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EFEKTIVITAS PENERAPAN INTERNET MARKETING 4.0 TERHADAP PEMESANAN TIKET TRAVEL PEKANBARU DURI DUMAI Fauzan Azim; Ikhbal Akhmad; Hadi Purwanto; Khairul Anshari; Sunanto Sunanto
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 6 No 1 (2021): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v6i1.1531

Abstract

This research was conducted at PT. Jasa Mulya Trans Gemilang, a company engaged in transportation services by routes of Pekanbaru-Duri-Dumai. PT. Jasa Mulya Trans Gemilang has two websites that are quite good on the search engines of Google: Bing and Yahoo. It also carries out Advertising Promotions through Social Media and Google Ads which have been running for a long time and until the time this research was conducted, there was no measurement of how well the effectiveness of Internet Marketing that has been running at PT. Jasa Mulya Trans Gemilang. Measuring the Effectiveness of an Internet Marketing Program is indispensable for consideration and promotional strategies that can be carried out for the future by the company. One of the ways to measure the effectiveness of Internet Marketing Utilization was the EPIC Model. In the EPIC Model, there were four variables which were investigated to measure effectiveness, namely Empathy, Persuasion, Impact and Communication. Respondents in this study were the people of Pekanbaru and its surroundings who ordered travel tickets with destination of Duri and Dumai Cities. After conducting this research, it was obtained that the effectiveness levels of Internet Marketing Application of travel ticket reservations for Pekanbaru-Duri-Dumai which was measured in four EPIC dimensions were as follows: the value of Emphaty was 4.09, the Persuasion was 4.11, the Impact was 3.88, and the Communication was 3.99. From the four EPIC dimensions, the average result of the EPIC Model or EPICrate was 4.02 that could be interpreted on an effective scale. This means that in this research, the implementation of Internet Marketing at PT. Jasa Mulya Trans Gemilang through the internet consisting of Website, Social Media and Google Ads was effective.
PENGEMBANGAN MODUL GAMBAR TEKNIK MESIN BERBASIS COOPERATIVE LEARNING DI AKADEMI KOMUNITAS NEGERI PESISIR SELATAN Fadli, Zulfadli; suparno; Waskito; Khairul Anshari
Jurnal Pendidikan Teknologi Informatika dan Sains Vol 4 No 1 (2022): Journal of Education Informatic Technology and Science (JeITS) Edisi April 2022
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jeits.v4i1.3901

Abstract

Berdasarkan hasil studi pada mata kuliah gambar teknik mesin menunjukkan bahwa capaian pembelajaran menggambar teknik mesin belum memuaskan. Setelah diberikan perlakuan dengan pengembangan modul gambar teknik mesin berbasis cooperative learniang. Hasil yang diperoleh dari penelitian pengembangan ini sebagai berikut: (1) menghasilkan sebuah modul pembelajaran berbasis cooperative learning pada mata kuliah gambar teknik mesin, (2) validitas modul pembelajaran berbasis cooperative learning dinyatakan valid pada validitas modul 80,42 dengan kategori sangat baik, (3) praktikalitas modul pembelajarn berbasis cooperative learning berdasarkan respon dosen dinyatakan sangat praktis 86,88% dan berdasarkan respon mahasiswa dinyatakan sangat praktis 83,04%, (4) efektivitas modul pembelajaran berbasis cooperative learning dilihat dari aspek hasil belajar dinyatakan efektif dilihat dari terdapatnya perbedaan hasil belajar pretest dan posttest dengan peningkatan 19,4%, dilihat dari aspek aktivitas belajar dinyatakan eferktif 81,6%. Berdasarkan hasil penelitian ini disimpulkan bahwa pengembangan modul pembelajaran berbasis cooperative learning ini valid, praktis dan efektif untuk dimanfaatkan sebagai modul pembelajaran pada mata kuliah gambar teknik mesin..
Pengembangan E-Modul Menggunakan Kvisoft Flipbook Mata Pelajaran Dasar-Dasar Kejuruan Teknik Elektronika di SMK Taruna Pekanbaru Khairul Anshari; Fitri Farida; Febrelly Sabatini
EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran Vol 5 No 1 (2024): Edisi Januari 2024
Publisher : Unit Pelaksana Praktik Kependidikan Terpadu Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/eduteach.v5i1.6822

