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Pengembangan Media Pembelajaran Audio Visual Berbasis Canva pada Mata Pelajaran TIK Kelas VII MTs Al-Hidayah Yuliana, Dyan; Suparto, Arico Ayani; Syukria, Sheilla
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 01 (2024): Artikel Riset Edisi April 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i01.3791

Abstract

Salah satu hal yang penting dalam proses pembelajaran yaitu media yang digunakan dalam pembelajaran. Dengan adanya pengembangan media pembelajaran audio visual dapat membantu dan mempermudah interaksi antara pendidik dengan peserta didik serta membantu proses belajar lebih optimal. Mengingat pentingnya penggunaan media audio visual dalam kegiatan pembelajaran, maka peneliti mengembangkan media audio visual dengan Canva pada materi Microsoft Word kelas VII di MTs Al-Hidayah Gebang Utara Desa Semambung, Kecamatan Jati Banteng. Tujuan penelitian ini ialah untuk mengetahui kelayakan produk berupa media audio visual yang dikembangkan dengan Canva pada mata pelajaran Teknologi Informasi dan Komunikasi. Jenis penelitian yang digunakan adalah penelitian dan pengembangan (research and development). Teknik pengumpulan data dalam penelitian ini diantaranya observasi, wawancara, angket uji kelayakan, dan dokumentasi. Analisis data dalam penelitian ini menggunakan skala Likert untuk mengetahui persentase kelayakan media audio visual dengan Canva. Hasil analisis data menunjukkan bahwa penilaian oleh ahli media terhadap tingkat kelayakan media audio visual dengan Canva adalah 86% (layak), penilaian dari ahli materi sebesar 92,3% (sangat layak), dan hasil ujicoba terhadap user (peserta didik) sebesar 82,75% (baik), sehingga media audio visual berbasis Canva pada materi Microsoft Word layak digunakan dalam Pelajaran TIK kelas VII.
Pelatihan Hardware dan Software untuk Perawatan dan Perbaikan Komputer Razaqi, Rahmat Shofan; Yuliana, Dyan; Suparto, Arico Ayani; Munawwir, Zainul
Dedikasi Sains dan Teknologi (DST) Vol. 4 No. 1 (2024): Artikel Periode Mei 2024
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/dst.v4i1.3592

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan pengetahuan dan pemahaman siswa-siswi kelas X dan XI SMAN 1 Situbondo mengenai pentingnya perawatan dan perbaikan komputer melalui kegiatan pelatihan hardware dan software komputer. Kegiatan pelatihan ini dilaksanakan di laboratorium multimedia SMAN 1 Situbondo. Kegiatan ini berlangsung selama 1 hari pada Jum’at tanggal 27 Oktober 2023 jam 13.00-16.00 WIB. Narasumber memberikan materi yang tentang berbagai komponen utama dalam sebuah komputer dan cara melakukan perawatan dan perbaikan pada komputer tersebut. Selain itu, pada kegiatan pengabdian ini juga dibahas mengenai perawatan dan perbaikan pada berbagai perangkat keras seperti laptop, printer, monitor, mouse, keyboard, hard disk, RAM, motherboard, power supply, processor, CD/DVD drive, sound card, video card, BIOS, dan OS. Hasil dari kegiatan pelatihan ini yaitu meningkatkan pemahaman dan kemampuan siswa-siswi kelas X dan XI SMAN 1 Situbondo dalam merawat dan memperbaiki komputer serta perangkat kerasnya, sehingga dapat menghemat waktu dan uang serta memperpanjang umur dari perangkat tersebut.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN QUIZIZZ TERHADAP HASIL BELAJAR MAHASISWA MATA KULIAH ANALISA DAN DESAIN SISTEM INFORMASI Yuliana, Dyan; Baijuri, Achmad; Suparto, Arico Ayani; Seituni, Siti; Selvianda, Niken Pundri
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 8 No 1 (2024)
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/cj.v8i1.23630

