Articles
Penerapan Metode Five Modulus Dalam Mengkompresi File Dokumen (PDF) Pengembangan Bahan Ajar
Sitohang, Norenta
Jurnal Sains Informatika Terapan Vol. 2 No. 1 (2023): Jurnal Sains Informatika Terapan (Februari, 2023)
Publisher : Riset Sinergi Indonesia (RISINDO)
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DOI: 10.62357/jsit.v2i1.110
PDF files are one of the document files that are classified as having sufficient size larger than other document files. Currently, the use of applications as information is increasing commonly used. But there is a problem that is often encountered, namely the need for a safe place great for storage. Therefore, compression is needed to reduce the size of the application data. Data compression is a process of converting a set of data into a form of code to reduce the need for data storage space. The Five Modulus method is wrong a data compression algorithm. To find out the results of the compression process is done through the ratio compression and space saving. The results to be known, the compression ratio and space saving. According to the test results The tests that were carried out show that the data that originally had a larger size can be very well compressed on the application of the Five Modulus method in compressing document files (PDF).
Pelatihan Digital Marketing dalam Meningkatkan Kompetensi Siswa di Bidang Eneterpreneurship
Yanny, Anda;
Sianturi, Ronda Deli;
Panjaitan, Melda;
Hutabarat, Sumiaty Adelina;
Hutagalung, Siti Nur Habibah;
Sitohang, Norenta
ORAHUA : Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 01 (2024): Juli
Publisher : Faatuatua Media Karya
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DOI: 10.70404/orahua.v2i01.91
Kegiatan pengabdian masyarakat ini bertujuan mengenalkan digital marketing kepada siswa dan siswi sekaligus meningkatkan kompetensi mereka di bidang berwirausaha. Kegiatan ini mengasilkan empat kompetensi yaitu keterampilan berpikir kritis, keterampilan kreativitas, keterampilan berkomunikasi, serta keterampilan berkolaborasi. Kegiatan ini dilaksanakan di SMU Negeri 14 Medan dengan sasaran siswa dan siswi kelas XII berjalan dengan lancar, bahkan siswa dan siswi sangat antusias mengikutinya dan berlomba lomba mendesain promosi produk melalui platform canva. Metode pelaksanaan kegiatan ini dengan metode ceramah yang memberikan penjelasan mengenai teori dan pengalaman di bidang digital marketing, kemudian dilanjutkan dengan pelatihan langsung membuat bentuk promosi, harga dan tampilan produk. Pada sesi terakhir siswa diharuskan menjelaskan hasil dari tampilan digital marketing mereka secara berkelompok Kegiatan yang menghabiskan waktu kurang lebih 4 jam ini menghasilkan pemahaman kepada siswa dibidang digital marketing dengan harapan kelak akan menjadi ilmu mereka jika ingin berwirausaha nantinya.
Decision Making System for Selection of Students for Achievement Scholarships at SMA Negeri 14 Medan
Sitohang, Norenta
Bahasa Indonesia Vol 15 No 02 (2023): Instal : Jurnal Komputer Periode (Juli-Desember)
Publisher : Cattleya Darmaya Fortuna
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DOI: 10.54209/jurnalkomputer.v15i02.104
This research explains the problem of decision making in selecting students for achievement scholarships to support student achievement at SMA Negeri 14 Medan. Problem solving uses a qualitative research method which seeks to obtain information about the object being researched according to the reality of students at school by using the interview method, namely collecting data by interviewing directly. The research was conducted at SMA Negeri 14 Medan, namely Jl. East Ujung Students, Binjai Village, Medan District, Medan City. The achievement of the aim of this research is to describe and explain to students and educational institutions as a contribution to thinking in fostering educational values and deciding which outstanding students receive scholarships
Upaya Peningkatan Motivasi Belajar dengan Memaksimalkan Penggunakan Teknologi Informasi dan Komunikasi (TIK) Pada Proses Pembelajaran
Sitohang, Norenta
Jurnal Ilmiah Multidisiplin Nusantara (JIMNU) Vol. 2 No. 2 (2024): JIMNU - JULI
Publisher : PT. Padang Tekno Corp
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DOI: 10.59435/jimnu.v2i2.397
Peningkatan motivasi belajar siswa merupakan tantangan utama dalam sistem pendidikan saat ini. Penelitian ini bertujuan untuk mengeksplorasi bagaimana penggunaan Teknologi Informasi dan Komunikasi (TIK) dapat meningkatkan motivasi belajar siswa. Masalah utama yang diidentifikasi adalah rendahnya motivasi belajar siswa yang dapat berdampak negatif pada prestasi akademik mereka. Solusi yang diusulkan dalam penelitian ini adalah penerapan teknologi informasi dan komunikasi secara efektif dalam proses pembelajaran. Penelitian ini dilakukan dengan metode kuantitatif, melibatkan survei dan wawancara dengan siswa serta analisis data statistik untuk mengukur perubahan motivasi belajar setelah implementasi TIK dalam pembelajaran. Hasil penelitian sementara menunjukkan bahwa penggunaan TIK, seperti platform pembelajaran daring, alat kolaborasi digital, dan sumber belajar interaktif, dapat meningkatkan keterlibatan dan motivasi siswa dalam belajar. Hasil penelitian menunjukkan bahwa kemampuan model pemilihan media belajar (X1) dan persepsi pembelajaran inovatif (X2) berpengaruh terhadap peningkatan motivasi belajar mahasiswa (Y) sebesar 34,5%. Sisanya, yaitu 65,5%, dipengaruhi oleh variabel independen lainnya yang tidak diteliti dalam penelitian ini. Dengan kata lain, meskipun model pemilihan media belajar dan persepsi pembelajaran inovatif memiliki kontribusi yang signifikan, masih terdapat faktor-faktor lain yang juga berperan dalam mempengaruhi motivasi belajar mahasiswa.
