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Pelatihan pembuatan video profil sekolah di SMA se-kabupaten Lombok Timur Kholida Ismatulloh; Jamaluddin Jamaluddin; Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Rasyid Hardi Wirasasmita; Muhammad Zamroni Uska; Samsul Lutfi
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 4 No 1 (2023): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v4i1.18343

Abstract

The rapid development of science and technology, along with the advent of the Fourth Industrial Revolution and Society 5.0, has significantly impacted all aspects of life, including education. In response to these developments, the Ministry of Education and Culture has strengthened the teaching of informatics in the latest curriculum, "Independent Learning." However, many schools are not adequately prepared to handle informatics subjects due to a lack of competent teachers. Therefore, the educational informatics program has the opportunity to engage in community engagement by providing training and assistance related to informatics subjects to students in vocational high schools (SMK). This engagement involves the participation of educational informatics lecturers and several students. The program consists of 3 to 4 sessions with students from grade XII at SMK Qurrota A’yun Joben. The training covers fundamental networking, resource sharing, connectivity, and communication aspects, followed by the creation of school profile videos. Participants are instructed in techniques for capturing footage, video editing, and multimedia design using various applications. The posttest results reveal a significant improvement in participants' skills in graphic design (85%), scenario creation (93%), video capturing techniques (86%), and video editing (96%). This engagement offers SMK Qurrota A’yun the opportunity to promote their school through captivating profile videos, thus enhancing the interest of potential students' parents and facing competition in the age of social media. The training and assistance in school profile video creation effectively enhance participants' multimedia management skills and facilitate school promotion in a more compelling manner. Video profiling proves to be an efficient and effective medium for conveying information and promotions, especially in the current era of social media. Leveraging multimedia technology has become essential in fostering school competitiveness and harnessing the full potential of the community in the Society 5.0 era.
Pelatihan pembuatan dan editing video bagi guru SD untuk menghadapi Era Industri 4.0 Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Jamaluddin Jamaluddin; Rasyid Hardi Wirasasmita; Kholida Ismatulloh; Muhammad Zamroni Uska; Ahmad Fathoni
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 2 No 1 (2021): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v2i1.3586

Abstract

The Industrial 4.0 Era encourages educators to be able to apply information technology in the learning process. One application of technology in the learning process is the use of learning videos. Especially during the current Covid 19 pandemic that applies online learning, videos can be an alternative source for learning. However, in reality, many teachers in Indonesia cannot make learning videos. Online learning is currently mostly only in the form of providing material from textbooks, discussions via WA, visiting students' homes to give assignments, and so on, so it is not optimal. Therefore, this training activity aims to train teachers in making learning videos so that teachers have other alternatives as a source of student learning. This activity is in the form of training in making and editing videos using the Bandicam application, Microsoft PowerPoint 2013, and the Kinemaster application. The results of this activity are participants/teachers for the Bandicam application with a 100% success rate, Microsoft PowerPoint 2013 100% success rate, Kinemaster the first stage success rate 70%, then the second stage 100%.
PEMANFAATAN MEDIA PEMBELAJARAN 4.0 PADA MAHASISWA UNIVERSITAS HAMZANWADI Kholida Ismatulloh; Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Rasyid Hardi Wirasamita
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2023): SWARNA: Jurnal Pengabdian Kepada Masyarakat, Februari 2023
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v2i2.296

