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Maria Imakulata Ina Talu; Stefanus Dwi Istiavan Mau; Lidia Lali Momo

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This research is entitled “Implementation of Lumi H5P in Mathematics Learning Media at SDK PERO Using the MDLC Method.” The aim of this research is to create a digital-based interactive learning medium designed to enhance students’ understanding of the subject matter. media that can help students understand mathematics lessons, particularly on the topics of whole numbers and multiples, in an engaging and easy-to-understand way. The approach applied in this research is the MDLC method.. Each stage was carried out systematically to produce an interactive and high-quality learning media. The learning media application was developed using LUMI H5P, which provides various interactive features such as text, images, videos, and interactive exercises in the form of single choice sets and drag-and-drop activities. The results of the study show that the implementation of Lumi H5P-based learning media can increase students’ learning interest and facilitate their understanding of the material. Moreover, the simple interface design and user-friendly features make this application effective for both classroom learning and independent study. Therefore, the implementation of Lumi H5P in mathematics learning The media can act as an innovative solution to promote a learning process that is more engaging and effective.

Kostafani, Emmanuel Ardillan Kostafani; Tien Bayangkhariwati Tacoh, Yuliana

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

This study aims to examine the impact of using the Quizizz application on students’ learning interest in the Information Technology subject at SMK Negeri 3 Salatiga. The research employed a quantitative approach with a quasi-experimental design, involving an experimental class that utilized Quizizz as a learning medium and a control class that used conventional teaching methods. Data on students’ learning interest were collected through questionnaires and analyzed using the Independent Sample T-Test to determine significant differences between the two groups. The findings revealed that students in the experimental class who learned through Quizizz achieved a mean score of 68.96, while those in the control class obtained a mean score of 57.30. The statistical analysis indicated a significant difference between the two groups, suggesting that the use of Quizizz had a positive and measurable effect on enhancing students’ learning interest. The interactive features of Quizizz, such as real-time feedback, gamification elements, and visual engagement, likely contributed to students’ higher motivation and active participation during the learning process. Based on these results, it can be concluded that Quizizz serves as an effective and engaging digital tool to increase students’ enthusiasm for learning Information Technology. It is therefore recommended that educators integrate Quizizz into classroom activities as a complementary interactive learning medium. Future research is encouraged to investigate the application of other digital platforms or compare the effectiveness of different gamified learning tools across various subjects and educational levels.

Asa Yuaziva

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The purpose of this research is to create an interactive Augmented Reality (AR)-based educational application that can display the Indonesian folktale "Keong Mas" using Unity 3D and Vuforia SDK. Due to the dominance of modern digital entertainment that is more visually appealing, the younger generation's interest in traditional folktales is declining. The choice of AR technology is based on its ability to combine three-dimensional virtual objects with the real environment in real-time, resulting in an interactive, engaging, and memorable learning experience. The research process used is the Life Cycle of Multimedia Development (MDLC), which consists of six stages: ideation, design, material collection, compilation, testing, and deployment. 3D character models, background environments, and interactive stories appear in the application when the camera detects certain markers. Testing was conducted using the black-box method to ensure all functions, including marker tracking, scene transitions, and narration playback, run smoothly. The test results show that the AR application "Keong Mas" successfully displays the folktale interactively and engagingly, thereby increasing the learning interest of children and adolescents. This application not only serves as an innovative learning medium but also contributes to the preservation of local culture through the integration of digital technology.

