Indana Lazulfa
Universitas Hasyim Asy’Ari

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Implementation of the MARCOS Method and Entropy Weighting for Selecting the Best Teacher at Madrasah Ibtidaiyah Siti Qayyimah; Indana Lazulfa
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 02 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i02.2365

Abstract

Selecting the best teacher in a madrasah requires an assessment mechanism that is transparent, reproducible, and able to process several performance criteria simultaneously. This study evaluates 20 active teachers at Madrasah Ibtidaiyah Al-Huda using five benefit criteria: attendance, pedagogical competence, personality competence, social competence, and professional competence. The criterion weights were calculated objectively using Shannon Entropy, and the alternatives were ranked using the Measurement of Alternatives and Ranking according to Compromise Solution (MARCOS) method. The Entropy calculation produced weights of 0.011 for attendance, 0.266 for pedagogical competence, 0.266 for personality competence, 0.245 for social competence, and 0.212 for professional competence. The MARCOS results show that Wasilul Gaffar obtained the highest utility value of 0.783 and ranked first. Sensitivity testing and Simple Additive Weighting (SAW) comparison indicate that the leading alternative remains stable under several weighting scenarios. The findings show that the integration of Shannon Entropy and MARCOS can support evidence-based teacher performance evaluation in a small madrasah context without relying solely on subjective judgment.
Rancang Bangun Game Edukasi Nahwu Berbasis Android Sebagai Media Pembelajaran Menggunakan Linear Congruential Nisrina Dania Salsabila; Indana Lazulfa
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 12 No. 1 (2026): Volume 12 No 1 March 2026
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v12i1.3655

Abstract

Abstrak Pembelajaran Nahwu dalam bahasa Arab sering dianggap sulit oleh siswa karena kompleksitas aturan tata bahasa serta metode pembelajaran yang masih konvensional. Kondisi tersebut menyebabkan rendahnya minat belajar siswa terhadap materi Nahwu. Penelitian ini bertujuan untuk merancang dan membangun game edukasi Nahwu berbasis Android sebagai media pembelajaran interaktif dengan menerapkan Linear Congruential Method (LCM) untuk pengacakan soal. Metode pengembangan sistem yang digunakan adalah Game Development Life Cycle (GDLC) yang meliputi tahap initiation, pre-production, production, testing, dan release. Studi kasus penelitian dilakukan pada siswa kelas 7 MTs. Miftahun Najah Karanglo Mojowarno Jombang sebagai pengguna aplikasi. Pengujian sistem dilakukan menggunakan metode Black Box Testing untuk menguji fungsionalitas sistem serta User Acceptance Test (UAT) menggunakan skala Likert kepada 17 siswa. Hasil pengujian menunjukkan bahwa seluruh fitur aplikasi dapat berjalan dengan baik. Evaluasi pengguna menunjukkan tingkat kelayakan aspek media sebesar 95,29%, aspek materi sebesar 88,19%, dan aspek pengguna sebesar 92,07%. Hasil tersebut menunjukkan bahwa game edukasi Nahwu berbasis Android yang dikembangkan sangat layak digunakan sebagai media pembelajaran interaktif bagi siswa MTs. Kata Kunci: Game Edukasi, Nahwu, Android, Linear Congruential Method, Media Pembelajaran   Abstract Learning Nahwu in Arabic is often considered difficult by students due to the complexity of grammar rules and conventional learning methods. This condition leads to low student interest in learning Nahwu material. This study aims to design and develop an Android-based Nahwu educational game as an interactive learning medium by applying the Linear Congruential Method (LCM) for randomizing questions. The system development method used is the Game Development Life Cycle (GDLC), which includes the stages of initiation, pre-production, production, testing, and release. The case study was conducted on 7th grade students at MTs. Miftahun Najah Karanglo Mojowarno Jombang as application users. System testing was carried out using the Black Box Testing method to test system functionality and the User Acceptance Test (UAT) using a Likert scale on 17 students. The test results showed that all application features worked well. User evaluation showed a media aspect feasibility level of 95.29%, a material aspect  of 88.19%, and a user aspect of 92.07%. These results indicate that the Android-based Nahwu educational game developed is very feasible to use as an interactive learning medium for MTs students. Keyword: Educational Games, Nahwu, Android, Linear Congruential Method, Learning Media