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DIGITAL ATTENDANCE SYSTEMS IN EDUCATION: ENHANCING EFFICIENCY AND MONITORING IN THE DIGITAL ERA Maulana, Moch. Rizal; Sudur, Miftahus; As'ari, Andika Fajri; Wilantara, Rudi Agus; Maulana, Ikrom; Suparto, Arico Ayani
Journal on Research and Review of Educational Innovation Vol 2 No 3 (2024)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/jrrei.v2i3.1605

Abstract

This study examines the implementation and impact of digital attendance systems in education. Digital attendance is a technological innovation that replaces manual attendance systems using electronic devices such as web-based applications or specialized software. This study explores the effectiveness of digital attendance implementation in improving administrative efficiency, the accuracy of attendance data, and the monitoring of teaching and learning activities. It also analyzes its impact on student engagement, attendance compliance, and the learning process. The research employs quantitative and qualitative approaches by collecting data through surveys, interviews, and document analysis. The findings indicate that digital attendance enhances operational efficiency and facilitates real-time student attendance monitoring. However, implementing this technology also faces challenges, such as technical issues and user resistance. These findings contribute to developing policies and strategies for adopting educational technology to support school digital transformation.
INNOVATIVE APPROACHES IN DIGITAL ATTENDANCE SYSTEMS: EVALUATING THE EFFECTIVENESS OF QR CODE, FACE RECOGNITION, AND GPS METHODS Nur Kholis, Frengki; Maliya, Azka; Muawanah, Kholisotul; Rosit, Fathor; Suparto, Arico Ayani
Journal on Research and Review of Educational Innovation Vol 2 No 3 (2024)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/jrrei.v2i3.1635

Abstract

Digital attendance is a soft device or application computer designed​ to monitor and record somebody's presence systematically. Application This replaces the traditional manual way of recording and tracking the presence of employees, students, and others using digital technology. Applications for digital attendance usually implement various feature technologies such as QR Code, fingerprint finger, introduction face, RFID ( Radio Frequency Identification ), or GPS ( Global Positioning System ) to entertain accuracy and security recording presence. The study aims to obtain information about the practical method development application of existing digital attendance. Research This uses the method of systematic literature review (SLR). Stage identify, study, evaluate, and interpret all the existing research results. This study finds three effective ways​ To develop application digital attendance: QR code, fingerprint finger, and RFID. In addition, there are fewer​ effective ways to build an application with digital time and presence, such as introducing face and GPS. Methods This vulnerable error needs investigation To get a percentage of high database results. Lack of availability time is influenced by factors deep data research determines results database system is inhibiting development application logger time and digital presence. Therefore, a step further in application absence is to apply a method proven to be​ effective so that the stage development application study is fluent.
PENINGKATAN MANAGEMENT KEUANGAN KELOMPOK EKONOMI BATIK RUBI INKLUSI DESA KEDUNGDOWO Rakhman, Fathor; Suparto, Arico Ayani
Dharma Pengabdian Perguruan Tinggi (DEPATI) Vol 5 No 1 (2025): Mei 2025
Publisher : Fakultas Sains dan Teknik, Universitas Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33019/depati.v5i1.6048

Abstract

In Indonesia, batik is not only a cultural heritage that has a high selling price and bright economic prospects, but is also a wealth known to every ethnic group. Its presence as a hereditary heritage provides great opportunities for further development. With a variety of existing processing techniques, such as canting techniques or splatter techniques, the potential for improved motifs and methods will provide new opportunities to increase the selling value of batik in the future. The purpose of this service is to describe how to use financial reporting accounting for RUBI batik craftsmen, Kedungdowo Village so that it can improve the economy of batik craftsmen. In this service activity, service members use service methods with inclusive financial education, accessibility of financial infrastructure, support for financial management skills, as well as partnerships and networks. Improving financial management in the batik economy for people with disabilities is not only related to providing physical or technological access, but also involves creating an inclusive environment, building necessary skills, and overcoming social barriers. Through these steps, it is hoped that disabled people can achieve success and prosperity in the batik economic sector, while still maintaining Indonesia's valuable cultural heritage.
Pengintegrasian Elemen Gamifikasi pada Situs Google untuk Meningkatkan Kemampuan Berpikir Kritis Siswa SMKN 2 Situbondo Komariyatul. H, Siti Nur; Surur, Miftahus; Razaki, Rahmat Shofan; Suparto, Arico Ayani
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 12 No 3 (2024)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/pkwu.v12i3.1759

