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Digitalisasi Layanan Asesmen Konseling Berbasis Neuro-linguistic Programming Dengan Model ADDIE Di SMK Negeri 1 Kademangan Blitar Muchamad Saiful Muluk; Rafika Akhsani; Ibnu Athaillah; Moch. Kholil
Edu Consilium : Jurnal Bimbingan dan Konseling Pendidikan Islam Vol. 5 No. 1 (2024): Februari
Publisher : Institut Agama Islam Neegri Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19105/ec.v5i1.11233

Abstract

Counseling services are an integral part of education in helping students fulfill their developmental tasks and solve problems that hinder them. However, there are problems that hinder the performance of counseling teachers, including the proportion of counseling teachers' duties exceeding the limit, the complexity of students' problems, the conventional counseling service process, and the lack of documentation of the counseling process. This requires a solution, one of which is the digitization of counseling services. The focus of this research is the development of a neuro-linguistic programming (NLP) based counseling service application at SMK Negeri (SMKN) 1 Kademangan Blitar. The research procedure uses the ADDIE model (analysis, design, development, implementation and evaluation). Data collected by forum group discussion, interview, observation and documentation. The results showed that the developed counseling service application was able to detect the tendency of the counselee's modality and determine the sub modality map quickly and accurately. This makes it easier for counselors to carry out the stages of diagnosis, prognosis, treatment, evaluation and follow-up of counseling process, as well as documenting the counseling record. Based on the results of the application testing and implementation, counseling teachers feel helped by the digital counseling service application.
NEURO-LINGUISTIC PROGRAMMING-BASED COUNSELING ASSESSMENT APPLICATION DESIGN Utomo, Prabowo Budi; Akhsani, Rafika; Muluk, Muchammad Saiful; Moch. Kholil
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 6 No 2 (2023): December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v6i2.5404

Abstract

The non-optimal use of technology in counseling assessment makes the problem identification less accurate. Counseling assessment applications that are able to identify problems precisely are a necessity for counselors / counseling guidance teachers. The use of Google API speech to text allows the development of web applications that produce text outputs from voice input that can facilitate the process of diagnosing modalities and sub modalities of counselees / students. The method used in system development is Prototype which has advantages in faster development time. Combined with the Neuro-Linguistic Programming method, it will increase the accuracy of the diagnosis of modalities and sub modalities of counselees/students. The developed application has been tested functionally with a value of 65.63% which is included in the interpretation of 'Feasible', so it can be stated that the developed counseling assessment application is in accordance with user needs and feasible to use.
Pembuatan Video Profil Lembaga Pusat Kegiatan Belajar Masyarakat (PKBM) “Tunas Pratama” Sebagai Media Promosi Berbasis Multimedia Linear Ahmad Zuda Birohman; Mokhamad Arafik Efendy; Moch. Kholil; Rafika Akhsani
Jurnal Ilmu Komputer dan Multimedia Vol. 2 No. 1 (2025): ILKOMEDIA Edisi Juni 2025
Publisher : Akademi Komunitas Negeri Putra Sang Fajar Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46510/ilkomedia.v2i1.7

