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Contact Name
Khathibul Umam Zaid Nugroho
Contact Email
nugrohoumam@gmail.com
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+6285218222294
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nugrohoumam@gmail.com
Editorial Address
Jl. Mayor Toha, Air Kuti, Kec. Lubuk Linggau Tim. I, Kota Lubuklinggau, Sumatera Selatan 31625
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INDONESIA
Proceeding of Silampari Conference of Life Science and Technolog
ISSN : 31103162     EISSN : -     DOI : -
Core Subject :
Proceeding Silampari Conference of Life Science and Technology merupakan publikasi ilmiah yang berfungsi sebagai media publikasi tentang Pendidikan, Sains dan Teknologi. Prosiding ini memuat artikel penelitian dan karya ilmiah yang diselenggarakan secara terbuka melalui seminar nasional. Beberapa topik yang dibahas dalam antara lain: Pendidikan MIPA Sistem Informasi Teknologi Informasi Ilmu Komputer ⁠Deep Learning Sosial dan Humaniora ⁠Evaluasi Pembelajaran ⁠Sains (Fisika,Kimia,Biologi) ⁠STEM ⁠PTK
Arjuna Subject : -
Articles 145 Documents
Perancangan Sistem E-Arsip Digital Dokumen Akademik Prodi Teknologi Informasi Universitas PGRI Silampari Angkatan 2024 Nadia Anjani Putri; Wandini Nurul Hidayah; Perdiansyah; Muhammad Taufiq Abdul Haq
Prosiding Silampari Conference of Life Sciences and Techonology (Silamparilist) Vol 2 (2026): Proceeding Silampari Conference of Life Science and Technology
Publisher : Proceeding of Silampari Conference of Life Science and Technology

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Abstract

Academic document management in higher education requires a structured system for easy storage and access. In the Information Technology Study Program at PGRI Silampari University, student academic document management still faces challenges such as slow archive retrieval, the risk of document loss, and poorly organized storage. Therefore, this research was conducted to design a digital e-archive system that can assist the academic document management process for students enrolled in the class of 2024 more effectively and efficiently. The method used in this research is the System Development Life Cycle (SDLC), which includes needs analysis, system design, implementation, and system testing. The result of this research is a web-based digital e-archive system that can simplify the process of storing, managing, and searching academic documents more quickly, securely, and in a structured manner, thereby increasing the efficiency of archive management within the study program.
Efektivitas Media Game Edukasi Quizizz Dalam Meningkatkan Hasil Belajar Matematika Bilangan Bulat Pada Siswa SMP: Systematic Literature Review Kartika Dewi; As Elly; Yufitriyanto
Prosiding Silampari Conference of Life Sciences and Techonology (Silamparilist) Vol 2 (2026): Proceeding Silampari Conference of Life Science and Technology
Publisher : Proceeding of Silampari Conference of Life Science and Technology

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Abstract

Mathematics learning on integer operations is often perceived by junior high school (SMP) students as abstract and challenging, contributing to low motivation and suboptimal learning outcomes. Quizizz, a gamified quiz-based platform, has been increasingly adopted in Indonesian mathematics classrooms as an interactive learning and assessment tool. This study aims to systematically review the effectiveness of Quizizz in improving mathematics learning outcomes among Indonesian secondary students, with particular attention to implications for integer instruction at the SMP level. Following the PRISMA 2020 protocol, twelve national studies published between 2020 and 2025 were identified, screened, and analyzed from academic databases including Google Scholar, Garuda, and DOAJ. The synthesis covers experimental, quasi-experimental, classroom action research, descriptive, research-and-development, and systematic-review designs. Findings show that Quizizz consistently enhances learning outcomes, motivation, conceptual understanding, and creative thinking skills across mathematics topics, supported by gamified features such as leaderboards, instant feedback, and a paper-mode alternative that align with self-determination theory, gamification principles, constructivism, and multimedia-learning theory. Effectiveness depends on question-design quality, pedagogical integration, and access to devices and internet. This review concludes that Quizizz is a promising instructional and formative-assessment tool for SMP mathematics, including integer material, and recommends further controlled experimental research focused specifically on integer topics with larger, more diverse samples.
D'arisun AR: Inovasi Media Augmented Reality Berbasis Etnomatematika Sunda untuk Pembelajaran Barisan Aritmatika di SD Mahmud Masulin; Huri Suhendri; Silvia Septhiani
Prosiding Silampari Conference of Life Sciences and Techonology (Silamparilist) Vol 2 (2026): Proceeding Silampari Conference of Life Science and Technology
Publisher : Proceeding of Silampari Conference of Life Science and Technology

