Claim Missing Document
Check
Articles

Found 27 Documents
Search

Pemilihan Mahasiswa Unggulan: Integrasi Metode Profile Matching dalam Sistem Pendukung Keputusan Nugroho, Wida Ghaib; Ramadhan, Rizki; Setiawan, Rikky Dwi; Sussolaikah, Kelik
Digital Transformation Technology Vol. 3 No. 2 (2023): Artikel Periode September 2023
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v3i2.3463

Abstract

Dalam menghadapi persaingan pendidikan yang semakin ketat, pengembangan sistem pendukung keputusan menjadi krusial untuk mendukung seleksi mahasiswa berprestasi. Profile Matching, sebuah pendekatan cerdas yang menggabungkan data dan karakteristik mahasiswa dengan kebutuhan program studi, diimplementasikan di Universitas XYZ, mencapai peningkatan signifikan dalam kinerja akademis mahasiswa terpilih. Metode ini tidak hanya meningkatkan akurasi seleksi mahasiswa berprestasi, tetapi juga memberikan keunggulan dalam meningkatkan keberlanjutan program studi dan kontribusi mahasiswa dalam proyek kolaboratif. Analisis keterlibatan mahasiswa dalam proyek kolaboratif memberikan dimensi tambahan dalam menilai aspek kepemimpinan dan kontribusi tim. Hasil penelitian ini membuka arah baru menuju pembaruan pendidikan yang adaptif dan responsif terhadap kebutuhan individual mahasiswa, dengan Profile Matching menjadi kontributor positif dalam memperkuat kualitas seleksi mahasiswa dan keberlanjutan program studi. Keberhasilan implementasi di Universitas XYZ juga menegaskan pentingnya integrasi metode Profile Matching dalam proses seleksi mahasiswa, mendorong pengembangan lebih lanjut dan memberikan inspirasi bagi penelitian lanjutan di bidang ini.
Implementasi Media Pembelajaran Menggunakan Google Classroom di Era Digital Nita, Sekreningsih; Sussolaikah, Kelik; Sari, Eka Resty Novieta
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.4114

Abstract

Pesatnya perkembangan teknologi saat ini mempengaruhi dunia pendidikan dalam proses pembelajaran secara online (daring). Banyak aplikasi online yang dapat digunakan sebagai media pembelajaran, seperti Google Classroom. Google Classroom online ini membantu para dosen dalam membuat kelompok kelas, mengatur pembagian dosen, mengatur waktu batas pengumpulan tugas, penilaian tugas dan nilai akhir. Sedangkan tujuan dari penelitian ini untuk mengetahui sejauhmana keberhasilan Google Classroom sebagai media pembelajaran online pengganti tatap muka pada perkuliahan “Algoritma & Pemrograman-I”. Subyek penelitian mahasiswa semester 1 kelas 1b berjumlah 33 mahasiswa, Prodi Teknik Informatika UNIPMA. Metode Penelitian menggunakan kualitatif dengan teknik pengumpulan data studi study literatur, observasi, pembuatan media dan angket. Hasil penelitian adalah pembelajaran daring menggunakan Google Classroom. Keuntungan menggunakan Google Classroom bagi mahasiswa dalam melakukan pembelajaran akan lebih mudah, dapat dilakukan dimana saja tanpa terbatas pada ruang dan waktu. Selain itu, Google Classroom dapat membuat para mahasiswa memiliki karakter disiplin dalam pengerjaaan dan pengumpulkan tugas karena dosen dapat mengatur waktu pengumpulan tugas kepada mahasiswa. Hasil dari penelitian menyatakan penggunaan GC belum sepenuhnya menggantikan tatap muka langsung, 67% menyatakan ragu-ragu, namun demikian 85% Setuju jika tampilan dalam GC mudah digunakan untuk pembelajaran online. Secara keseluruhan pemanfaatan Google Classroom dalam pembelajaran pada Era Digital membawa transformasi positif dan membantu menciptakan lingkungan pembelajaran yang lebih adaptif dan interaktif.
Market Basket Analysis for Determination of Consumer Behavior at XYZ Stores Using R Programming Sussolaikah, Kelik
Advance Sustainable Science, Engineering and Technology Vol 3, No 2 (2021): May-October
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v3i2.8547

Abstract

Data mining is one of the fields of science in the world of informatics which has an important role, especially with regard to data. There are many algorithms and methods that can be used to process data. The paper this time the author tries to conduct research on consumer behavior by using one of the data mining techniques, namely market basket analysis. This research uses the R Programming tool, where it is hoped that the research can be carried out effectively and efficiently. Based on the research conducted, it is known that there has been a significant purchase of several items that have been described as a plot. The tendency of consumers to buy several items followed by other items can be a consideration for arranging the layout of goods on the sales shelf or arranging product stock in a supermarket.
Workshop Media Pembelajaran Matematika Dasar Berbasis Geogebra Untuk Guru-Guru Di Sekolah Dasar Bancong Kab. Madiun Nita, Sekreningsih; Untari, Erny; Astuti, Indra Puji; Sussolaikah, Kelik; Fatkhur R, M.Arif
Darma Abdi Karya Vol. 4 No. 2 (2025): Darma Abdi Karya: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM POLITEKNIK LP3I

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38204/darmaabdikarya.v4i2.2730

