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RANCANG BANGUN APLIKASI MARBELQU (MARI BELAJAR AL QURAN) BERBASIS WEBSITE SEBAGAI PENUNJANG PEMBELAJARAN TILAWAH AL QURAN Ahmad Nasrul Haq, Hanif; Fazrin Nasrulloh, Sofhian
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 5 (2024): JATI Vol. 8 No. 5
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i5.10999

Abstract

Al Quran adalah kitab suci umat Islam yang menjadi sumber ajaran agama dan pedoman hidup. Allah SWT menurunkannya kepada Nabi Muhammad SAW dengan perintah membacanya sesuai Ilmu Tajwid, sebagaimana tercantum dalam QS. Al-Muzzammil 73:4. Di era digital, teknologi mengubah cara masyarakat mengakses informasi, termasuk siswa kelas IV di SDN 1 Cilaja, yang mengalami kesulitan memahami ilmu Tilawah Al Quran karena keterbatasan waktu dalam mata pelajaran Pendidikan Agama Islam (PAI). Penelitian ini bertujuan merancang dan membangun Aplikasi MarbelQu berbasis website sebagai penunjang pembelajaran Tilawah Al Quran bagi siswa kelas IV di SDN 1 Cilaja. Penelitian ini menggunakan metode Waterfall dalam Research and Development (RnD). Metode Waterfall terdiri dari beberapa tahap: Requirement (pengumpulan kebutuhan), Design (perancangan), Implementation (implementasi), Verification (verifikasi), dan Maintenance (pemeliharaan). Aplikasi MarbelQu yang dikembangkan melalui metode ini diuji oleh berbagai ahli, termasuk Ahli Media, Ahli Tajwid, Ahli Nagham/Tilawah, serta pengguna. Hasil uji menunjukkan bahwa aplikasi ini sangat layak digunakan dengan penilaian berkisar antara 82% hingga 86% dari para ahli dan pengguna.
RANCANG BANGUN SISTEM INFROMASI AKADEMIK DI SMA 2 KUNINGAN BERBASIS WEBSITE Suryana, Yaya; Fazrin Nasrulloh, Sofhian
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 5 (2024): JATI Vol. 8 No. 5
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i5.11004

Abstract

Sistem akademik berbasis web yang dirancang untuk mengintegrasikan semua proses pendidikan ke dalam suatu sistem informasi. Sistem ini bertujuan untuk menggantikan metode penyimpanan data yang masih disimpan secara semi manual menggunakan Microsoft Excel, yang sering menimbulkan masalah dalam hal efisensi dan akurasi. Penyimpanan data secara semi manual mengakibatkan masalah dalam kesulatan pencarian, pengambilan dan konsolidasi data serta risiko kehilangan data yang tinggi. Penelitian ini bertujuan untuk menghasilkan sistem informasi akademik berbasis website yang efisen dan memiliki tingkat akurasi yang tinggi di SMA Negeri 2 Kuningan. Metode penelitian yang digunakan adalah R&D (Research And Development) dengan model pengembangan Waterfall yang meliputi analisis, desain, implementasi, pengujian, pemeliharaan. Model ini dipilih karena sesuai untuk pengembangan website yang membutuhkan ketelitian, mengharuskan penyelesaian setiap tahap sebelum melanjutkan ke tahap berikutnya, sehingga prosesnya lebih terstruktur dan terurut. Teknik Pengumpulan datanya menggunakan teknik angket, observasi pengujian sistem menggunakan beberapa tes antara lain : functional suitability, usability, portability, compatibility, beserta penilian ahli sistem informasi. Uji functional suitability dengan hasil persentase 100% sementara uji usability mendapatkan hasil 92,08% dengan kategori sangat layak. Dengan demikian informasi sistem akademik telah memenuhi aspek kegunaan.
RANCANG BANGUN SISTEM INFORMASI WISATA BERBASIS WEBSITE DI WISATA ALAM SARANG LEMO Fauzie, Wildan; Fazrin Nasrulloh, Sofhian
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 6 (2024): JATI Vol. 8 No. 6
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i6.11237

