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Multimedia Interaktif Untuk Pengenalan SOP Pengelolaan Limbah B3 Berbasis Android Sabtu, Sabtu; Devega, Army Trilidia; Adi, Novi Hendri; Saputra, Benny
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 4, No 2 (2022): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v4i2.26029

Abstract

B3 waste is waste or waste which in its nature and concentration contains several toxic and hazardous substances which can directly or indirectly damage the environment, interfere with health, and threaten human survival. PT employees Jagar Prima Nusantara for B3 waste management SOP still use a notice board that contains SOP needed to carry out job desks at the company. So the authors designed an interactive multimedia application to introduce B3 waste management SOP at PT. Jagar Prima Nusantara which can be used on android smartphones. This study aims as a medium of information so that employees of PT. Jagar Prima Nusantara obtains information quickly and precisely. The design of the introduction of Android-based hazardous waste management SOP uses the Multimedia Development Life Cycle (MDLC) method which has six stages consisting of the concept, design, material collecting, assembly, testing, and distribution. At the design stage use storyboards, flowcharts, and UML. To implement what is used by the author using an application, namely Adobe Flash Professional CS6, and also at the alpha and beta testing stages using Blackbox. This research produces interactive multimedia based on Android, which is then distributed to companies. It is hoped that the application can improve the work performance of employees of PT. Jagar Prima Nusantara and make it easier for employees and customers to get the information they needKeywords: Multimedia Interaktif, Limbah B3, Android 
Pengembangan Model Pembelajaran Interaktif Dengan Gaya Belajar Visual, Auditori, dan Kinestetik Pada Mata Pelajaran Informatika Untuk Siswa Kelas X MAN Batam Basriadi, Ali; Devega, Army Trilidia; Sabtu, Sabtu; Suja’i, Iman
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 2 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v5i2.29442

Abstract

This learning model development research aims to produce an interactive learning model with visual, auditory and kinesthetic learning models using ADDIE development. When conducting interactive learning, a teacher needs to understand the characteristics and abilities of students. Students are no longer used as objects but are reduced to being polarized as students, pleasing students with learning styles according to their talents and abilities. The instrument uses a questionnaire assessing learning model experts, assessing media quality, material experts, informatics subject teachers, and student responses. The resulting model was tested on a small group in tenth grade. The average model expert assessment results were 4.093, material experts averaged 4.00, and media experts averaged 4.064, while the overall quality of learning media was 4.086 out of a total score of 5,000 which was included in the good category. The results of the model and media quality assessment were based on student responses with an average score of 3.252. And in the aspect of student interest and motivation in learning it was 3,366 with student learning completeness test results of at least 76%.Kata kunci: Gaya Belajar, Mata Pelajaran Informatika, Pengembangan Model, Visual, Auditori, dan Kinestetik
Development of Interactive Java Language Learning Module in Object Oriented Programming Subjects Devega, Army Trilidia; Irfan, Dedy; Wakhinuddin, Wakhinuddin; Muskhir, Mukhlidi; Jasman, Muhammad Ikram
Jurnal Pendidikan MIPA Vol 22, No 2 (2021): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

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

Abstract

The purpose of this research is to develop interactive learning modules that can help students in independent learning and are valid, practical, and effective. This research was carried out using the Research and Development (R&D) development research method with a 4D (four D) development model. The instrument used in this study was a questionnaire used to measure validity and practicality. Meanwhile, to measure the effectiveness of using a test instrument in the form of multiple choice questions. The results showed that the interactive learning module was declared valid with a validity value of 0.88 based on the validation of three media validators and in terms of material validity it was declared valid with a value of 0.89 from two teachers who taught object oriented programming (OOP). The interactive learning module is stated to be very practical based on the responses of teachers and students. This shows that the interactive learning module is declared to be effectively used as one of the teaching materials in learning in improving student learning outcomes.Keywords: interactive learning module, object oriented programming, research and development. DOI: http://dx.doi.org/10.23960/jpmipa/v22i2.pp235-244
The effectiveness of learning media on the outcome of computer and basic network of vocational students Devega, Army Trilidia; Ambiyar, Ambiyar; Panyahuti, Panyahuti; Adi, Novi Hendri; Riyanda, Afif Rahman
Jurnal Pendidikan Teknologi Kejuruan Vol 5 No 2 (2022): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v5i2.23123

Abstract

Learning media is a tool that can help the teaching and learning process so that the meaning of the message conveyed becomes clearer and the goals of education or learning can be achieved effectively and efficiently. The results given to students in the form of an assessment after following the learning process with the value of knowledge, attitudes, skills in students with changes in behavior can also be called student learning outcomes. One source of student learning to obtain messages and information provided by the teacher so that learning materials can be further improved and form knowledge for students is using Learning Media. In this study, researchers used research and development (R&D) methods, and the ADDIE development model. This interactive learning media is designed using the Lectora application. The results of this study are the effectiveness of the media using time series results of student learning mastery increased by 20% effectively to improve student learning outcomes through tests. A score of 0.52 was obtained in the medium category.
Studi Tentang Teknik Phishing dan Strategi Pencegahannya dalam Sistem Informasi Yusuf Yusuf; Mahesa Tejha Ananda; Fadri Defrison; Jerri Erianto Silitonga; Army Trilidia Devega
Journal of Innovative and Creativity Vol. 5 No. 2 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i2.2141