Abstract

The development of Information and Communication Technology is currently growing very rapidly, this is proven by the emergence of sophisticated technological equipment that has changed human lifestyles today. As educators, of course we must be able to adapt the way we educate them according to the current lifestyle in the digital era in order to prepare them to face challenges in the future. Educators are required to make innovations in the learning process. To support the needs needed to implement active learning in the classroom, there needs to be media that can support the implementation of learning optimally to stimulate effective communication skills through active learning that integrates information and communication technology. One of the learning media that is widely used today is Quizizz, which is an educational game application that can support the learning process significantly for measuring or assessing the learning process. Presenting questions in game form can attract students' interest, so that they will be more enthusiastic in working on the questions given. This research uses a quantitative research approach with a pre-experimental design type with a one group pretest posttest design research form. Decision making through hypothesis testing using the SPSS version 29 application. The hypothesis testing technique uses the paired sample t-test and simple linear regression test. The results obtained from the paired sample t-test in SPSS version 29 are known as the sig value. (2-tailed) of 0.001. In accordance with the basis for decision making in the paired sample T-test that the sig. (2-tailed) < 0.05 or 0.001 < 0.05, then H0 is rejected and Ha is accepted, meaning that there is a significant difference between the pretest and posttest results with an influence level of 0.144 or 14.4% so it can be concluded that there is an influence of use Quizizz learning media on the learning outcomes of fifth semester students in the Information Systems Analysis and Design course at STKIP PGRI Situbondo.
FUZZY INFERENCE SYSTEM METODE MAMDANI UNTUK MENGIDENTIFIKASI JENIS ALERGI PERNAFASAN SECARA DINI PADA ANAK USIA 3–6 TAHUN Yuliana, Dyan
JURNAL LENTERA ICT Vol. 5 No. 2 (2019): JURNAL LENTERA ICT
Publisher : POLITEKNIK LP3I JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The incidence of allergic diseases end - the end is increased in line with the changing lifestyle of modern society. Symptoms are mild terihat trivial and sometimes make a person do not assume that allergic diseases should be dealt with immediately or serious, in fact if the allergy is not treated properly and it is not known early it will lead to more severe complications of the disease such as asthma and sinusitis. Along with the advancement of technology today, there are many problems that can be solved with technology. One of them by developing an expert system application to identify early types of allergies in children aged 3-6 years, with the specification of the type of allergic rhinitis and allergic interiten persistent allergic rhinitis with fuzzy inference system mamdani models. In this study used input variables such as amount of symptoms, long the sneezing, as well as variable frequency output is the result of the diagnosis. Results from this study is the establishment of an expert system application using MatLab 2008a to identify at an early stage of allergies in children aged 3 – 6 years.Keywords: type of respiratory allergies, Allergic Rhinitis, FIS Method Mandani
PERANCANGAN SISTEM INFORMASI RAWAT JALAN PADA PUSKESMAS KELURAHAN JATIPADANG Yuliana, Dyan; Hariyanto, Hariyanto; Lesmana, Sata
JURNAL LENTERA ICT Vol. 4 No. 1 (2018): JURNAL LENTERA ICT
Publisher : POLITEKNIK LP3I JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The Jatipadang Community Health Center (Puskesmas) is a government-owned agency, engaged in the health sector, located in Jatipadang Village, Pasar Minggu, South Jakarta. This health center requires an appropriate data processing system in order to create time efficiency and data accuracy that can support the operational, management and decision-making processes properly and accurately. The outpatient process at the Jatipadang Village Health Center does not yet use a computerized system. In the outpatient registration process, the officer must fill in the data manually, then the data is entered into the computer using Microsoft Excel software. Keywords:  Information System, Outpatient, Puskesmas
Pengaruh Media Prezi terhadap Minat Belajar Siswa Kelas IX Mata Pelajaran Pendidikan Agama Islam di MTs Fathus Salafi: The Influence of Prezi Media on the Learning Interest of Grade IX Students in Islamic Religious Education Subjects at MTs Fathus Salafi Dyan Yuliana; Hardian Hardian
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 03 (2024): Research Articles, December 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i03.4946

