajaran Informatika kelas VII SMPN 6 Bukittinggi serta observasi langsung di kelas, yang menunjukkan bahwa proses evaluasi pembelajaran masih menggunakan media konvensional berupa lembar jawaban fisik. Kondisi tersebut membuat siswa merasa jenuh dan kurang termotivasi, sementara guru menghadapi kendala dalam pemeriksaan dan perekapan hasil evaluasi karena masih dilakukan secara manual. Untuk mengatasi permasalahan tersebut, penelitian ini menerapkan metode Research and Development (R&D) dengan model ADDIE yang mencakup tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Uji validitas dilakukan dengan menggunakan Aiken’s V, uji praktikalitas dengan Cohen’s Kappa, dan uji efektivitas dengan G-Score Hake. Hasil penelitian menunjukkan bahwa media evaluasi berbasis Zep Quiz dinyatakan valid dengan skor rata-rata 0,86, praktis dengan skor rata-rata 0,93, dan efektif dengan skor rata-rata 0,83. Kontribusi penelitian ini adalah menghadirkan media evaluasi pembelajaran berbasis game edukasi menggunakan Zep Quiz yang valid, praktis, dan efektif, sehingga dapat menjadi solusi alternatif bagi guru dalam melaksanakan evaluasi pembelajaran yang lebih interaktif, efisien, dan mampu meningkatkan motivasi siswa.
Perancangan Aplikasi Pembelajaran Tata Cara Sholat Berbasis Android Untuk Meningkatkan Keterampilan Praktik Ibadah Siswa Maiyana, Efmi; Hidayat, Wahyu; Martua Haholongan Sir, Sadar
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.v4i02.1634

Abstract

Technological advances in education provide opportunities to improve Islamic teaching, particularly in learning to read and practice prayer. MTsN 1 Bukittinggi experienced a problem, namely boredom among students due to the continued use of presentation slides and lecture-based teaching methods. Therefore, the researcher wanted to design a learning media application for prayer procedures. This study aims to design an Android-based application for learning prayer procedures as a medium to improve students' worship skills. The application was developed using the Research and Development (R&D) method with the ADDIE model, which includes needs analysis, design, development, implementation, and evaluation. The application design consisted of two stages, namely logical design using UML, which included use case diagrams, sequence diagrams, and activity diagrams, followed by physical design, where the application was developed using Android Studio and equipped with features such as prayer material, movement guides, audio recitations, and evaluations. The results of the black box media test showed that the application functioned properly. The designed learning media application provides features and supporting menus that offer practicality in using the learning media application for prayer procedures, such as the prayer menu, the Qur'an, and the determination of the qibla direction. Abstrak Pertumbuhan teknologi dalam bidang Pendidikan memberikan peluang untuk meningkatkan pembelajaran ajaran islam, khususnya dalam pembelajaran bacaan dan praktik sholat. Pada MTsN 1 Bukittinggi mengalami permasalahan yaitu rasa bosan yang timbul bagi siswa karena masih menggunakan media pembelajaran slide presentasi dengan metode ceramah sehingga peneliti ingin merancang sebuh aplikasi media pembelajaran tata cara sholat. Penelitian ini bertujuan merancang aplikasi pembelajaran tata cara salat berbasis Android sebagai media untuk meningkatkan keterampilan praktik ibadah siswa. Pengembangan aplikasi dilakukan dengan metode Research and Development (R&D) menggunakan model ADDIE yang meliputi analisis kebutuhan, perancangan, pengembangan, implementasi, dan evaluasi. Perancangan aplikasi terdiri dari dua tahapan yaitu perancangan secara logika menggunakan UML yang meliputi use case diagram, sequence diagram dan activity diagram, kemudian perancangan secara fisik dimana aplikasi dikembangkan menggunakan Android Studio dan dilengkapi fitur materi salat, panduan gerakan, audio bacaan, serta evaluasi. Hasil uji black box media menunjukkan bahwa aplikasi berfungsi dengan baik. Aplikasi media pembelajaran yang telah dirancang menghadirkan fitur dan menu – menu pendukung yang dapat memberikan kepraktisan dalam menggunakan aplikasi media pembelajaran tata cara sholat seperti menu do’a, Al – Qur’an dan penentuan arah kiblat.
Pemodelan dan Prediksi Curah Hujan Menggunakan SARIMA untuk Mendukung Perencanaan Irigasi Presisi di Kabupaten Temanggung Wardhani, Olivia; Wibowo, Rheza Ari; Fathony, Ikhwan Alfath Nurul Fathony; Adiana, Beta Estri; Natawijaya, Yasabuana Athallahaufa; Akbar, Rayfal Mayvandra Aurora
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.v4i02.1642