Abstract

Penelitian ini bertujuan untuk menganalisis teknik serangan phishing dan merumuskan strategi pencegahannya dalam sistem informasi. Kajian ini disusun dengan pendekatan studi literatur terhadap berbagai publikasi ilmiah terkini yang relevan, menggunakan metode deskriptif-kualitatif. Data diperoleh dari jurnal internasional, buku, dan laporan teknis yang membahas topik phishing dan keamanan informasi. Hasil penelitian menunjukkan bahwa teknik phishing telah berevolusi dalam berbagai bentuk seperti email phishing, spear phishing, vishing, hingga pharming. Setiap teknik memiliki karakteristik yang berbeda namun sama-sama bertujuan mengecoh korban untuk memberikan informasi sensitif. Strategi pencegahan yang ditemukan mencakup aspek teknis seperti penggunaan filter spam, autentikasi dua faktor, dan pemantauan sistem, serta aspek non-teknis seperti edukasi keamanan dan pelatihan pengguna secara berkala. Studi ini menyimpulkan bahwa pencegahan phishing yang efektif membutuhkan sinergi antara teknologi keamanan, budaya sadar siber, dan kebijakan internal yang jelas. Diharapkan hasil kajian ini dapat memberikan kontribusi dalam penguatan sistem keamanan informasi, serta menjadi acuan dalam upaya mitigasi ancaman phishing di lingkungan organisasi maupun pengguna individu.
Realizing 21st Century Learning Through Inquirybased Learning: A Meta-Analysis Army Trilidia Devega; Hilda Herasmus; Arina Luthfini Lubis; Ali Basriadi
Jurnal Penelitian Pendidikan IPA Vol 11 No 8 (2025): August
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i8.12687

Abstract

Throughout history, curiosity has driven individuals to explore and understand the essence of their existence. Inquiry-Based Learning (IBL) has emerged as a highly effective teaching method that empowers students to actively engage in the learning process, identify real-world problems, generate diverse solutions, and significantly enhance their learning experiences. This meta-analysis evaluates the effectiveness of IBL in fostering 21st-century skills such as critical thinking, problem-solving, and creativity. Using a systematic approach, sixteen articles from 2015 to 2024 were collected and analyzed through the PRISMA methodology, involving identification, screening, eligibility assessment, and inclusion. The sixteen primary studies meeting the inclusion criteria were analyzed using Hedge's random effects model. Results indicate that IBL significantly improves student outcomes, with an average effect size of 0.69, categorized as medium. Heterogeneity analysis showed significant variation among studies (Q = 47.849, p < 0.001). The Forest Plot demonstrated a statistically significant positive effect, while the Funnel Plot and Rosenthal's fail-safe N test indicated no publication bias, affirming the reliability of the results. IBL promotes active student participation through exploration, questioning, and real-world experiences, which are essential in 21st-century education. This meta-analysis underscores the substantial positive impact of IBL on student learning outcomes, suggesting its integration into curricula to enhance student skills in critical and creative thinking, thereby improving the quality of education globally. Theoretically, this study contributes to the pedagogical literature by providing empirical evidence for IBL's effectiveness across diverse educational contexts. Practically, the findings offer educators and policymakers evidence-based guidance for curriculum design and instructional strategies. The findings advocate for professional development and innovative teaching approaches to meet evolving educational needs
Perancangan Media Pengenalan Program Studi Menggunakan Motion Graphic (Studi Kasus Di Fakultas Teknik) Army Trilidia Devega; Jusmiati
Jurnal Responsive Teknik Informatika Vol. 6 No. 01 (2022): Jurnal Responsive Teknik Informatika
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jr.v6i01.551

Abstract

Perancangan media pengenalan Program Studi menggunakan Motion Graphic dibuat dengan menggunakan software Adobe After Effect. Tujuan dibuatnya penelitian ini agar dapat mengimplementasikan motion graphic sebagai media pengenalan Program Studi Teknik Informatika secara spesifik yang dapat digunakan sebagai media pengenalan kepada masyarakat khususnya mahasiswa baru, menggunakan media digital yang dapat diakses secara online melalui media sosial sehingga dapat menjangkau secara luas dengan lebih efektif. Hasil penelitian dan pengolahan data ini dilakukan dari penerapan metode MDLC berdasarkan 6 (enam) tahapan yang terdiri dari concept, design, material collecting, assembly, testing, dan distribution. Maka dapat diimplementasikan media pengenalan ini dalam bentuk video motion graphic dengan format mp4.
Perancangan Mockup Company Profile sebagai Media Pemasaran pada CV Rizqi Inti Buana Army Trilidia Devega; Muhammad Ropianto; Sabtu Sabtu; Weni Lestari Putri; Aprizal Y; Atman Lucky Fernandes; Deo Bagus Prayoga
Jurnal Responsive Teknik Informatika Vol. 8 No. 02 (2024): Jurnal Responsive Teknik Informatika
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jr.v8i02.1000