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan sistem informasi yang dapat menyajikan serta memberikan informasi tentang wisata alam Sarang Lemo. Latar belakang penelitian ini didasarkan pada wisata ini baru saja dibuka dan belum begitu banyak masyarakat ataupun wisatawan yang tau akan wisata alam Sarang Lemo, kebutuhan akan sistem informasi yang mampu menyediakan informasi secara lengkap, cepat, dan akurat. Saat ini, penyampaian informasi mengenai wisata alam Sarang Lemo masih kurang efektif dan belum cukup menarik minat wisatawan untuk berkunjung. Tujuan dari penelitian ini adalah (1) Mengetahui Sistem Informasi Wisata Berbasis Website Di Wisata Alam Sarang Lemo (2) Mengetahui tingkat kelayakan untuk media promosi Sistem Informasi Wisata Berbasis Website Di Wisata Alam Sarang Lemo. Penelitian ini menggunakan pendekatan penelitian dan pengembangan atau Research and Development (R&D) dengan menggunakan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation) serta metode pengujian sistem dengan System Usability Scale (SUS). Dari hasil evaluasi akhir yang dilakukan terhadap sistem informasi wisata, para responden memberikan skor 83,85, yang termasuk dalam grade A menurut grafik persentil rank SUS. Hal ini menunjukkan bahwa sistem ini mudah digunakan oleh pengguna untuk memperoleh informasi yang dibutuhkan.
Rancang Bangun Sistem Informasi Manajemen Kepegawaian Berbasis Web di CV. Awan Media Indonesia Akbar, Ray Fatra Filahi; Nasruloh, Sofhian Fazrin
Indo-MathEdu Intellectuals Journal Vol. 6 No. 1 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i1.1774

Abstract

This research aims to produce a web-based personnel management information system at CV. Awan Media Indonesia, as well as knowing the feasibility test for using the system. 1. How to create a Website-Based Personnel Management Information System at CV. Indonesian Media Cloud. 2. What is the Feasibility of Using a Website-Based Personnel Management Information System at CV. Indonesian Media Cloud. Research Design The research method used in this research refers to the R&D Model with the ADDIE model which consists of five stages, namely Analysis, Design, Development, Implementation and Evaluation. Because the research model and This development is more rational and complete compared to other models according to the product development steps. According to the survey questionnaire data that I collected, based on the results of the usability testing percentage with a score of 94.7%, it is in the "Strongly Agree" category and fulfills the usability aspect
PENGARUH MEDIA PEMBELAJARAN BERBASIS DIGITAL QUIZIZZ TERHADAP HASIL BELAJAR MATEMATIKA SISWA DI SEKOLAH DASAR Devinra, Devinra; Hadiana, Oman; Nasrulloh, Sofhian Fazrin; Fahrudin, Sutarja; Casnan, Casnan
Jurnal Edukasi dan Sains Matematika (JES-MAT) Vol. 10 No. 1 (2024): Jurnal Edukasi dan Sains Matematika (JES-MAT)
Publisher : Department of Mathematics Education, Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jes-mat.v10i1.9292

Abstract

Penelitian ini dilatarbelakangi oleh rendahnya pencapaian penilaian formatif yang tercermin dari prestasi belajar siswa. Oleh karena itu, diperlukan suatu alat penilaian yang dapat berdampak positif terhadap hasil belajar siswa, salah satunya adalah penggunaan media pembelajaran digital berbasis Quizizz. Tujuan dari penelitian ini adalah untuk mengetahui apakah penggunaan media pembelajaran Quizizz memiliki pengaruh positif terhadap hasil belajar matematika siswa. Penelitian ini menggunakan pendekatan eksperimental dengan desain Pretest Posttest Control Group Design. Sampel penelitian terdiri dari 24 siswa, di mana 12 siswa dari kelas V menjadi kelompok eksperimen dan 12 siswa dari kelas VI menjadi kelompok kontrol. Hasil analisis menunjukkan bahwa kedua kelompok, baik eksperimen maupun kontrol, memenuhi syarat normalitas dan homogenitas. Uji-t digunakan untuk menguji hipotesis dengan menggunakan Uji Independent Sample t-test. Hasil penelitian menunjukkan bahwa terdapat pengaruh positif hasil belajar matematika siswa dari penerapan media pembelajaran digital berbasis Quizizz pada kelompok eksperimen dibandingkan dengan kelompok kontrol yang menggunakan pembelajaran konvensional.
PENGEMBANGAN "ENUMEKA" BERBASIS DIGITAL PADA IMPLEMENTASI KURIKULUM MERDEKA UNTUK MENINGKATKAN KEMAMPUAN LITERASI NUMERASI MURID Yusritawati, Ita; Nasrullah, Sofhian Fazrin; Zaenal, Reza Muhamad
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 14, No 3 (2025)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/ajpm.v14i3.11183