Pemanfaatan Media Pembelajaran di Era New Normal pada Sekolah MIS Al-Hidayah CK
Sarwandi, Sarwandi;
Siagian, Meryance V;
Sitohang, Norenta;
Murdani, Murdani
ULEAD : Jurnal E-Pengabdian Volume 2 Nomor 1 Juli 2022
Publisher : Fakultas Ilmu Komputer, Universitas Katolik Santo Thomas Medan
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DOI: 10.54367/ulead.v2i1.1992
Pemanfaatan media pembelajaran di era new normal pada dunia pendidikan saat ini sangat dibutuhkan guna meningkatkan kualitas dan mutu di dalam pendidikan. Pada masa pandemi covid-19 sekarang ini seluruh pendidikan mengharuskan pembelajaran terjadi secara online. Pandemi covid-19 ini telah menyerang hampir tiga tahun lebih sejak 2019 lalu. Sehingga dunia pendidikan mengharuskan memperbaharui cara mengajar, serta penggunaan teknologi yang sangat penting. MIS AL-HIDAYAH CK merupakan institusi pendidikan yang berusaha memanfaatkan perkembangan teknologi agar proses pembelajaran berlangsung secara efektif terkhususnya pada setiap pembelajaran berlangsung. Pemanfaatan di MIS AL-HIDAYAH CK ini sudah ada sejak sebelum terjadinya covid-19, tetapi belum digunakan secara semaksimal mungkin, karena banyak kendala yang dihadapi oleh para guru dalam mengaplikasikannya di dalam pembelajaran. Seperti para guru belum memahami media-media pembelajaran yang sering digunakan yakni Microsoft Power Point, para guru belum mengerti cara membuat media pembelajaran yang menarik perhatian para siswa, sehingga siswa merasa bosan dengan pembelajaran biasa. Oleh karena itu pemanfaatan media pembelajaran terkhusus aplikasi Microsoft PowerPoint merupakan alternatif bagi permasalahan tersebut, di mana dengan menggunakan aplikasi tersebut para guru dapat merubah proses belajar mengajar yang dirancang sedemikian sehingga menjadi media pembelajaran yang menarik secara daring maupun luring. Oleh karena itu, pengabdian kepada masyarakat yang dilakukan tim adalah melakukan pelatihan pemanfataan media pembelajaran di era new normal di MIS AL-HIDAYAH CK sebagai sarana untuk mengembangkan kemampuan para guru dalam memberikan pembelajaran terbaik di dalam kelas.
The Effect of Digital Storytelling on Student Engagement and Literacy Skills
Sitohang, Norenta;
Hutagalung, Siti Nurhabibah
Literacy: Journal of Education and Social Science Vol. 2 No. 01 (2024): Literacy: Journal of Education and Social Science
Publisher : Literacy: Journal of Education and Social Science
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This study aims to determine the influence of digital storytelling on student engagement and their literacy skills. Digital storytelling, which combines narrative elements with multimedia technology, is expected to improve students' learning experience and enrich literacy skills, both in reading, writing, and critical thinking. In the context of education that is increasingly connected to technology, this approach is considered relevant to increase student motivation and participation in learning. This study uses a quantitative method with a pseudo-experimental design. The research sample consisted of students from several high schools divided into two groups: an experimental group that used digital storytelling in learning and a control group that used traditional methods. Data was collected through student engagement questionnaires and literacy skills tests adapted from the applicable curriculum. The data analysis technique uses a t-test to see the difference between the experimental group and the control group. The results showed that there was a significant increase in student engagement and literacy skills in the experimental group that used digital storytelling. Students who are involved in digital storytelling-based learning show higher motivation in following the learning process and better literacy skills, especially in the aspects of text comprehension and writing creativity. In contrast, the control group that used conventional methods did not show significant changes in both aspects. Based on these results, it can be concluded that digital storytelling has a positive influence on student engagement and their literacy skills. Therefore, the application of digital storytelling in learning can be one of the innovative alternatives to improve the quality of education in this digital era.