Abstract

Changes in rainfall patterns in tropical regions increase uncertainty in agricultural water management, particularly in rainfed areas such as Temanggung Regency, Indonesia. This condition highlights the need for data-driven rainfall prediction models to support precision irrigation planning and drought risk mitigation. This study aims to develop rainfall and rainday prediction models using the Seasonal Autoregressive Integrated Moving Average (SARIMA) method based on monthly climatological data for the period 2014–2024. The analysis follows the Box–Jenkins procedure, including seasonal pattern exploration, stationarity testing, parameter identification using ACF and PACF, parameter estimation, and diagnostic and accuracy evaluation. The results indicate that the SARIMA(0,0,1)(1,0,1,12) model provides the best performance for rainfall prediction, achieving an RMSE of 99.92 mm and an MAE of 57.84 mm, while rainday prediction exhibits relatively higher errors. The model successfully captures consistent annual seasonal patterns and generates projections for 2025, indicating higher rainfall at the beginning of the year and a significant decrease during the dry season. These findings provide a quantitative basis for developing water availability risk calendars and adjusting precision irrigation strategies at the regional level, supporting sustainable water resource management and regional food security. Abstrak Perubahan pola curah hujan di wilayah tropis meningkatkan ketidakpastian dalam pengelolaan air pertanian, terutama pada wilayah tadah hujan seperti Kabupaten Temanggung. Kondisi ini menuntut pemanfaatan model prediksi berbasis data sebagai landasan perencanaan irigasi presisi dan mitigasi risiko kekeringan. Penelitian ini bertujuan untuk membangun model prediksi curah hujan dan hari hujan menggunakan metode Seasonal Autoregressive Integrated Moving Average (SARIMA) berbasis data klimatologis bulanan periode 2014–2024. Analisis dilakukan menggunakan prosedur Box–Jenkins yang mencakup eksplorasi pola musiman dan pengujian stasioneritas. Tahapan selanjutnya meliputi identifikasi parameter melalui ACF dan PACF, estimasi parameter, serta evaluasi diagnostik residual dan akurasi model. Hasil pemodelan menunjukkan bahwa model SARIMA(0,0,1)(1,0,1,12) memberikan kinerja terbaik untuk prediksi curah hujan dengan nilai RMSE sebesar 99,92 mm dan MAE sebesar 57,84 mm, sedangkan prediksi hari hujan menghasilkan tingkat kesalahan yang relatif lebih tinggi. Model mampu merepresentasikan pola musiman tahunan secara konsisten dan menghasilkan proyeksi tahun 2025 yang menunjukkan curah hujan tertinggi pada awal tahun serta penurunan signifikan pada periode kemarau. Temuan ini memberikan landasan kuantitatif untuk penyusunan kalender risiko ketersediaan air dan penyesuaian strategi irigasi presisi pada skala regional, sehingga mendukung pengelolaan sumber daya air dan ketahanan pangan daerah.
AI-Driven Learning Analytics for Self-Regulated and Metacognitive Learning: A Systematic Review Romdhoni, Rhezwan Dhaifullah; Arrasyid, Rafli; Widodo, Suprih; Elviani, Ulva
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.v4i02.1657

Abstract

Artificial intelligence (AI) and learning analytics are increasingly integrated into educational systems, yet their impact on self‑regulated learning (SRL) and metacognition remains not fully understood. This systematic review synthesizes findings from 34 empirical and review studies on AI‑driven learning analytics in formal education, focusing on their effects on SRL, metacognition, motivation, and academic performance. Following PRISMA guidelines, studies were identified through searches in Scopus, Web of Science, ERIC, and Google Scholar for articles published between 2020 and 2025, using keywords related to AI, learning analytics, SRL, and metacognition. Studies were included if they used AI‑based analytical or adaptive systems, standardized SRL or metacognitive measures, and pre–post or comparison data. Results show that AI‑based tools such as predictive models, intelligent tutoring systems, adaptive platforms, learning dashboards, and generative or conversational AI support goal setting, monitoring, strategy adjustment, and reflective evaluation through feedback, progress visualization, and personalized recommendations. Most studies report improvements in SRL strategies, metacognitive awareness, motivation, engagement, and learning outcomes, though effects vary across research design quality, educational levels, and subject areas. However, several challenges persist, including infrastructural limitations, limited teacher readiness, data privacy and ethical issues, algorithmic bias, and potential overreliance on AI that may weaken learners’ independent strategic thinking. Overall, AI‑driven learning analytics hold substantial potential to enhance SRL and metacognition when integrated within coherent pedagogical frameworks and supported by institutional policies promoting transparency, equity, and human agency. Abstrak Kecerdasan buatan (AI) dan learning analytics semakin meluas dalam sistem pendidikan, namun dampaknya terhadap self‑regulated learning (SRL) dan metakognisi masih belum sepenuhnya dipahami. Tinjauan sistematis ini mensintesis temuan dari 34 studi empiris dan tinjauan pustaka mengenai penerapan AI‑driven learning analytics di pendidikan formal, berfokus pada pengaruhnya terhadap SRL, metakognisi, motivasi, dan kinerja akademik. Dengan mengikuti pedoman PRISMA, artikel dipilih melalui pencarian di Scopus, Web of Science, ERIC, dan Google Scholar untuk periode 2020–2025 menggunakan kata kunci terkait AI, learning analytics, SRL, dan metakognisi. Studi disertakan jika menggunakan sistem analitik atau adaptif berbasis AI dengan instrumen terstandar dan data perbandingan pre–post. Hasil menunjukkan bahwa alat berbasis AI seperti model prediktif, sistem tutor cerdas, platform adaptif, dashboard pembelajaran, serta AI generatif atau konversasional mendukung penetapan tujuan, pemantauan, adaptasi strategi, dan refleksi melalui umpan balik, visualisasi kemajuan, dan rekomendasi otomatis. Sebagian besar studi melaporkan peningkatan strategi SRL, kesadaran metakognitif, motivasi, keterlibatan, dan hasil belajar, meski efek berbeda bergantung pada desain penelitian, jenjang pendidikan, dan bidang studi. Namun, tantangan tetap muncul, termasuk keterbatasan infrastruktur, kesiapan guru, privasi data, bias algoritmik, serta potensi ketergantungan berlebih pada AI yang dapat melemahkan kemandirian berpikir strategis. Secara keseluruhan, AI‑driven learning analytics berpotensi memperkuat SRL dan metakognisi bila diintegrasikan dalam kerangka pedagogis yang jelas dan didukung kebijakan institusional yang menegakkan transparansi, keadilan, dan agensi manusia.
Analysis of Lifestyle Classification Using a Decision Tree Approach Syawitri, Afriosa; Hidayatullah, Siti Rahmi; Nuraini, Miranda
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.v4i02.1661

