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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.
Pengembangan Lembar Kerja Peserta Didik (LKPD) Berbasis PBL untuk Meningkatkan Hasil Belajar Fisika Ismatulloh, Kholida; Kholisho, Yosi Nur; Hr, Bq. Malika; Dwi Arianti, Baiq Desi
Kappa Journal Vol 8 No 1 (2024): April
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/kpj.v8i1.25801

Abstract

This research aims to determine the effectiveness and response of students to the Student Worksheet (LKPD) that was developed. The type of research is research and development with a "one group pretest-posttest design". Population in this research were class VIII students at SMP 3 Selong. The instruments used are interview sheets, observation sheets, product validation, student response questionnaire sheets, teacher response questionnaire sheets, learning device validation sheets, evaluation question sheets. The research results were analyzed using the method quantitative descriptive. The results of the analysis of pre-test and post-test evaluation questions increased, showing an average N-gain 0.70 with an average pre-test score of 23.97 and an average post-test score of 81.47. The t test results show that t calculated > t (0.05)(66), namely 30.40 > 1.66. This indicates that Problem Base Learning (PBL) based LKPD is effective in improving students' physics learning outcomes.
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.
Pendampingan pembuatan media pembelajaran IPA terintegrasi lingkungan bagi guru IPA di SMPN 1 Jerowaru Khaerus Syahidi; Kholida Ismatulloh; Yosi Nur Kholisho; Asrorul Azizi; Mulia Rasyidi
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 8, No 4 (2024): December
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v8i4.27707

Abstract

Abstrak Berdasarkan hasil observasi di sekolah mitra yaitu SMPN 1 Jerowaru, terlihat bahwa keadaan laboratorium belum memadai dimana alat dan bahan praktikum masih sangat kurang. Guru-guru IPA tidak melakukan inovasi dan kreasi untuk mengatasi kekurangan tersebut. Selain itu, kegiatan praktikum jarang dilakukan termasuk dalam memanfaatkan lingkungan sekitar. Guru IPA cenderung melakukan pembelajaran dengan teori dan monoton hanya di dalam kelas. Oleh karena itu, pengusul bersama mitra bekerja sama dalam mengatasi masalah tersebut melalui program Pengabdian Kepada Masyarakat (PKM). Program PkM ini bertujuan untuk meningkatkan keterampilan guru dalam merancang dan mengembangkan media pembelajaran dengan bahan bekas yang berada di lingkungan sekitar. Metode yang digunakan dalam pencapaian tujuan tersebut adalah penyelenggaraan inservice berupa pelatihan dan pendampingan. Pelatihan yang dilaksanakan adalah latihan teknik-teknik merancang media pembelajaran terintegrasi lingkungan (bahan bekas). Hasil media yang dikembangkan ada enam yaitu kincir air, jangka sorong, elektroskop sederhana, alat destilasi, dan sistem peredaran darah. Kata kunci: media pembelajaran; lingkungan; konsep IPA Abstract Based on the results of observations at the partner school, namely SMPN 1 Jerowaru, it can be seen that the condition of the laboratory is inadequate where the tools and materials for practicum are still very lacking. Science teachers do not innovate and create to overcome these shortcomings. In addition, practicum activities are rarely carried out including in utilizing the surrounding environment. Science teachers tend to carry out learning with theory and monotonously only in the classroom. Therefore, the proposer and partners work together to overcome this problem through the Community Service (PKM) program. This PkM program aims to improve teacher skills in designing and developing learning media with used materials in the surrounding environment. The method used in achieving these goals is the implementation of inservice in the form of training and mentoring. The training carried out is training in techniques for designing integrated learning media for the environment (used materials). The results of the media developed are six, namely water wheels, vernier calipers, simple electroscopes, distillation tools, and blood circulation systems. Keywords: learning media; environment; science concept
Digital Marketing and Consumer Engagement for Traditional Handwoven Products through a Web-Based Retail System Muhammad Zamroni Uska; Wirasasmita, Rasyid Hardi; Firdaus, Rona; Kholisho, Yosi Nur; Jamaluddin, Jamaluddin
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 9 No. 2 (2026): Issues January 2026
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v9i2.16500

Abstract

Traditional handwoven products often struggle to reach wider markets due to the continued reliance on conventional selling practices, which limits visibility and reduces opportunities for consumer engagement in digital retail environments. This study aims to develop and evaluate a web-based retail platform that supports the digital marketing of traditional handwoven products and enhances consumer interaction. A Research and Development approach was employed, integrating essential retail features such as product catalog management, ordering processes, user administration, and interaction interfaces. The platform was evaluated through expert validation to assess content relevance, functional testing using automated tools to ensure system accuracy, performance assessment to examine system efficiency, and usability testing involving 25 users to measure ease of use and consumer acceptance. The results demonstrate that the platform performs reliably, achieves complete functional accuracy, and exhibits high usability, indicating strong approval among users. Performance testing also shows that the platform operates efficiently and is suitable for real retail use. The implications of this study suggest that web-based retail platforms can strengthen digital marketing practices, expand market accessibility for traditional artisans, and contribute to improved consumer experience within craft-based retail sectors.