The Use of the Figma Design Application with the ATM (Amati, Tiru, Modifikasi) Method in Class X Students at SMK Negeri 3 Medan
Sitohang, Norenta
Literacy: Journal of Education and Social Science Vol. 2 No. 02 (2025): Literacy: Journal of Education and Social Science
Publisher : Literacy: Journal of Education and Social Science
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This study aims to examine the effectiveness of the use of the Figma design application with the ATM (Observe, Imitate, Modify) method in improving the design skills and creativity of grade X students at SMK Negeri 3 Medan. The research method used is qualitative descriptive with participatory observation techniques, interviews, documentation, and analysis of students' work. The research was conducted on 30 students majoring in Software Engineering through educational field practice. The results show that the ATM approach is able to improve the understanding of design principles, technical skills in the use of Figma, as well as encourage innovation in design modification. Digital collaboration also helps develop communication and teamwork skills. Although there were initial obstacles in adapting Figma's features, they could be overcome through intensive mentoring. Thus, the integration of Figma and the ATM method has proven to be effective as a design learning strategy that is applicable, creative, and in accordance with industry needs.
The Relationship between Students’ Understanding of Pancasila Educational Values and Their Attitudes toward the Rejection of Online Gambling (A Study of Students at Universitas Budi Darma)
Hutabarat, Sumiaty Adelina;
Sitohang, Norenta
Literacy: Journal of Education and Social Science Vol. 3 No. 1 (2025): Literacy: Journal of Education and Social Science
Publisher : Literacy: Journal of Education and Social Science
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This study aims to analyze the relationship between students’ understanding of the values taught in the Pancasila Education course and their attitudes toward rejecting online gambling practices. The increasing access to digital technology has encouraged various forms of misuse, including online gambling, which has the potential to damage students’ academic, economic, and moral aspects. Pancasila Education is viewed as a strategic instrument in shaping students’ character, integrity, and legal awareness. This study employs a quantitative approach with an explanatory research design. The sample consists of 24 students who have completed the Pancasila Education course. Data were collected using a Likert-scale questionnaire with 20 statement items. The validity test results indicate that all items meet the validity criteria, while the reliability test yields a Cronbach’s Alpha value of 0.916, indicating a very high level of consistency. Simple regression analysis shows a significant relationship between students’ understanding of Pancasila values and their anti–online gambling attitudes (t = 5.28; p < 0.05), with a coefficient of determination of 0.568. These findings indicate that the higher students’ understanding of Pancasila values, the stronger their tendency to reject online gambling practices. The results provide important implications for strengthening character education in higher education in response to the challenges of the digital era.
Pengenalan Dasar Komputer dan Pemanfaatannya dalam Mendukung Literasi Teknologi Informasi Siswa
Sitohang, Norenta;
Sianturi, Ronda Deli
Marsipature Hutanabe: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 01 (2026): Marsipature Hutanabe: Jurnal Pengabdian Kepada Masyarakat
Publisher : CV. Devi Tara Innovations
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The development of information technology in the digital era requires students to possess technological literacy skills as a foundation for facing modern educational challenges. However, many elementary school students still lack basic understanding of computers and their utilization in learning activities. This community service program aimed to introduce basic computer concepts and train students in utilizing technology to support information technology literacy. The methods used included lectures, demonstrations, and hands-on practice conducted at SD Negeri 106167 Lantasan Baru. The materials covered hardware and software introduction, word processing applications, and responsible internet usage. The results showed an improvement in students’ understanding of computer components, their ability to use basic applications, and awareness of the importance of digital literacy. This program contributes positively to enhancing students’ readiness for digital-based learning and supporting the development of 21st-century skills.
ANALISIS EFEKTIVITAS MEDIA INTERAKTIF DALAM MENINGKATKAN PARTISIPASI BELAJAR SISWA PADA PEMBELAJARAN DI ERA DIGITAL DI YAYASAN SMP ADVENT AIR BERSIH MEDAN
Hulu, Genimas;
Sitohang, Norenta
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 04 (2025): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna
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DOI: 10.54209/jatilima.v7i04.1910
Riset ini dilaksanakan dengan tujuan menilai efektivitas media pembelajaran interaktif dalam mendongkrak keterlibatan dan motivasi akademik siswa pada pelajaran Informatika/TIK di era digital. Metode kuantitatif dengan desain eksperimental digunakan, melibatkan 50 siswa dari Yayasan SMP Advent Air Bersih Medan yang dibagi menjadi kelompok eksperimen (menggunakan media interaktif seperti kuis dan game edukatif) dan kelompok kontrol (menggunakan media tradisional). Pengambilan data dilakukan melalui kuesioner skala Likert, yang kemudian dianalisis menggunakan SPSS. Hasil penelitian menunjukkan peningkatan signifikan pada tingkat partisipasi, dengan nilai rata-rata 4.23 untuk kelompok eksperimen berbanding 3.80 pada kelompok kontrol. Secara keseluruhan, media interaktif terbukti efektif meningkatkan partisipasi, memperkuat pemahaman materi, dan menciptakan proses belajar yang lebih menarik dan relevan, sehingga kualitas pembelajaran siswa terangkat.