Abstract

Kemampuan numerasi murid di Indonesia masih belum memadai, meskipun kompetensi ini penting untuk persiapan akademik dan keikutsertaan dalam Asesmen Nasional (AS). Kemampuan numerasi murid yang belum memadai perlu dicarikan solusinya. Salah satu upaya yang diusulkan oleh para peneliti adalah pengembangan media pembelajaran berbasis digital. Aplikasi E-NuMeka diharapkan dapat meningkatkan kemampuan numerasi murid. Proyek ini bertujuan untuk membuat platform media digital "E-NuMeka" yang memenuhi persyaratan validitas, kepraktisan, dan efektivitas untuk meningkatkan literasi numerasi murid. Penulisan ini menggunakan Software Development Life Cycle dengan menggunakan teknik prototyping sebagai metodologi penulisan dan pengembangannya. Aplikasi E-NuMeka yang dikembangkan dinilai valid dan layak untuk digunakan, serta memperlihatkan efektivitas dalam meningkatkan kemampuan numerasi matematika murid. Hal ini dibuktikan dengan analisis Paired Samples Test, yang mana signifikansi (2-tailed) dengan asumsi varians yang sama adalah 0,000, yang berarti lebih kecil dari 0,05. Aplikasi E-NuMeka dinilai praktis, dengan skor evaluasi kuesioner murid rata-rata 80,20. Penulisan ini memperlihatkan jika program E-NuMeka dapat meningkatkan kemampuan literasi numerasi matematika di kalangan murid sekolah menengah atas.Students' numeracy skills in Indonesia are still inadequate, although this competency is important for academic preparation and participation in the National Assessment (AN). Students' inadequate numeracy skills need to be solved. One of the efforts proposed by researchers is the development of digital-based learning media. The E-NuMeka application is expected to improve students' numeracy skills. This project aims to create a digital media platform "E-NuMeka" that meets the requirements of validity, effectiveness, and practicality to improve students' numeracy literacy. This study uses the Software Development Life Cycle using prototyping techniques as its research and development methodology. The E-NuMeka application developed was considered valid and feasible to use with the results of the validation of material experts obtaining an average value of 88.75 and 90, then the average validation assessment from media experts was 79 and 77.66 with a valid category. And shows the effectiveness in improving students' mathematical numeracy skills, this is proven by the Paired Samples Test analysis, where the significance (2-tailed) assuming the same variance is 0.000, which means it is less than 0.05. The E-NuMeka application is considered practical, with an average student questionnaire evaluation score of 80.20. This study shows that the E-NuMeka program can improve mathematical numeracy literacy skills among high school students.
Rancang Bangun Aplikasi Baca Buku Digital “UMKUPEDIA” Berbasis Website Menggunakan Framework Laravel Fadilah, Riki Muhamad; Sofhian Fazrin Nasrulloh
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4040