Meriana Milla; Vinsensius Aprila Kore Dima; Agustina Purnami Setiawi

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Elementary education is the fundamental stage in shaping students’ character, attitudes, and learning motivation. Learning interest plays a vital role in determining students’ success in understanding and mastering the lessons. However, differences in background, abilities, and learning styles often cause significant variations in students’ interest. Therefore, it is necessary to apply an analytical method that can group students based on their level of learning interest so that teachers can provide appropriate learning strategies. This study aims to implement the K-Means Clustering algorithm to identify the learning interest of students at Sekolah Dasar Negeri Puu Naga. The research method used is a quantitative approach with data collected through questionnaires consisting of several indicators of learning interest, such as perseverance in completing assignments, enthusiasm during lessons, attention to teacher explanations, and participation in class activities. The collected data were then analyzed using the K-Means algorithm to form several clusters of learning interest. The data processing stages included determining the number of clusters, selecting the initial centroid, calculating the distance of data to the centroid, grouping data, and iterating until a stable clustering result was achieved. The results of the study show that the K-Means algorithm successfully grouped students into three main categories, namely high, medium, and low learning interest. Students in the high-interest group consistently demonstrated active learning behavior and strong intrinsic motivation, while those in the medium group showed fluctuating interest influenced by external factors such as the learning environment and teaching methods. Meanwhile, students in the low-interest group displayed a lack of attention and motivation, thus requiring special interventions. These findings provide valuable insights for the school, especially teachers, in designing adaptive and personalized teaching strategies. In conclusion, the application of the K-Means algorithm is proven effective as an analytical tool to identify students’ learning interest.

Aldo Ramadhana; Refdinal Refdinal; Purwantono Purwantono; Randi Purnama Putra

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the factors that influence students' learning motivation in the Lathe Engineering subject in class XI of the Department of Machining Engineering at SMK Negeri 1 Padang. Several variables studied include learning interest, ideals, friendship environment, and family environment, each of which acts as an independent variable, while learning motivation functions as a dependent variable. The method used in this study is quantitative with a correlational approach, where the research sample consisted of 51 students selected using a saturated sampling technique, namely sampling that covers the entire population in the class. The instrument used in this study was a questionnaire with a Likert scale that has been tested for validity and reliability to ensure that the measuring instrument used is able to extract accurate and consistent data. The data obtained were then analyzed using multiple linear regression techniques with the help of SPSS version 26 to determine the effect of each variable on student learning motivation. The results of the study indicate that partially, learning interest and friendship environment have a significant influence on student learning motivation. Students who have a high interest in the Lathe Engineering subject tend to have better learning motivation, and positive relationships with their friends also increase their enthusiasm for learning. In contrast, the variables of ideals and family environment did not show a significant influence on students' learning motivation in the context of this study. Although ideals and family support are often considered important factors in education, the results of this study indicate that external factors such as friendships are more dominant in influencing students' learning motivation. Simultaneously, all four variables significantly influenced students' learning motivation, with the friendship environment being the most dominant factor.

Arjuna Dimas Saputra; Saddam Hussaen; Septi Setyaningsih; Fathia Maulina; Sherli Gita Indah Sari +1 more

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze the influence of interactive teaching methods and student involvement on student learning interest and motivation at SDN Kampung Melayu V through the BSI Explore Program. Using a quantitative descriptive approach with a survey, data were collected through questionnaires filled out by students participating in the program. The results show a significant positive impact between interactive teaching methods and active student involvement on the improvement of their learning interest and motivation. Students who actively participated in activities such as discussions, experiments, and practical tasks showed higher levels of learning interest compared to those who were less involved. These findings underline the importance of using teaching methods that prioritize active interaction to improve the quality of education and student motivation. Therefore, the results of this study recommend integrating interactive teaching methods and active student involvement into educational programs to encourage greater learning interest among students.

Safrizal Safrizal; Chaerul Anwar; Augury El Rayeb

Proceeding of the International Conference on Electrical Engineering and Informatics 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study explores the integration of artificial intelligence (AI) in education, particularly in supporting personalized learning. AI presents new opportunities through adaptive learning platforms, virtual tutors, and intelligent assessment systems that have the potential to revolutionize teaching and learning methods. By conducting in-depth data analysis, AI can identify student performance patterns and provide tailored recommendations, enabling educators to deliver more targeted interventions. Furthermore, personalized learning plays a crucial role in enhancing student motivation and engagement by customizing learning experiences to meet individual needs and learning styles. This study aims to implement personalized learning strategies in educational settings and offers insights into best practices for their integration. It also examines their impact on student engagement and academic achievement. The findings highlight the importance of personalized learning in fostering an inclusive and effective educational environment. By leveraging AI, educators can optimize learning, empower students, and address achievement gaps. This study provides practical recommendations for educators and policymakers to implement AI-based learning strategies effectively.