Abstract

Era revolusi industri 4.0 merupakan era dimana perubahan semua sistem manual menjadi sistem digital. Teknologi memegang peranan penting dalam pembelajaran di era revolusi industri 4.0. Pemanfaatan teknologi pembelajaran yang mana tidak terbatas oleh ruang dan waktu selain itu juga pembelajaran menjadi lebih efektif dan efisien dengan menggunakan berbagai macam sistem teknologi dan informasi. Tujuan penelitan ini adalah untuk mengetahui bagaimana pemanfaatan teknologi dan informasi dalam pembelajaran era revolusi industri 4.0. Penelitian ini adalah penelitian deskriptif kualitatif yang mana tidak ada penilaian berbentuk angka sebagai tolak ukur kesuksesan dalam pembelajaran. Penelitian ini dilakukan pada mahasiswa pendidikan sosiologi Universitas Hamzanwadi. Hasil wawancara secara daring dengan beberapa mahasiswa sosiologi menunjukkan bahwa pemanfaatan teknologi dan informasi di era revolusi industri 4.0 sangat penting dan memudahkan dalam menggali informasi dan ilmu pengetahuan. Teknologi dan informasi sebagai salah satu media pembelajaran yang dapat menjadi sumber utama dalam kegiatan pembelajaran. Sebagian besar mahasiswa memanfaatkan teknologi dan informasi adalah untuk komunikasi, hiburan dan pembelajaran. Dalam komunikasi mahasiswa dapat memanfaatkan berbagai aplikasi dalam menjalin komunikasi dengan orang lain.Untuk hiburan, mahasiswa biasanya menggunakan teknologi dan informasi untuk bermain berbagai macam game dan menonton youtobe yang mana didalamnya terdapat drama, kuliner, dan musik. Dalam pembelajaran mahasiswa dapat menggunakan berbagai aplikasi pembelajaran yang dapat memudahkan kegiatan pembelajaran dan memeperluas pengetahuan.
SIMPEDAK: Mobile-based Active Blood Donor Information Muhammad Zamroni Uska; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Suryadiy, Muhammad Yusron
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 8 No. 1 (2024): Issues July 2024
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v8i1.12047

Abstract

Palang Merah Indonesia (PMI), especially East Lombok Regency, is one of the main forces in providing blood stocks for patients in every hospital. However, there is a lack of voluntary blood donors so far, information about blood needs is only via online media, WhatsApp and Instagram groups. This research aims to produce a mobile-based Active Blood Donor Information System (SIMPEDAK) in East Lombok Regency, and determine the feasibility of material experts, media experts and user responses. This type of research is research and development using the waterfall model starting from the analysis, design, code & testing, implementation, maintenance stages. The subjects in this study were 46 people consisting of 20 PMI members, 16 students and 10 members of the general public or patient families to determine user responses. Data collection techniques use questionnaires and data analysis uses quantitative descriptive. The results of our findings are in the form of a mobile-based SIMPEDAK application or system. The results of the feasibility test for material experts were 92.75% (very feasible) and the results of the feasibility test for media experts were 96.66% (very feasible). Meanwhile, user response results received a score of 81.72% (very good). Thus, it can be concluded that this application is very suitable for use and has a high response as a mobile-based SIMPEDAK among blood donors and the wider community.
Efektivitas Model Pembelajaran TPS (Think Pair Share) Terhadap Hasil Belajar Pada Materi Animasi 3 Dimensi Kholisho, Yosi Nur; Ismatulloh, Kholida; Sukandi
Lamda: Jurnal Ilmiah Pendidikan MIPA dan Aplikasinya Vol. 4 No. 2 (2024): Agustus
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/lambda.v4i2.899

Abstract

This research aims to determine the learning outcomes of students at SMKN 3 Selong in the 3 Dimensional Animation Subject for class XI Multimedia. The TPS (Think Pair Share) Learning Model is considered appropriate for contributing to improving student learning outcomes in animation learning, because in this learning model students are encouraged to work in teams with their classmates to solve problems given by the teacher. The research was carried out by looking at students' performance in completing animation assignments in accordance with the learning being taught. This research is experimental research where there is a control class as a comparison class and an experimental class which will be given treatment using the TPS learning model. The results of this research were that the initial hypothesis was accepted with students' average scores increasing compared to the previous learning model. Even though the average score increase only reached 20%, the practice of using the TPS learning model has achieved the target of improving student learning outcomes and student effectiveness in thinking to solve problems given in the LKPD distributed by the teacher.
Pengembangan Media Pembelajaran Informatika Interaktif Berbasis Android Pada Jenjang Sekolah Menengah Atas Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Sakinah, Nurul Winda
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 1 (2025): Februari
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i1.536

