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Augmented Reality Technology for Increasing the Understanding of Traffic Signs Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah
EDUTEC : Journal of Education And Technology Vol 3 No 1 (2019): September 2019
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problem in urban areas which has always been the topic of discussion is the discipline of city residents regarding traffic regulations that still need to be improved. Some commonly used methods to increase understanding of traffic signs have been carried out by related parties including counseling at school and as a condition for obtaining a SIM. But the method used has a less interactive and attractive appearance, and is not practical to carry anywhere. This study provides a solution to these problems by utilizing smartphones and augmented reality (AR) technology. Smartphone has now become one of the needs that can not be separated from human life, where almost everyone and even children can operate it. In addition, AR technology has also been widely used as a learning medium, one of which is as a medium for the introduction of traffic signs. Through the ability of AR in combining the real world and the virtual world at one time, the application of AR produced by this study was able to increase people's understanding of traffic signs by being more interactive, interesting and practical.
Entrepreneurship Courses on Gamification Strategies Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah
EDUTEC : Journal of Education And Technology Vol 2 No 1 (2018): September 2018
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v2i1.38

Abstract

In the learning process, the gamification strategy plays an important role in determining the achievement of learning objectives. Learning objectives will be achieved if students are able to engage in active communication both with their peers, facilitators, and with other learning resources. Characteristics of entrepreneurship courses include understanding and appreciation of entrepreneurship, the role of entrepreneurial mental attitude for self-improvement and institutions with core entrepreneurial spirit and entrepreneurial mental attitude through the introduction of entrepreneurial characteristics, growing business interest and tips on successful entrepreneurs, making business plans and making business plans. The aim of entrepreneurship courses is to provide students with an understanding and appreciation of entrepreneurship that is increasingly felt important in the face of globalization. Gamification and entrepreneurship Having several links (1) gamification strategies can provide choices and control to students when making a plant business project, (2) gamification strategies can foster confidence in their ability to face and solve challenges, (3) gamification strategies provide material and key answers to entrepreneurship courses, (4) give appreciation for the additional learning taken, and (5) help students establish social interaction through leadership activities or other social interactions. This development research seeks to design a gamification strategy in entrepreneurship courses in the Indonesian Language and Literature Study Program, FKIP UNISDA Lamongan. The Gamification Strategy developed has four basic game components, namely the rules of gamification, feedback (leaderboards, prizes, and medals), goals, and challenges. This research includes the type of development research that uses the Lee and Owl model with the following stages, (1) analyzing needs, (2) pre-test and post-test analysis, (3) design, (4) development, (5) implementation, (6) evaluation. Results of developing a gamification strategy package (1) gamification strategy (2) Lecturer guidance (3) student guide (4) Entrepreneurship book.
Digital Era’s Education and Aplication in Higher Education Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah; Muh Barid Nizarudin Wajdi
EDUTEC : Journal of Education And Technology Vol 1 No 2 (2018): March 2018
Publisher : STAI Miftahul Ula Nganjuk

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Abstract

In the current digital era, education is in the age of knowledge (knowledge age) with the acceleration of an extraordinary increase in knowledge. The accelerated increase in knowledge is supported by the application of digital media and technology called information super highway. Education is becoming increasingly important to ensure students have learning skills, innovation, creativity, entrepreneurship as well as technology and information media skills and can work, and survive using life skills. 21st Century skills are (1) life and career skills, (2) learning and innovation skills, and (3) Information media and technology skills. These three skills are summarized in a scheme called rainbow 21st century knowledge skills / rainbow knowledge-skills rainbow. The scheme was adapted by the non-profit organization P21, which developed a 21st century educational framework throughout the world through the website www.p21.org based in the state of Tuscon, USA. Teacher professionalism improvement starts from individuals taking teacher training or equivalent to undergraduate education. At this stage, they are equipped with knowledge and skills in the fields of scientific substance and pedagogical substance. Teaching education must have a large portion in terms of pedagogical practice, which involves the ability to master the material, teaching, and technology. Higher education must now be able to facilitate all of these things and have the obligation to organize education in the direction needed.
ANALISIS PENGARUH PENGGUNAAN STRATEGI MARKETING MIX TERHADAP KEPUTUSAN PEMBELIAN PRODUK PADA MAPAN DIGITAL PRINTING LAMONGAN M. Hafidh Nashrullah; Nawari Nawari
J-MACC Vol 5 No 1 (2022): April
Publisher : Fakultas Ekonomi Universitas Islam Darul Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52166/j-macc.v5i1.2940

Abstract

This study uses a quantitative approach, nonprobability sampling technique in purposive sampling technique, and data collection techniques by means of library research, and questionnaires. The population in this study were all consumers who bought products at Mapan Digital Printing Lamongan, with a sample of 80 respondents. The data analysis technique uses multiple linear regression analysis. The results of this study are Simultaneous Test (f test) proving that the independent variable has a significant effect on the dependent variable with a value of 165,177 while the Partial Test (t test) shows that the place variable (X4) has a dominant influence on purchasing decisions with a value of 10,304. Determination coefficient value R2 obtained is 0.898 means that product, price, promotion, and place variables are able to explain purchasing decisions by 89,8% while the remaining 10,2% can be explained by other variables not examined in this study. Based on research on the influence of the marketing mix on the purchasing decisions of secondary food products at Mapan Digital Printing Lamongan, conclusions can be drawn as follows: (1) the results of the F test indicate that the marketing mix (product, price, promotion, and place) is jointly influential significant to the purchase decision of products at Mapan Digital Printing Lamongan. (2) From all marketing mix variables (products, prices, promotions, and places) obtained after testing t, it turns out that the place variable has the dominant influence in the purchasing decisions of secondary crops in Mapan Digital Printing Lamongan.
Dampak Motivasi, Pendidikan, dan Pendampingan Usaha oleh KPULA (Komunitas Pelopor Usaha Lamongan) terhadap Perkembangan UMKM di Kabupaten Lamongan M. Hafidh Nashrullah; Moh. Azus Shony Azar
Jurnal Studi Manajemen dan Bisnis Vol 9, No 1 (2022): Juni
Publisher : Trunojoyo University of Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/jsmb.v9i1.14242