Abstract

Dependence on third-party services causes problems because the management of digital books becomes inflexible and inefficient, which limits students' access to academic reading materials. This research aims to design, implement, and test a digital book reading application "Umkupedia" based on a website using the Laravel framework. The background of this research is the need for a digital book repository at Muhammadiyah University of Kuningan. This research uses the Research and Development (R&D) method with a waterfall model that includes five stages: analysis, design, development, testing, and maintenance. The research population involves all academic civitas of Muhammadiyah University of Kuningan. This application aims to improve accessibility, flexibility, and serve as a substitute for third-party services. The results of the functionality testing indicate that all 20 features tested operated successfully as designed without any errors or discrepancies in workflow. The library expert test using a professional principle approach and Likert scale showed a feasibility percentage of 92% (category 'very feasible'). Usability testing by 10 academic staff yielded a result of 85.17% (category 'very feasible'). Therefore, it can be concluded that the digital book reading application 'Umkupedia,' based on a website using Laravel, meets the aspects of functionality and usability and is suitable for implementation in the operations of a college library.
Rancang Bangun Sistem Informasi Inventory Barang Berbasis Web pada Konter +62 Luragung Kuningan Nugraha, Yogi; Fazrin Nasrulloh, Sofhian
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4049

Abstract

Konter +62 in Luragung, Kuningan faces challenges in Inventory management, which is still conducted manually. This manual process, particularly in tracking smartphones based on their unique IMEI numbers, leads to time inefficiency, high risk of recording errors, and delays in report generation for decision-making. This study aims to design and assess the feasibility of a web-based Inventory Information System as a solution. The research method used is Research and Development (RnD) with the Rapid Application Development (RAD) model, which is iterative and user-centered. System testing was carried out in two stages: functionality testing using the Black-Box Testing method by an IT expert, and usability testing with four end-users using a Likert scale questionnaire. The functionality test results showed that 100% of the test cases ran successfully as expected. Meanwhile, the usability test resulted in an average score of 4.69 out of 5, categorized as "Highly Feasible." Based on these results, the developed system is proven to be successful, functional, and well-accepted by users. Therefore, the system is feasible to be implemented to improve the efficiency and accuracy of Inventory management at Konter +62 and to address existing issues in manual Inventory recording and reporting.
Rancang Bangun Aplikasi Sistem Informasi Bimbingan dan Konseling Berbasis Website dengan Menggunakan Framework Laravel di Sekolah Menengah Kejuruan Model Patriot IV Ciawigebang Dijaya, Ramdan Ahmad; Nasrulloh, Sofhian Fazrin
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4072

Abstract

This study aims to design and develop a web-based Guidance and Counseling (BK) Information System Application using the Laravel framework at SMK Model Patriot IV Ciawigebang. The development method employs the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) using Laravel and Vite for backend development and asset management, the Atlantis 3.30 template based on Bootstrap 4 for a responsive interface, and MySQL as the database. Functionality testing by information systems experts showed a 100% suitability rating (highly suitable). Usability testing yielded a score of 83.9% (highly suitable) by guidance counselors, 54.3% (sufficiently suitable) by students, and 87.6% (highly suitable) by the student affairs department. These findings indicate that the application can improve the efficiency of BK administration, simplify online counseling services, accelerate the process of reporting student cases, and support the effectiveness of services through progress tracking modules, real-time notifications, and data security systems. Based on these results, the application is recommended for continued use in schools with regular maintenance and feature development according to user needs and feedback.
Efektivitas Penggunaan Platform E-Learning Berbasis Moodle untuk Meningkatkan Motivasi Belajar Siswa Khoirujzaman, Haykal Kholid; Nasrulloh, Sofhian Fazrin
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4091

Abstract

The rapid development of information and communication technology demands the integration of digital platforms in education to enhance student learning motivation, particularly in vocational high schools. This study aims to measure the effectiveness of using the Moodle-based e-learning platform in improving students’ motivation in the subject of Computer and Basic Networking. The method used was quantitative with a pre-experimental approach and a one-group pretest-posttest design. The research subjects were 33 tenth-grade students at SMKN 2 Kuningan. Data collection techniques were carried out through observation and a learning motivation questionnaire administered before and after the implementation of Moodle. The data were analyzed descriptively and quantitatively. The results showed a significant increase in students’ learning motivation after using Moodle, as evidenced by the Wilcoxon Signed Ranks Test and a large effect size. It is concluded that Moodle is effective in enhancing students’ learning motivation, especially in practice-based and technical subjects. The implication is that Moodle can serve as a strategic alternative for implementing interactive, flexible, and student-centered digital learning, while also encouraging teachers to adopt more innovative, technology-based teaching approache