Abstract

Pada era digital, kebutuhan akan media pembelajaran interaktif berbasis teknologi semakin meningkat, terutama pada mata pelajaran Informatika yang memerlukan pendekatan visual dan praktis. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berbasis Android pada mata pelajaran Informatika kelas 12 di MAN 1 Lombok Timur, yang diharapkan dapat meningkatkan keterlibatan dan pemahaman siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas 12 MAN 1 Lombok Timur. Hasil temuan kami berupa aplikasi pembelajaran interaktif berbasis android yang dinilai sangat layak oleh ahli materi (85%) dan ahli media (92%). Selain itu, respon siswa terhadap media ini menunjukkan hasil positif dengan persentase kepuasan sebesar 94%. Hasil ini menunjukkan bahwa aplikasi ini efektif dan layak sebagai media pembelajaran Informatika berbasis android untuk siswa kelas 12.
SIMANKEL: A Web-based Information System for the Efficiency of Village Administration Muhammad Zamroni Uska; Arianti , Baiq Desi Dwi; Nafisah, Khufatun; Wirasasmita , Rasyid Hardi; Kholisho, Yosi Nur; Amri, Zaenul
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 9 No. 1 (2025): Issues July 2025
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v9i1.15055

Abstract

Administrative services in Sekarteja Village are still carried out manually through physical recording, which causes data irregularity, risk of losing archives, and limited access to information for the community. This research aims to develop and evaluate the feasibility of a web-based Kelurahan Administration Management Information System (SIMANKEL) as a solution to these problems. System development uses the Research and Development (R&D) method with a waterfall process model that includes requirements analysis, design, implementation, testing, and documentation. The system was developed using PHP Native, MySQL as a database, and the user interface was designed based on UI/UX principles using Visual Studio Code. System evaluation was conducted by referring to three aspects of the ISO 9126 software quality standard, namely functionality, usability, and efficiency. The test results show that all functions run according to specifications (100%), the usability aspect obtained a feasibility score of 91% from 20 respondents (excellent category), and the efficiency aspect shows that the system load time is in the good category based on testing using GTMetrix. These findings indicate that SIMANKEL is feasible to use as an information system for administrative services in Sekarteja Village and has the potential to increase the effectiveness, efficiency, and transparency of pub services.
Pengembangan Media Pembelajaran Informatika Interaktif Berbasis Android Pada Jenjang Sekolah Menengah Atas Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Sakinah, Nurul Winda
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 1 (2025): Februari
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i1.536

Abstract

Pada era digital, kebutuhan akan media pembelajaran interaktif berbasis teknologi semakin meningkat, terutama pada mata pelajaran Informatika yang memerlukan pendekatan visual dan praktis. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berbasis Android pada mata pelajaran Informatika kelas 12 di MAN 1 Lombok Timur, yang diharapkan dapat meningkatkan keterlibatan dan pemahaman siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas 12 MAN 1 Lombok Timur. Hasil temuan kami berupa aplikasi pembelajaran interaktif berbasis android yang dinilai sangat layak oleh ahli materi (85%) dan ahli media (92%). Selain itu, respon siswa terhadap media ini menunjukkan hasil positif dengan persentase kepuasan sebesar 94%. Hasil ini menunjukkan bahwa aplikasi ini efektif dan layak sebagai media pembelajaran Informatika berbasis android untuk siswa kelas 12.
Pengembangan Media Pembelajaran Android Pada Mata Pelajaran Informatika Untuk Siswa SMA Kelas X Wirasasmita, Rasyid Hardi; Uska, Muhammad Zamroni; Kholisho, Yosi Nur; Ulfa, Delvia Samara; Hamdani, Fahri
Infotek: Jurnal Informatika dan Teknologi Vol. 8 No. 2 (2025): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v8i2.31282