Abstract

Di era digital, perkembangan teknologi informasi telah mendorong perusahaan untuk memanfaatkan media digital sebagai alat pemasaran, salah satunya melalui website company profile. Website berfungsi sebagai wajah digital perusahaan, memberikan informasi tentang produk, layanan, serta identitas perusahaan. CV Rizqi Inti Buana, yang selama ini mengandalkan metode pemasaran konvensional, menghadapi tantangan dalam menjangkau pasar digital yang lebih luas. Oleh karena itu, perancangan mockup company profile berbasis web menjadi langkah strategis untuk meningkatkan profesionalitas dan daya saing perusahaan. Mockup ini dirancang dengan memperhatikan tren desain modern seperti responsivitas, kemudahan penggunaan, serta estetika yang dapat meningkatkan pengalaman pengguna (user experience). Selain sebagai media informasi, website juga diharapkan dapat berfungsi sebagai alat komunikasi interaktif antara perusahaan dan pelanggan. Dengan pendekatan ini, CV Rizqi Inti Buana dapat memanfaatkan potensi digital untuk meningkatkan jangkauan pemasaran dan membangun hubungan pelanggan yang lebih baik.
Sistem Informasi Administrasi Yayasan Daarul Qur’an Wal-Hadits Nw Batam Berbasis Web Dewi Sartika Wati; Army Trilidia Devega
Jurnal Responsive Teknik Informatika Vol. 9 No. 02 (2025): Jurnal Responsive Teknik Informatika
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jr.v9i2.1269

Abstract

Yayasan Daarul Qur’an Wal-Hadits NW mempunyai website masih terbatas profile saja dan gambar yang mengakibatkan informasi belum begitu lengkap untuk dapat dibaca oleh santri, orang dan masyarakat umum dan pengolahan administrasi menggunakan aplikasi bantu Microsoft office excels dan word dalam membuat data guru dan santri, serta informasi kami tempelkan juga di mading atau di depan kelas untuk dapat dibaca oleh guru dan santri mengakibatkan informasi belum bisa menjadi informasi ke masyarakat umum. Maka penulis merumuskan masalah bagaimana merancang, menguji dan mengimplementasikan website dan administrasi di Yayasan Daarul Qur’an Wal-Hadits NW Batam. Metode menggunakan model waterfall dengan tahapan analisis kebutuhan, desain sistem menggunakan Unified Modeling Language, implementasi, pengujian dengan black box testing, dan deployment. Hasil Perancangan website dan administrasi dengan tahapan model waterfall menghasilkan analisis sistem, desain sistem dengan pemodelan UML dan empat diagram serta delapan belas tabel untuk mendukung pembuatan website. Pengujian dan penerapan website dan administrasi yang diuji secara localhost dan online di alamat https://darulqurannwbatam.com/ serta blackbox testing dinyatakan sistem berhasil digunakan. Website dan administrasi sebagai sarana informasi, promosi serta sebagai alat bantu administrasi Yayasan Daarul Qur’an Wal-Hadits NW Batam dalam mengolah data guru dan santri serta menjadi informasi yang dapat dilihat oleh masyarakat umum. Website dan administrasi memenuhi unsur pengguna sesuai perkembangan teknologi yang lebih kompleks dengan support berbagai smartphone dan dashboard perlu dikembang serta peningkatan sumber daya manusia, yaitu sumber daya dalam pengoperasian sistem dan mampu merawat, memelihara sistem tersebut dengan baik.
Perancangan Media Pengenalan Program Studi Menggunakan Motion Graphic (Studi Kasus Di Fakultas Teknik) Army Trilidia Devega; Jusmiati
Jurnal Responsive Teknik Informatika Vol. 6 No. 01 (2022): Jurnal Responsive Teknik Informatika
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jr.v6i01.551

Abstract

Perancangan media pengenalan Program Studi menggunakan Motion Graphic dibuat dengan menggunakan software Adobe After Effect. Tujuan dibuatnya penelitian ini agar dapat mengimplementasikan motion graphic sebagai media pengenalan Program Studi Teknik Informatika secara spesifik yang dapat digunakan sebagai media pengenalan kepada masyarakat khususnya mahasiswa baru, menggunakan media digital yang dapat diakses secara online melalui media sosial sehingga dapat menjangkau secara luas dengan lebih efektif. Hasil penelitian dan pengolahan data ini dilakukan dari penerapan metode MDLC berdasarkan 6 (enam) tahapan yang terdiri dari concept, design, material collecting, assembly, testing, dan distribution. Maka dapat diimplementasikan media pengenalan ini dalam bentuk video motion graphic dengan format mp4.