Olifia Widi Anggrahini; Kanya Indah Fanisa; Baeti Rahmawati; Meivia Nur Damayanti

Jurnal Pelayanan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

The use of gadgets among young children is increasing along with the development of technology. Gadgets have the potential to be a fun and useful learning tool if used appropriately. However, excessive use of gadgets has a negative impact, children who spend too much time with gadgets tend to lose interest in learning, such as reading books or participating in educational games. Additionally, their social interactions with peers and family may also be disrupted, ultimately affecting their social and emotional development. Student service to the community regarding the impact of gadget use on early childhood learning interest and the environment. It is carried out in one stage, namely the stage of providing material which aims to provide an understanding of how to use gadgets wisely so that they can still learn effectively while maintaining a balance with other activities that support their growth and development.

Maria Ulfa; Maya Sari Hasibuan; Ahmad Taufik Alafkari Siahaan

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The decline in student interest in learning in case studies among 5 students at SDN 104607 Sei Rotan has become a significant challenge at SDN 104607 Sei Rotan. This research aims to evaluate the effectiveness of using Wordwall-based learning media in increasing interest in learning PAI among students. The research method used is quasi-experimental research with a pre-test and post-test design in two groups, namely the control group and the experimental group. Data was collected through a learning interest questionnaire and analyzed using the t- test to measure significant differences between the control and experimental groups. The research results show that the use of Wordwall-based learning media significantly improves case studies for 5 students compared to conventional methods.

Afifi Dzikro Khisan; Muhammad Ichrom; Raditya Ivan Pambudi; Saifur Rosid Al Mubarok; Dyah Islamiati

Jurnal Pelayanan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Understanding the development of Arabic through interest in learning for students is one of the important and useful things for the future. Understanding Arabic is also one of the keys to mastering foreign languages, especially in this developing era. This research method uses empirical type research that uses field data as a data source, for example the results of interviews, observations and documentation. This research uses a qualitative approach, which is a research procedure that produces descriptive data in the form of written or spoken words from people or observable behavior. The results of this study indicate that the program run can increase learning interest in the development of Arabic language of the students by using several teaching methods both interactively and combined.

Auni Patrisyah; Relita Buaton; Juliana Naftali Sitompul

Saturnus: Jurnal Teknologi dan Sistem Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

According to academic data, student math ability tests at MTSS PAB 5 Klambir Lima yield mixed results. There are students who understand math well, but there are also those who have difficulty understanding the mathematical concepts themselves. Math teachers at this school have difficulty designing lessons that can meet the needs of students with different levels of understanding. So, it is necessary to group student data to produce educational decision-making and improve learning effectiveness, such as through data mining. Data mining is a semi-automated process that uses machine learning techniques, mathematics, statistics, and artificial intelligence to identify and organize information contained in large databases. The process of finding information can be done by determining the decision rule based based on the level of student understanding in mathematics lessons using the Decision Tree Algorithm C4.5 method. The use of the Decision Tree algorithm C4.5 aims to make it easier to determine decision rules based on gender, Predicate, teacher teaching methods, student learning interest, and level of understanding. Based on the results of the study, it was found that if the teacher's teaching method is good, the predicate value is B, the student's learning interest is less interested, and the gender is male, then the student's level of understanding in mathematics lessons is not understood.

Melisa Septiani Togatorop; Mariana Simanjuntak

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Institut Teknologi Del (IT Del) is a technological-focused institution of higher education located in Sitoluama, North Sumatra. Emphasizing innovation in technology, IT Del is an ideal setting to explore the impact of internet usage on the learning process. This study aims to examine the influence of internet usage on student learning interest at IT Del. Using the Theory of Reasoned Action (TRA) as a theoretical framework, the research investigates the relationship between attitudes toward internet usage and social influence on learning interest. Data were collected through an online survey from 50 IT Del students. Multiple regression analysis indicates that both attitudes toward internet usage and social influence have a significant positive impact on student learning interest. The research findings reveal that 44.2% of the variation in learning interest can be explained by these independent variables. These findings underscore the importance of integrating internet technology in educational strategies and the significant role of academic social environments in enhancing student learning interest. This study provides valuable insights for IT Del and other higher education institutions in designing effective learning policies and practices in the digital era.