Abstract

The results of observations conducted by researchers at MTs Fathus Salafi found that there were obstacles related to the use of learning media, namely that the school had not used any learning media, especially in Islamic Religious Education subjects. Learning media is essential to stimulate students' enthusiasm and encourage them to be more interested in learning activities. This study aims to determine the effect of Prezi media on the learning interest of class IX students in Islamic Religious Education subjects at MTs Fathus Salafi. This type of research is a quantitative research experimental method with a quasi-experimental design in the form of a nonequivalent control group design. The respondents were class IX students at MTs Fathus Salafi. Primary data were collected using a questionnaire, analyzed for validity and reliability, and then tested with the t-test. The study results obtained tcount = 0.553 <ttable = 1.669 with Sig. (2-tailed) = 0.582> 0.05, so Ha was rejected, and H0 was accepted. Thus, it can be concluded that the use of Prezi media has no influence on the learning interest of grade IX students in Islamic Religious Education subjects at MTs Fathus Salafi in the 2020/2021 Academic Year.
Pengembangan Media Pembelajaran Multimedia Interaktif Berbasis Adobe Premiere pada Mata Pelajaran Teknik Komputer dan Jaringan Sugianto, Roni; Suparto, Arico Ayani; Yuliana, Dyan
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.512

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran multimedia interaktif berbasis Adobe Premiere dalam mata pelajaran Teknik Komputer dan Jaringan. Latar belakang penelitian ini adalah terbatasnya penggunaan media pembelajaran yang menarik dan interaktif dalam pembelajaran TKJ di SMKS Tahsinul Akhlaq Kalibagor, Situbondo, yang berdampak pada rendahnya motivasi dan pemahaman peserta didik terhadap materi praktik, khususnya dalam pembuatan kabel UTP tipe straight. Model pengembangan yang digunakan adalah ADDIE (Analysis, Design, Development, Implementation, Evaluation). Tahapan-tahapannya dimulai dari menganalisis kebutuhan peserta didik dan guru, merancang storyboard, mengembangkan video menggunakan Adobe Premiere Pro 2019, menerapkan media dalam proses pembelajaran, dan mengevaluasi kelayakan oleh pakar media, ahli materi, dan peserta didik. Hasil validasi menunjukkan bahwa media yang dikembangkan mendapatkan skor dari ahli materi sebesar 92%, ahli media sebesar 94%, dan uji coba terbatas peserta didik sebesar 89%. Semua skor ini berada dalam kategori "sangat layak" dan dapat digunakan tanpa revisi. Media pembelajaran ini telah terbukti secara signifikan meningkatkan minat peserta didik dalam belajar dan memahami materi TKJ melalui tampilan visual yang menarik dan penyajian materi yang sistematis.
Pengaruh Media Pembelajaran Canva Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Informatika Kelas X Di Smk Khamas Wahidi Muhtar; Siti Seituni; Dyan Yuliana
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.787