Abstract

Workshop media pembelajaran matematika dasar menggunakan aplikasi GeoGebra bagi guru-guru Sekolah Dasar (SD) mempunyai tujuan untuk membekali guru dengan keterampilan menggunakan perangkat lunak interaktif sebagai media pembelajaran khususnya matematika dasar. Tujuannya untuk mempermudah siswa dalam memahami konsep bangun ruang dan bangun datar. Metode Workshop ini terbagi 2 (dua) yaitu teori dan praktik langsung pembuatan media pembelajaran interaktif dengan visualisasi bangun datar dan ruang. Sedangkan tujuan akhir workshop bagi guru-guru di SD Bancong Kab.Madiun ini adalah untuk meningkatkan minat dan pemahaman serta kemampuan representasi siswa terhadap pelajaran matematika menjadi lebih menyenangkan. Dengan visualisasi dan penyajian yang menarik dapat meningkatkan motivasi belajar siswa, dan membantu menghilangkan anggapan bahwa matematika itu sulit. Jadi dapat disimpulkan bahwa dengan menggunakan aplikasi GeoGebra sebagai media pembelajaran dapat menjadi jembatan kesenjangan antara pemahaman abstrak menjadi konkret (visual) dalam ilmu matematika dasar. Oleh karena itu workshop (pelatihan) tentang GeoGebra perlu dilakukan secara berkelanjutan dengan memanfaatkan tools secara lebih dalam dan lebih variatif.
The Utilization of Mobile-Based GeoGebra Applications for Elementary School Educators Nita, Sekreningsih; Untari, Erny; Astuti, Indra Puji; Sari, Eka Resty Novieta; Sussolaikah, Kelik
Brilliance: Research of Artificial Intelligence Vol. 5 No. 2 (2025): Brilliance: Research of Artificial Intelligence, Article Research November 2025
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/brilliance.v5i2.7542

Abstract

In the current Generation-Z Era, the use of digital technology in learning, especially mathematics in elementary schools, is increasingly important to increase student effectiveness and engagement. GeoGebra Mobile, as a dynamic mathematics application, offers interactive visualizations that can help students understand abstract concepts more concretely. This study discusses the use of mobile-based GeoGebra in mathematics learning at the Bancong Elementary School level, Madiun Regency, which includes materials on plane figures, fractions, number lines, and simple Cartesian coordinates. Meanwhile, the method used in this study is a literature review by examining various sources such as journals, books, and relevant research reports related to the use of the GeoGebra Mobile application in elementary mathematics learning. Furthermore, the researcher conducted analysis and scoring by grouping several findings based on benefits, implementation, as well as challenges and solutions. The final results of the study show that the GeoGebra Mobile application can help in visualizing abstract concepts, making it easier to understand concepts and being skilled in solving basic mathematical problems with a score of 90.00 (very good), GeoGebra as an interactive and innovative mathematics learning score of 85.15 (very good), with GeoGebra can motivate students to learn score of 88.50. In addition, GeoGebra also supports students in independent learning score of 80.50 (good) and can facilitate authentic assessment with a score of 80.10 (good). Although there are several technical challenges, practical solutions can be implemented so that the use of the GeoGebra Mobile application remains optimal. The conclusion is that the use of the GeoGebra Mobile application is in line with the characteristics of today's students (gen-z) who are familiar with digital devices.
Assessment of Cyber Security Awareness Using Developed Game From H5P on Users Aged at Elementary and First Secondary School in Madiun City Andria, Andria; Laksono, Ridam Dwi; Sussolaikah, Kelik; Mat Din, Mazura Binti; Mansor, Shaifizat; Dawam, Siti Rafidah Muhamat
Journal of Applied Engineering and Technological Science (JAETS) Vol. 7 No. 1 (2025): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v7i1.6705

Abstract

The increasing cyber threats among children using digital devices without supervision highlight the importance of early cybersecurity awareness. This study aims to develop and evaluate an H5P-based educational game to enhance cybersecurity awareness among elementary and junior high school students in Madiun City. Using a Research and Development (R&D) approach, the game was developed through four stages: needs analysis, design and development, expert validation, and limited field testing. The game incorporates gamification elements such as points, badges, and instant feedback to engage students in learning topics such as password management, data protection, and phishing recognition. The results indicate that 70% of 68 elementary students and 74% of 92 junior high school students showed improved awareness after playing the game. These findings suggest that interactive educational games can effectively enhance cybersecurity awareness among children. The study recommends broader implementation of gamified approaches in educational curricula to foster safe online behavior from an early age.
Pelatihan Literasi Digital untuk Guru dan Siswa dalam Meningkatkan Kualitas Pembelajaran Jarak Jauh Windarto, Agus Perdana; Hutahaean, Jeperson; Sussolaikah, Kelik; Setiawansyah, Setiawansyah
Jurnal Pengabdian Masyarakat Inovasi Vol. 5 No. 1 (2026): February 2026
Publisher : Sekolah Tinggi Ilmu Manajemen Sukma Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35126/jpmi.v5i1.998

Abstract

This community service activity aims to improve the digital literacy of teachers and students to support the quality of distance learning. The implementation method was carried out through practice-based training involving 20 participants from among teachers and students. Evaluation results showed that before the activity, the digital literacy level of participants was in the basic to intermediate category with an average score of 1-2, while after the activity there was a significant increase to an average score of 4-5. Participants' satisfaction responses also showed that 80% expressed satisfaction or were very satisfied, confirming the effectiveness of the training. This activity successfully addressed the needs of partners regarding the constraints of low digital competency in online learning, despite the limitations of the limited number of participants and the short duration of implementation. Therefore, this activity is recommended to be expanded and integrated into the ongoing professional development program for teachers and students.