Abstract

Modul yang digunakan oleh guru di SMK Taruna Pekanbaru masih belum mendorong minat belajar mandiri bagi siswa, karena modul yang digunakan belum terkonsep dalam bentuk yang utuh serta materi yang diberikan belum sepenuhnya sesuai dengan kompetensi dasar pada kurikulum yang diterapkan di sekolah. Media yang digunakan masih menggunakan media papan tulis dan metode ceramah sehingga siswa merasa jenuh dan tidak memiliki motivasi untuk belajar. Penelitian ini bertujuan untuk menghasilkan E-Modul berbasis Flipbook pada mata pelajaran dasar-dasar kejuruan teknik elektronika yang valid dan praktis. Penelitian menggunakan metode Research and Develepment dengan model 4-D yang di modifikasi menjadi model 3-D, yakni Define, Design dan Development. Subjek penelitian adalah siswa kelas X TE SMK Taruna Pekanbaru. Instrumen penelitian berupa angket validitas dan angket praktikalitas. Hasil yang diperoleh berupa data validitas E-Modul dari ahli media dan ahli materi dengan kategori sangat valid dan hasil praktikalitas dari respon guru dan siswa dengan hasil sangat praktis.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN SKEE BERBASIS ANDROID DENGAN ADOBE FLASH CS6 KELAS XI TOI DI SMK NEGERI 7 PEKANBARU Rilva, Maulana2001; Fauzan Azim; Khairul Anshari; Zuqriva Hayati
EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran Vol 5 No 2 (2024): Edisi Juni 2024
Publisher : Unit Pelaksana Praktik Kependidikan Terpadu Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/eduteach.v5i2.6866

Abstract

Penelitian dan pengembangan yang dilakukan berupa media pembelajaran berbasis Android dengan Adobe Flash CS6 pada mata pelajaran sistem kontrol elektromekanik elektronik pada pokok bahasan komponen sistem kontrol elektro. Penelitian dikemas dan dikembangkan dengan metode Research and Development atau R&D dari beberapa tahapan yang mengikuti ADDIE antara lain tahap analisis, design produk,pengembangan produk, uji coba produk, dan revisi produk akhir. Kelayakan media pembelajaran berbasis Android dengan Adobe Flash CS6 pada mata pelajaran sistem kontrol elektromekanik elektronik menurut para ahli yaitu sangat layak. Hasil validasi ahli materi mendapatkan skor persentase 90%, ahli media mendapatkan skor persentase 72%. Seluruh hasil rekapitulasi angket pada tahap validasi produk memiliki kriteria sangat layak. Respon guru dan siswa terhadap kemenarikan media pembelajaran berbasis Android dengan Adobe Flash CS6 pada mata pelajaran sistem kontrol elektromekanik elektronik sangat menarik. Hasil Uji coba guru mendapatkan skor persentase 91%, hasil uji coba kelompok kecil mendapatkan skor 97% dan uji coba lapangan mendapatkan skor persentase 91%. Seluruh hasil rekapitulasi angket pada tahap uji coba produk memiliki kriteria sangat menarik.
Studi Literatur: Peran Pembelajaran Matematika Dalam Pembentukan Karakter Siswa Husnul Fauzan; Khairul Anshari
JURNAL RISET RUMPUN ILMU PENDIDIKAN Vol. 3 No. 1 (2024): April : Jurnal Riset Rumpun Ilmu Pendidikan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurripen.v3i1.2802

Abstract

Mathematics learning has a significant role in student character building, with the main objective of developing logical, rational, critical, creative, systematic, and practical thinking patterns. However, there are still challenges in achieving this goal, such as lack of student interest, learning difficulties, and the availability of adequate resources. This article discusses the role of mathematics learning in students' character building and the importance of integrating mathematics learning with character building. Through a qualitative method with a literature study approach, data were taken from various sources such as journals, books, news, and other scientific research using the Google Scholar database with the keywords mathematics and student character from 2019 to 2024. The results showed that mathematics learning can shape students' character through the development of values such as discipline, honesty, hard work, creativity, curiosity, responsibility, communicative, and independence. Therefore, continuous efforts are needed to improve the quality of mathematics learning, taking into account the needs and interests of students and utilizing available learning technologies and resources. Collaboration between teachers, students, parents and other related parties is also important to create a conducive learning environment that supports students' development in mathematics.
Penguatan Soft Skill Digital Enterpreneurship Bagi Anak Panti Asuhan Putra Muhammadiyah Pekanbaru Okmayura, Finanta; Khairul Anshari; Rahayu Setianingsih
Jurnal Pengabdian UntukMu NegeRI Vol 8 No 2 (2024): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v8i2.7509