Abstract

The learning media used in schools are still classified as conventional and have not utilised technology optimally. One solution that can be offered is the development of Android-based learning media as an innovative alternative in supporting the learning process. This research aims to develop Android-based informatics learning media, measure its feasibility level based on the assessment of media experts and material experts, and evaluate user responses. The method used is Research and Development (R&D) with the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study consisted of 27 class X students at SMAN 1 Sukamulia. The results showed that the learning media developed obtained a feasibility score of 90.7% from media experts and 90% from material experts, both of which were included in the very feasible category. Meanwhile, the user response to the application reached 94% with a very high category. These findings indicate that the developed Android-based learning media is not only feasible to use, but also receives positive acceptance from students. The academic contribution of this research lies in the development of digital media that is contextual and relevant to 21st century learning needs. Therefore, this media is recommended to be implemented more widely as well as being the basis for further development in the study of technology-based learning.
Transformasi kompetensi guru sekolah dasar melalui pengembangan media pembelajaran augmented reality berbasis Assemblr Edu Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita; Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Kholida Ismatulloh; Jamaluddin Jamaluddin; Samsul Lutfi
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 6 (2025): November
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i6.36541

Abstract

Abstrak Penguasaan teknologi Augmented Reality (AR) menjadi kebutuhan mendesak bagi guru dalam menciptakan media pembelajaran yang inovatif dan selaras dengan Kurikulum Merdeka. Namun, keterbatasan pelatihan dan akses informasi menjadi kendala utama, khususnya bagi guru di daerah. Kegiatan pengabdian masyarakat ini bertujuan untuk meningkatkan kompetensi guru MGMP Informatika Kabupaten Lombok Timur dalam mengembangkan bahan ajar berbasis AR. Metode pelaksanaan terdiri atas tiga tahap utama: (1) workshop dan pelatihan hands-on penggunaan platform Assemblr Edu dan Canva 3D, (2) pendampingan intensif, serta (3) evaluasi melalui pre-test dan post-test. Hasil evaluasi menunjukkan peningkatan kemampuan yang signifikan, di mana 12 dari 15 peserta (80%) berhasil mengembangkan media pembelajaran AR yang siap implementasi. Kegiatan ini tidak hanya berhasil meningkatkan literasi teknologi digital peserta, tetapi juga mendorong terciptanya media pembelajaran interaktif yang dapat meningkatkan keterlibatan siswa. Disimpulkan bahwa pelatihan semacam ini efektif dalam mempercepat adopsi teknologi di kelas dan perlu diperluas cakupannya kepada guru mata pelajaran lainnya. Kata kunci: augmented reality; informatika; media pembelajaran interaktif; pelatihan guru. Abstract Mastery of Augmented Reality (AR) technology is an urgent need for teachers in creating innovative learning media that is in line with the Merdeka Curriculum. However, limited training and access to information are major obstacles, especially for teachers in rural areas. This community service activity aims to improve the competence of MGMP Informatics teachers in East Lombok Regency in developing AR-based teaching materials. The implementation method consists of three main stages: (1) workshops and hands-on training on the use of the Assemblr Edu and Canva 3D platforms, (2) intensive mentoring, and (3) evaluation through pre-tests and post-tests. The evaluation results showed a significant improvement in skills, with 12 out of 15 participants (80%) successfully developing AR learning media that was ready for implementation. This activity not only succeeded in improving the participants' digital technology literacy but also encouraged the creation of interactive learning media that could increase student engagement. It was concluded that this type of training was effective in accelerating the adoption of technology in the classroom and needed to be expanded to teachers of other subjects. Keywords: augmented reality; informatics; interactive learning media; teacher training.