Abstract

Video Profil menjadi media visual yang sangat efektif untuk menyampaikan informasi. Video profil banyak digunakan oleh perusahaan, lembaga, dinas, pemerintahan dan usaha lainnya. Pusat Kegiatan Belajar Masyarakat (PKBM) merupakan satuan pendidikan yang berada di bawah pengawasan dan bimbingan dari Dinas Pendidikan Nasional. PKBM Tunas Pratama dapat menjadi solusi bagi masyarakat yang ingin meningkatkan status pendidikannya. Lembaga ini menaungi Pendidikan Kesetaraan dengan program Kejar Paket A (setara SD/MI), B (setara SMP/MTS), dan C (setara SMA/MA). Tetapi, kurangnya pengetahuan masyarakat, membuat PKBM Tunas Pratama kurang dikenali. Sehingga masyarakat masih banyak yang tidak tahu, Maka perlu dilakukan pembuatan video profil untuk memperkenalkan PKBM Tunas Pratama. Dalam pembuatan video profil, terbagi menjadi 3 tahap, Pra-produksi, Produksi dan Pasca Produksi. Dalam tahap pra-produksi dilakukan penetuan ide atau tema, pembuatan cue sheet dan stroyboard, serta persiapan peralatan. Selanjutanya, pada tahap produksi, dilakukan pengambilan video. Terakhir, tahap pasca produksi, dilakukan penyuntingan atau pemilahan video serta aset lainnya. Selanjutnya melakukan editing, rendering dan yang terakhir adalah review. Dalam pembuatan video profil, ide atau tema, teknik pengambilan gambar, pengemasan editing (penambahan teks dan visual efek) dan penggunaan audio backsound, menjadi salah satu kunci daya tarik video. Melalui berbagai tahapan yang panjang, video profil ini selain untuk memperkenalkan, juga dapat digunakan sebagai sarana promosi dari PKBM Tunas Pratama.
Pembuatan Animasi 2D In The Zoo Menggunakan Adobe After Efect dan Adobe Illustrator Maharani, Bilqis Aulia M; Farhan Bagustya Pradana; Moch. Kholil; Rafika Akhsani
Jurnal Ilmu Komputer dan Multimedia Vol. 1 No. 1 (2024): ILKOMEDIA Edisi Juni 2024
Publisher : Akademi Komunitas Negeri Putra Sang Fajar Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46510/ilkomedia.v1i1.8

Abstract

Banyaknya metode pembelajaran untuk anak berkkebutuhan khusus, memerlukan pendekatan yang kreatif dan sesuai dengan kebutuhan mereka. Sehingga memberikan inisiatif untuk menggunakan media visual seperti video animasi 2D untuk materi anak kelas 7 SMP SLB Negeri 4 Kota Blitar dengan menggunakan perangkat lunak Adobe Ilustrator dan Adobe After Effect. Video animasi 2D berjudul "In The Zoo" merupakan video animasi 2D pembelajaran nama-nama hewan dalam bahasa Inggris dengan harapan meningkatkan pemahaman dan daya ingat nama hewan dalam bahasa Inggris. Penelitian ini memberikan kontribusi pada pengembangan media pembelajaran yang lebih inklusif dan berorientasi pada kebutuhan anak-anak dengan kebutuhan khusus di SLB. Penggunaan perangkat lunak Adobe After Effects dan Adobe Illustrator membuktikan sebagai alat yang efektif dalam menciptakan video animasi 2D yang menarik dan bermanfaat bagi anak-anak SLB. Penelitian ini juga menyediakan landasan untuk pengembangan lebih lanjut dalam penggunaan teknologi multimedia dalam pendidikan inklusif
PENGARUH METODE GAME BASED LEARNING PADA MATA KULIAH AGAMA ISLAM TERHADAP INTERPERSONAL DAN INTRAPERSONAL SKILLS MAHASISWA Muchamad Saiful Muluk; Ibnu Athaillah; Moch. Kholil
Al-Hasanah : Jurnal Pendidikan Agama Islam Vol 10 No 01 (2025): In Press
Publisher : STAI Pelabuhan Ratu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51729/1001629

Abstract

In welcoming the era of society 5.0, higher education through its tri dharma activities is required to produce graduates who are not only competent in sciences and technologies and their applications, but also have self-confidence in their knowledge and have the capacity for a good attitude. One step to making this happen is by studying personality development courses, such as Islamic religion courses. The focus of this research is to look at the effect of applying game-based learning methods on the interpersonal and intrapersonal skills of students at Putra Sang Fajar Blitar State Community College. The number of samples (n) is 48 from a population (N) of 120 students. Data was collected by questionnaire using Google Form and analyzed using SmartPLS version 3.0 with SEM (Stuctural Equation Modelling) analysis based on the output of the Iner Model and Outer Model. The research results show that there is a significant influence of game-based learning on interpersonal skills (path coefficient = 0.674) and intrapersonal skills (path coefficient = 0.746). This indicated that applying the game-based learning method in Islamic religion courses has a significant influence on interpersonal skills, as much as 67.4% and intrapersonal skills, as much as 74.6%, so the game-based learning method can be applied in personality development courses.