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Abstract

Have you ever imagined third-grade elementary school students learning arithmetic sequences while observing Mega Mendung batik motifs or playing congklak? That is what D'arisun AR attempts to realizean Augmented Reality-based learning medium that integrates Sundanese ethnomathematics. This preliminary study was conducted in three public elementary schools in Tapos District, Depok, because students' mathematics scores were still around 66-70, below the minimum passing grade of 75. Interviews with teachers and students revealed that instruction remained conventional, rarely used technology, and had not yet touched upon local culture. In fact, students were very enthusiastic about visual learning, games, and things familiar to their daily lives. This article presents how D'arisun AR emerges as an answer: combining AR, batik motifs, and traditional games to make number patterns more concrete, enjoyable, and meaningful. The study recommends further development using the 4-D model so that mathematics learning in elementary schools is no longer feared, but eagerly anticipated.
Peran Media Pembelajaran Flashcard Berbasis Augmented Reality Terhadap Kemampuan Berpikir Peserta Didik: Systematic Literature Review Syahnur Rohim; As Elly; Yufitri Yanto
Prosiding Silampari Conference of Life Sciences and Techonology (Silamparilist) Vol 2 (2026): Proceeding Silampari Conference of Life Science and Technology
Publisher : Proceeding of Silampari Conference of Life Science and Technology

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Abstract

The integration of Augmented Reality (AR) into educational media has attracted increasing attention due to its potential to foster students' thinking skills through interactive and immersive learning experiences. This study aims to systematically review the role of AR-based flashcard learning media in improving students' thinking skills, identify the forms and characteristics of the media, and examine the challenges and opportunities associated with its implementation. The study employed a Systematic Literature Review (SLR) using the PRISMA protocol. A total of 196 articles were initially identified through the Publish or Perish database, and after a rigorous screening process, 10 peer-reviewed journal articles published between 2023 and 2026 met the inclusion criteria. The findings indicate that AR-based flashcards positively influence students' critical thinking and problem-solving skills by providing interactive three-dimensional visualization, real-time feedback, and contextual learning experiences. Most studies developed AR flashcards using Research and Development methods and reported that the media were valid, practical, and effective for classroom implementation. However, challenges remain, including limited technological infrastructure, teachers' digital competence, and the restricted application of AR across educational levels and subject areas. Overall, AR-based flashcards represent a promising instructional innovation that can enhance students' thinking skills and support technology-enhanced learning in the digital era.
DIMENSIKU: Integrasi Etnomatematika Betawi dalam Pembelajaran Matematika untuk Siswa Kelas V SD Nabilah Mumtaz; Annasya Syiffa Syahida
Prosiding Silampari Conference of Life Sciences and Techonology (Silamparilist) Vol 2 (2026): Proceeding Silampari Conference of Life Science and Technology
Publisher : Proceeding of Silampari Conference of Life Science and Technology

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Abstract

This article presents the results of a needs analysis conducted as the initial stage in designing DIMENSIKU, an ethnomathematics-based learning application for fifth-grade elementary students in Kramat Jati District, East Jakarta. The study employed the Analysis stage of the ADDIE model through observation, semi-structured interviews, questionnaires, and documentation in three elementary schools. Quantitative data were obtained from students’ mathematics achievement records, while qualitative data were collected from teachers and students. The findings indicate that students still experienced difficulties in understanding plane geometry concepts conceptually, although learning outcomes varied across schools. Mathematics instruction remained dominated by conventional methods with limited use of interactive media and had not integrated Betawi cultural contexts into learning activities. The needs analysis identified the necessity for digital learning media that are interactive, contextual, and aligned with elementary students’ characteristics. These findings provide the foundation for designing DIMENSIKU as a mathematics learning application integrating Betawi ethnomathematics into plane geometry learning