Abstract

Lifestyle related health issues continue to increase, highlighting the need for data-driven approaches that not only classify lifestyle patterns but also provide interpretable insights to support health-related decision making. This study aims to develop an interpretable lifestyle classification model using the Decision Tree algorithm, with a specific analytical focus on identifying dominant behavioral factors and their hierarchical relationships in distinguishing healthy and unhealthy lifestyles. The dataset was collected through a questionnaire survey involving 130 respondents representing diverse lifestyle behaviors. Initially, 23 attributes measured using Likert scales were used to capture multiple aspects of lifestyle. To improve analytical clarity and reduce data complexity, the attributes were transformed by grouping conceptually related items into four main behavioral domains: diet, physical activity, sleep patterns, and mental health. Personal demographic attributes were excluded from the modeling process due to their limited relevance to lifestyle behavior and their potential to introduce classification bias. Within each domain, sub-attributes were aggregated using mean values to generate stable composite scores, a methodologically appropriate approach given the non-parametric and threshold-based characteristics of the Decision Tree algorithm. The applied to reduce overfitting. The results indicate that the proposed model achieved an accuracy of 84.62% and a weighted average F1-score of 0.84, demonstrating balanced classification performance. The model showed strong recall in identifying healthy lifestyles, while limitations related to generalizability remain. Transformed dataset was divided into training and testing sets using a 70:30 hold-out validation strategy. Model construction employed the entropy criterion and information gain for attribute selection, with complexity control. Abstrak Masalah kesehatan terkait gaya hidup terus meningkat, menyoroti perlunya pendekatan berbasis data yang tidak hanya mengklasifikasikan pola gaya hidup tetapi juga memberikan wawasan yang dapat ditafsirkan untuk mendukung pengambilan keputusan terkait kesehatan. Penelitian ini bertujuan untuk mengembangkan model klasifikasi gaya hidup yang dapat diinterpretasikan menggunakan algoritma Decision Tree, dengan fokus analitis khusus untuk mengidentifikasi faktor perilaku dominan dan hubungan hierarkisnya dalam membedakan gaya hidup sehat dan tidak sehat. Kumpulan data dikumpulkan melalui survei kuesioner yang melibatkan 130 responden yang mewakili beragam perilaku gaya hidup. Awalnya, 23 atribut yang diukur menggunakan skala Likert digunakan untuk menangkap berbagai aspek gaya hidup. Untuk meningkatkan kejelasan analitis dan mengurangi kompleksitas data, atribut diubah dengan mengelompokkan item yang terkait secara konseptual menjadi empat domain perilaku utama: diet, aktivitas fisik, pola tidur, dan kesehatan mental. Atribut demografis pribadi dikecualikan dari proses pemodelan karena relevansinya yang terbatas dengan perilaku gaya hidup dan potensinya untuk memperkenalkan bias klasifikasi. Dalam setiap domain, sub-atribut dikumpulkan menggunakan nilai rata-rata untuk menghasilkan skor komposit yang stabil, pendekatan yang sesuai secara metodologis mengingat karakteristik non-parametrik dan berbasis ambang batas dari algoritma Pohon Keputusan. Himpunan data yang diubah dibagi menjadi set pelatihan dan pengujian menggunakan strategi validasi penahanan 70:30. Konstruksi model menggunakan kriteria entropi dan perolehan informasi untuk pemilihan atribut, dengan kontrol kompleksitas diterapkan untuk mengurangi overfitting. Hasil menunjukkan bahwa model yang diusulkan mencapai akurasi 84,62% dan skor F1 rata-rata tertimbang 0,84, menunjukkan kinerja klasifikasi yang seimbang. Model ini menunjukkan ingatan yang kuat dalam mengidentifikasi gaya hidup sehat, sementara keterbatasan yang terkait dengan generalisasi tetap ada.