Abstract

Penggunaan media pembelajaran yang efektif sangat berpengaruh terhadap peningkatan hasil belajar siswa. Namun, di SMK Khamas, media pembelajaran yang digunakan masih kurang efektif, sehingga berakibat pada penurunan hasil belajar siswa, terutama dalam mata pelajaran Informatika. Penelitian ini bertujuan untuk mengkaji pengaruh penggunaan media pembelajaran Canva terhadap hasil belajar siswa kelas X DKV di SMK Khamas. Penelitian ini menggunakan metode eksperimen dengan desain one group pretest-posttest yang melibatkan 21 siswa kelas X DKV sebagai sampel penelitian. Sebelum penerapan media Canva, dilakukan pretest untuk mengukur pemahaman awal siswa, kemudian media Canva digunakan sebagai media pembelajaran, dan setelah itu, dilakukan posttest untuk mengukur perubahan hasil belajar siswa setelah diberi perlakuan. Hasil penelitian menunjukkan bahwa penggunaan media Canva memberikan pengaruh positif terhadap hasil belajar siswa. Hasil analisis data menunjukkan adanya peningkatan yang signifikan antara hasil pretest dan posttest. Berdasarkan hasil uji normalitas menggunakan Kolmogorov-Smirnov dan Shapiro-Wilk, data pretest dan posttest menunjukkan distribusi normal. Selanjutnya, uji hipotesis menggunakan paired sample test menunjukkan nilai signifikansi sebesar 0,000, yang lebih kecil dari 0,05, yang berarti hipotesis nol (Ho) yang menyatakan tidak ada perbedaan signifikan antara pretest dan posttest ditolak, dan hipotesis alternatif (H1) yang menyatakan adanya perbedaan signifikan diterima. Rata-rata nilai pretest siswa sebelum penggunaan media Canva adalah 59,52, sedangkan setelah penggunaan media Canva, rata-rata nilai posttest meningkat menjadi 78,57. Dari hasil uji tersebut, dapat disimpulkan bahwa penggunaan media pembelajaran Canva berpengaruh signifikan terhadap peningkatan hasil belajar siswa pada mata pelajaran Informatika di kelas X DKV SMK Khamas. Dengan demikian, penggunaan media Canva sebagai media pembelajaran yang praktis dan inovatif sangat dianjurkan untuk meningkatkan hasil belajar siswa, karena Canva memungkinkan guru untuk menyampaikan materi secara lebih menarik dan interaktif, serta dapat menumbuhkan minat siswa dalam pembelajaran. Penelitian ini menyarankan agar media pembelajaran berbasis teknologi seperti Canva dapat diterapkan secara lebih luas di berbagai sekolah untuk meningkatkan kualitas pendidikan di era digital ini.
Effectiveness of Using Wordwall as a Gamification Media in Learning to Increase Student Learning Motivation Yuliana, Dyan; Khoiriyah, Malika
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.6962

Abstract

Lack of student motivation is a determining factor in the learning process, thus requiring engaging learning tools that are in line with technological developments favored by students. Wordwall is an educational game that can be utilized as an interactive learning medium. This learning medium boasts many prominent features that are engaging and capable of arousing student motivation and also enabling the creation of interactive activities. These features include crossword puzzles, quizzes, word games, and other games. The research method used was a literature review. The method for searching for article data sources was conducted through the Google Scholar database resources (2022-2024) by retrieving relevant articles published in Indonesian. Key terms and phrases related to wordwall applications, gamification media, and student learning motivation were used in the search for related subjects. The literature search strategy from journals and proceedings used the PICOS framework. The results of this study indicate that Wordwall is effectively used as a gamification medium in learning to increase student motivation, thereby developing students' thinking skills and competitiveness in understanding the material. Furthermore, using Wordwall is also more efficient because it has many game features for designing and reviewing learning assessments that can be played online using a laptop or smartphone anywhere and anytime.
Pelatihan Penulisan Karya Ilmiah Siswa Kelas 12 SMA Islam Teratai Putih Global Bekasi Enny Diah Astuti; Dyan Yuliana; Jajang Setiawan; Ali Satri Efendi; Rahmi Rosita; Retno Setya Budiasningrum
Jurnal Nusantara Berbakti Vol. 2 No. 4 (2024): Oktober : Jurnal Nusantara Berbakti
Publisher : Universitas Kristen Indonesia Toraja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jnb.v2i4.452

Abstract

Writing learning contributes to improving students' ability to form relationships between words and sentences as well as relationships between meanings so that they can convey ideas, feelings, critical and logical thoughts through writing. written work made to solve a problem with a theoretical basis and scientific methods. The purpose of this community service program (PkM) is to improve the ability of Teratai Putih Global Islamic High School students through training in writing scientific papers. In the implementation of community service at Teratai Putih Global Islamic High School, the method used is the theory method and group writing practice. Community Service activities carried out by Politeknik LP3I Jakarta lecturers at Teratai Putih Global Islamic High School show the potential to improve students' ability to write scientific papers. One of the skills in organizing and developing ideas or ideas both orally and in writing is the ability to write. It is hoped that this paper can also be published in the future. Students gain academic provision that will be useful for career advancement, self-development, and soft skills of each student.