Abstract

Anak-anak Panti Asuhan Putra Muhammadiyah Pekanbaru seringkali menghadapi serangkaian tantangan yang khas dalam perjalanan hidup mereka. Masalah utama yang mereka hadapi adalah ketidakpastian masa depan dan keterbatasan sumber daya. Mereka sering kali tumbuh tanpa dukungan keluarga yang stabil, akses terbatas terhadap pendidikan yang berkualitas dan peluang pekerjaan yang terbatas. Selain itu, mereka mungkin menghadapi stigma sosial yang dapat menghambat perkembangan mereka dalam masyarakat. Di tengah revolusi digital yang terus berlanjut, pelatihan soft skill digital entrepreneurship menjadi semakin penting. Ini membantu anak- anak panti asuhan untuk mengatasi hambatan-hambatan tersebut, memungkinkan mereka untuk memperoleh keterampilan yang relevan dalam era teknologi dan memberikan peluang untuk berdiri di atas kaki mereka sendiri, menciptakan peluang karier, dan meraih kesuksesan yang lebih besar di dunia yang semakin terhubung digital. Anak-anak Panti Asuhan Putra Muhammadiyah Pekanbaru saat ini belum memiliki keterampilan soft skill sebagai bekal setelah menamatkankan diri dari panti asuhan maupun sekolah sehingga perlu diberikan penguatan soft skill melalui digital enterpreneurship untuk mewujudkan enterpreneur muslim yang unggul di masa depan. Dengan adanya pengabdian ini, maka diharapkan akan melahirkan entrepreneur muslim yang cerdas dan unggul di masa depan nanti.
PERBANDINGAN MODEL PEMBELAJARAN COOPERATIF LEARNING TIPE JIGSAW DENGAN GROUP RESUME DALAM MENINGKATKAN KEAKTIFAN MAHASISWA Khairul Anshari
EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran Vol 6 No 01 (2025): EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran
Publisher : Unit Pelaksana Praktik Kependidikan Terpadu Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/eduteach.v6i01.8766

Abstract

The cooperative learning model requires students to be active and discuss, such as the jigsaw and group resume types which both require students to be active in learning. The purpose of this study was to compare the jigsaw type learning method with the group resume in the student development course, in order to see the level of student activity. This study used a comparative descriptive method. The population was all students who took the student development course. The results showed that the activity value in the group resume reached a maximum of 75% and a minimum of 65%, this is because not all students are active in contributing to learning. In the jigsaw type, the maximum activity value was obtained at 76% and a minimum of 68% because students do have a role to be active in every learning process. The student activities observed were viewing activities, listening activities, speaking activities and writing activities with an increase in the values ​​obtained by students. So it can be concluded that the jigsaw model produces more active students.
Pengenalan Lapangan Persekolahan pada Mahasiswa di SMKN 6 Pekanbaru Alviana Khairiah Nasution; Khairul Anshari
Pemberdayaan Masyarakat : Jurnal Aksi Sosial Vol. 2 No. 1 (2025): Maret : Pemberdayaan Masyarakat : Jurnal Aksi Sosial
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/aksisosial.v2i1.1290

Abstract

Introduction to School Field (PLP) is an academic program designed to provide students with direct experience in the world of education. This program aims to enable students to understand the real situation in schools, improve their teaching skills, and hone their professional abilities as prospective educators. In the implementation of PLP at SMKN 6 Pekanbaru, four students participated in this activity from January 13 to February 22, 2025. They were given the opportunity to teach English to students in grades 10 (RPL 1 & 2), 10 (TE 1 & 2), and 11 (MEKA 1 & 2). Through this program, students can gain valuable experience in managing classes, compiling learning tools, and interacting directly with students and educators. In addition, the PLP program also provides benefits for schools in improving the quality of learning. This article will discuss the implementation of PLP in detail, starting from the methods used, the results obtained, to the benefits felt by students and learners.