Claim Missing Document
Check
Articles

Found 4 Documents
Search

Implementasi Pembelajaran Jarak Jauh di Fakultas Sains dan Teknologi Pasca Covid-19 Sukmana, Husni Teja; Rozy, Nurul Faizah; Eiji, Arta
Jurnal MENTARI: Manajemen, Pendidikan dan Teknologi Informasi Vol 2 No 2 (2024): Maret
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/mentari.v2i2.487

Abstract

Pandemi Covid-19 yang melanda dunia telah mengakibatkan transformasi mendalam dalam sektor pendidikan, mendorong pertumbuhan pembelajaran jarak jauh sebagai alternatif penting saat pembelajaran tatap muka terhambat. Meskipun menawarkan fleksibilitas, transisi ke pembelajaran daring memerlukan adaptasi yang bertahap. Kendala yang dihadapi siswa, seperti koneksi internet yang tidak stabil dan dukungan finansial, menyoroti kebutuhan akan aksesibilitas teknologi yang lebih baik. Strategi pembelajaran yang berpusat pada siswa, melalui integrasi Teknologi Informasi dan Komunikasi (TIK) serta teknik pembelajaran aktif, dapat meningkatkan keterlibatan dan hasil pembelajaran. Penelitian ini mengevaluasi berbagai aspek pembelajaran jarak jauh, termasuk proses pembelajaran, sarana-prasarana, dan aspek psikologis siswa di Fakultas Sains dan Teknologi (FST). Tujuan penelitian adalah memberikan gambaran menyeluruh, mengevaluasi dampak, dan menyusun rekomendasi. Metodologi penelitian menggunakan pendekatan survei dengan 500 responden mahasiswa FST melalui kuesioner elektronik. Analisis data dilakukan dengan metode statistik deskriptif. Temuan penelitian menunjukkan preferensi terhadap model pembelajaran hibrid yang menggabungkan pembelajaran di kelas dan daring dan menegaskan pentingnya perencanaan yang matang serta dukungan infrastruktur untuk menjaga kualitas pendidikan di era pasca-Covid-19. Penelitian ini memberikan pemahaman yang mendalam tentang implementasi pembelajaran jarak jauh di FST, menyoroti tantangan yang dihadapi serta rekomendasi untuk perbaikan dan pengembangan ke depannya.
Improving Digital Safety and Ethical Awareness through Community Service Initiatives in Educational Environments Rozy, Nurul Faizah; Bakti, Andi Faisal; Azhari, Muhammad; Khairani, Dewi; Sulistiya, Noeni Indah; Zulhazmi, Abraham Zakky
Mimbar Agama Budaya Vol 42, No 1 (2025)
Publisher : UIN Syarif Hidayatullah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/mimbar.v42i1.47145

Abstract

This study presents the outcomes of a community service initiative conducted by Informatics Engineering students of UIN Jakarta, focusing on the enhancement of digital literacy—particularly digital safety and digital ethics—within the cultural context of Indonesian educational institutions. The program engaged nine schools across Jakarta, Tangerang City, South Tangerang, and Bogor, regions characterized by diverse educational and socio-cultural backgrounds. Emphasizing culturally sensitive approaches to digital interaction, the program provided participants with knowledge and ethical frameworks aligned with local values and community norms. Post-program evaluations revealed a marked increase in digital literacy, with an average score of 4.28 on a 5-point scale. Furthermore, 47.1% of participants rated the module on data security at the highest level. However, cultural barriers were also identified, including hesitancy from some institutions to adopt formal digital supervision structures, often due to traditional perceptions of trust and authority. Despite these challenges, the initiative proved effective in cultivating culturally-aware digital behavior, preparing participants to navigate the digital era while remaining rooted in local ethical standards.
Pengembangan Aplikasi Web Perancangan Agenda Perjalanan Wisata Menggunakan Metode User Experience Lifecycle Wardhana, Ariq Cahya; Anggraini, Nenny; Rozy, Nurul Faizah
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 2: April 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021822548

Abstract

Berwisata memiliki beberapa kebutuhan sebelum melakukan perjalanan, salah satunya merancang itinerary. Itinerary merupakan rancangan jadwal perjalanan wisata yang membantu wisatawan agar lebih terarah dan teratur. Kurang lengkapnya informasi itinerary perjalanan wisata di Indonesia seperti informasi cara menuju destinasi, transportasi, beserta biayanya menyebabkan wisatawan lebih memilih keluar negeri. Selain itu, kemudahan penyusunan itinerary sangat berpengaruh pada keinginan menuju destinasi wisata. Penelitian ini bertujuan mengembangkan aplikasi berbagi pengalaman perjalanan wisata dalam bentuk itinerary berbasis web. Metode User Experience (UX) Lifecycle berhasil diterapkan pada proses pengembangan aplikasi yang dimulai dari tahap analisis untuk memahami kebutuhan pengguna melalui wawancara dan kuisioner online dengan 136 responden. Tahap desain dilakukan pembuatan persona, sketsa, storyboard, skenario dan wireframe. Hasil desain diimplementasikan dalam bentuk prototipe high fidelity berbasis web. Selanjutnya dilakukan evaluasi prototipe yang menunjukan secara keseluruhan aplikasi berhasil membantu wisatawan dalam merencanakan perjalannnya. AbstractTraveling has several needs before traveling, one of which is designing an itinerary. The itinerary is an itinerary travel design that helps tourists to be more directed and organized. The lack of complete itinerary information on tourist trips in Indonesia, such as information on how to get to destinations, transportation, and their costs, causes tourists to prefer going abroad. Also, the ease of preparation of the itinerary is very influential in the desire to travel destinations. This study aims to develop applications for sharing travel experiences in the form of a web-based itinerary. The User Experience (UX) Lifecycle method was successfully applied to the application development process, starting from the analysis phase to understand user needs through online interviews and questionnaires with 136 respondents. The design phase is carried out, making persona, sketches, storyboards, scenarios, and wireframes — the next step to implement it in the form of a web-based high-fidelity prototype. The prototype evaluation results show that overall, the application succeeded in helping travelers planning their journey. 
An Evaluation Of Helpdesk With Gamification Using Indeks Kepuasan Masyarakat (IKM) Muhtadibillah, Achmad; Sukmana, Husni Teja; Rozy, Nurul Faizah
IAIC Transactions on Sustainable Digital Innovation (ITSDI) Vol 1 No 1 (2019): October
Publisher : Pandawan Sejahtera Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/itsdi.v1i1.8

Abstract

Gamification is a concept of game element that is applied to non-game contexts, Helpdesk is an IT (Information Technology) section. It is first contacted by a user when someone has questions or problems related to IT services. UIN Syarif Hidayatullah Jakarta as a tertiary institution also has a help desk facilities as the tools to solve problems related to IT service. Based on study, the problem that common occurs is, the user is aware of the helpdesk service facilities on campus, but they prefer to make complaints directly to the relevant division. The concept of gamification with elements of points, badges, levels, leaderboard, and rewards is applied to the helpdesk system through the RAD (Rapid Application Development) development method. The method of evaluating the helpdesk system is done in two stages, first pre-test and second post-test. It through two application which is game based helpdesk and non-game based help desk applications. Using Indeks Kepuasan Masyarakat (IKM) as the calculation method of gamification helpdesk and End User Computing Satisfaction (EUCS) as an indicator service of the IKM that will be tested.