Abstract

Abstract: This study uses the type of Research and Development (R&D) research with the ASSURE model, which consists of the Analyze, State, Select, Utilize, Require, Evaluate procedures. The media developed has gone through three tests, namely validity test, practicality test, and effectiveness test. The instruments used in this study were validation questionnaires, student response questionnaires, and tests. The study was conducted at SMKN 2 Situbondo involving one class with 27 students. The results of the study showed that the Google Sites web learning media met the validity test from media experts with a value of 92.7% (very valid) by information technology media expert lecturers and 98.8% (very valid) by accounting teachers. In addition, the Google Sites web learning media also improved students' critical thinking skills as evidenced by the sig. (2-tailed) value of 0.000 which indicates that there is a difference or influence of the use of the media because the magnitude of the test results <the significance level value set, which is 0.05. The use of Google web learning media also received a positive response from students, as indicated by the average number of assessments for each point of the student response questionnaire of 98.4%.
PENGEMBANGAN MEDIA INTERAKTIF BERBASIS GAME QUIZIZZ UNTUK MENINGKATKAN MINAT BELAJAR PADA PEMBELAJARAN TIK KELAS VI DI SD NEGERI 1 DAWUHAN Selvianda, Niken Pundri; Suparto, Arico Ayani; Yuliana, Dyan
Consilium: Education and Counseling Journal Vol 5 No 2 (2025): Edisi: Agustus
Publisher : Biro 3 Kemahasiswaan dan Kerjasama Universitas Abduracman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/consilium.v5i2.6425

Abstract

Penelitian ini bertujuan memberikan intervensi pilihan kepada guru mengenai media pembelajaran interaktif dalam menyampaikan materi dengan menggunakan aplikasi dan di SD Negeri 1 Dawuhan. Pengembangan media pembelajaran menggunakan prinsip Kuis, yaitu (1) Perencanaan (2) Desain dan (3) pengembangan. Pendekatan kualitatif digunakan dalam penelitian ini dengan menjadikan SD Negeri 1 Dawuhan sebagai subjek penelitian. Data penelitian diperoleh melalui teknik observasi dan wawancara dengan salah satu guru TIK. Hasil penelitian menunjukkan bahwa pada pembelajaran teks eksplanasi biasanya menggunakan metode ceramah, tanya jawab, dan diskusi. Biasanya guru juga menggunakan media pembelajaran berupa tayangan power point dan video. Maka, dengan hal itu kami menggunakan aplikasi Quizizz sebagai media evaluasi mendapat respon baik dari guru dan peserta didik di SD Negeri 1 Dawuhan.
Basic Education Innovation: Enhancing Teacher Competence at SDN 1 Kedungdowo through Learning and Gamified Quizizz Surur, Miftahus; Suparto, Arico Ayani; Emyus, Ahmad Zaki; Dewi, Siti Karunia; Mursidin, Zeinul
GUYUB: Journal of Community Engagement Vol 6, No 3 (2025): September
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v6i3.12291

Abstract

This community service activity entitled Deep Learning Implementation Training Integrated with Quizizz-Based Learning Games was carried out at SDN 1 Kedungdowo Arjasa Situbondo in response to the limited mastery of technology-based learning media among teachers. The program aimed to improve teacher competence in utilizing innovative digital platforms to create more engaging and effective learning. The method used was Participatory Action Research (PAR), which emphasized collaboration and active involvement of teachers in every stage. The process began with identifying problems and needs, followed by training through theoretical materials on deep learning concepts and hands-on practice in developing Quizizz-based learning games. The implementation was then observed through classroom practice and teacher performance monitoring, and finally reflected through joint discussions to evaluate achievements and challenges as well as to design sustainable follow-up strategies.The results showed significant improvements in teacher competencies. Based on evaluation data, teachers’ understanding of deep learning concepts increased by an average of 78%, while their ability to design and apply Quizizz-based learning games rose by 85%. Classroom observations also demonstrated a 70% increase in student engagement, indicating that the integration of technology-based media successfully enhanced the learning atmosphere. Teachers expressed greater confidence in using digital tools, proving that the activity met its competency targets
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.
Community Engagement and Facilitation in Village Digital Transformation: Leveraging Websites to Enhance MSME Development and Public Information in Kedungdowo Village Mujiyanti, Sri Ayudha; Suparto, Arico Ayani; Rasidi; Fatoni, Ahmad; Sari, Putri Delila; Hidayat, Rahman; Wardani, Diah Ayu; Lisnawati, Dwi; Qomariyah, Alviyatul; Fadilah, Farhan
Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): Jurnal Pengabdian Masyarakat
Publisher : Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v6i2.2749

Abstract

Purpose: This study aims to support the digital transformation of Kedungdowo Village by enhancing the use of its website for public services and the promotion of local potential, particularly MSMEs. Method: The activity employed a participatory approach involving socialization sessions, focused group discussions, and hands-on assistance for village stakeholders. Practical Applications: The program resulted in a structured plan to optimize the OpenSID system, including a domain update and improved content management to promote village resources. Conclusion: The initiative successfully improved digital literacy among village actors and established a model for community-based digital governance in rural areas.