Abstract

Penelitian ini bertujuan mengetahui dampak motivasi, pendidikan, dan pendampingan usaha yang dilakukan oleh KPULA terhadap perkembangan UMKM di Kabupaten Lamongan. Penelitian ini merupakan penelitian kuantitatif dengan sampel sebanyak 100 responden. Sampel menggunakan metode purposive sampling. Hasil penelitian menunjukkan bahwa Motivasi yang dilakukan oleh KPULA berpengaruh signifikan terhadap Perkembangan UMKM, pendidikan berpengaruh signifikan terhadap perkembangan UMKM ,dan pendampingan usaha berpengaruh paling signifikan terhadap perkembangan UMKM. Hal ini menunjukkan bahwa motivasi (X1), pendidikani (X2) dan pendampingan usaha (X3) berpengaruh secara simultan terhadap perkembangan UMKM di Kabupaten Lamongan. Berdasarkan hasil dari nilai R square sebesar 0,724. 
Augmented Reality Technology for Increasing the Understanding of Traffic Signs Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah
EDUTEC : Journal of Education And Technology Vol. 3 No. 1 (2019): September 2019
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The problem in urban areas which has always been the topic of discussion is the discipline of city residents regarding traffic regulations that still need to be improved. Some commonly used methods to increase understanding of traffic signs have been carried out by related parties including counseling at school and as a condition for obtaining a SIM. But the method used has a less interactive and attractive appearance, and is not practical to carry anywhere. This study provides a solution to these problems by utilizing smartphones and augmented reality (AR) technology. Smartphone has now become one of the needs that can not be separated from human life, where almost everyone and even children can operate it. In addition, AR technology has also been widely used as a learning medium, one of which is as a medium for the introduction of traffic signs. Through the ability of AR in combining the real world and the virtual world at one time, the application of AR produced by this study was able to increase people's understanding of traffic signs by being more interactive, interesting and practical.
Entrepreneurship Courses on Gamification Strategies Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah
EDUTEC : Journal of Education And Technology Vol. 2 No. 1 (2018): September 2018
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/edu.v2i1.38

Abstract

In the learning process, the gamification strategy plays an important role in determining the achievement of learning objectives. Learning objectives will be achieved if students are able to engage in active communication both with their peers, facilitators, and with other learning resources. Characteristics of entrepreneurship courses include understanding and appreciation of entrepreneurship, the role of entrepreneurial mental attitude for self-improvement and institutions with core entrepreneurial spirit and entrepreneurial mental attitude through the introduction of entrepreneurial characteristics, growing business interest and tips on successful entrepreneurs, making business plans and making business plans. The aim of entrepreneurship courses is to provide students with an understanding and appreciation of entrepreneurship that is increasingly felt important in the face of globalization. Gamification and entrepreneurship Having several links (1) gamification strategies can provide choices and control to students when making a plant business project, (2) gamification strategies can foster confidence in their ability to face and solve challenges, (3) gamification strategies provide material and key answers to entrepreneurship courses, (4) give appreciation for the additional learning taken, and (5) help students establish social interaction through leadership activities or other social interactions. This development research seeks to design a gamification strategy in entrepreneurship courses in the Indonesian Language and Literature Study Program, FKIP UNISDA Lamongan. The Gamification Strategy developed has four basic game components, namely the rules of gamification, feedback (leaderboards, prizes, and medals), goals, and challenges. This research includes the type of development research that uses the Lee and Owl model with the following stages, (1) analyzing needs, (2) pre-test and post-test analysis, (3) design, (4) development, (5) implementation, (6) evaluation. Results of developing a gamification strategy package (1) gamification strategy (2) Lecturer guidance (3) student guide (4) Entrepreneurship book.
Digital Era’s Education and Aplication in Higher Education Nisaul Barokati Seliro Wangi; M. Hafidh Nashrullah; Muh Barid Nizarudin Wajdi
EDUTEC : Journal of Education And Technology Vol. 1 No. 2 (2018): March 2018
Publisher : STAI Miftahul Ula Nganjuk

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In the current digital era, education is in the age of knowledge (knowledge age) with the acceleration of an extraordinary increase in knowledge. The accelerated increase in knowledge is supported by the application of digital media and technology called information super highway. Education is becoming increasingly important to ensure students have learning skills, innovation, creativity, entrepreneurship as well as technology and information media skills and can work, and survive using life skills. 21st Century skills are (1) life and career skills, (2) learning and innovation skills, and (3) Information media and technology skills. These three skills are summarized in a scheme called rainbow 21st century knowledge skills / rainbow knowledge-skills rainbow. The scheme was adapted by the non-profit organization P21, which developed a 21st century educational framework throughout the world through the website www.p21.org based in the state of Tuscon, USA. Teacher professionalism improvement starts from individuals taking teacher training or equivalent to undergraduate education. At this stage, they are equipped with knowledge and skills in the fields of scientific substance and pedagogical substance. Teaching education must have a large portion in terms of pedagogical practice, which involves the ability to master the material, teaching, and technology. Higher education must now be able to facilitate all of these things and have the obligation to organize education in the direction needed.