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Pengembangan Sistem Kasir Berbasis Digital Untuk Mempermudah Transaksi Penjualan di Warung Ashadi, Ninik Rahayu
Socius: Jurnal Penelitian Ilmu-Ilmu Sosial Vol 3, No 3 (2025): October 2025
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.17416710

Abstract

The objectives of this study are (1) to know how to design the development of a digital-based cashier System to facilitate in-store sales transactions, (2) to know how the user feasibility towards the users of a digital-based cashier system. This type of research is a quantitative type of research, This research uses Research and Development (RD) approach using Prototype development model. the results of the study are (1) A digital based cashier system to facilitate sales transactions in this stall was designed using the Prototype Model development model, (2) The percentage results will be converted in categories. Based on the percentage result obtained a score of 83.75 % then it belongs in the category of “very easy to use / very feasible” . so that it can be concluded that (1) A digital-based cashier system to facilitate sales transactions in this stall was designed using the Prototype Model development model. This development model includes: (a) Requirement Gathering, (b) Quick Design, (c) Prototype Building, (d) User Evaluation and Feedback. as high as 83.75 % if converted in the category is on “very easy to use / very feasible” so that the feasibility of users towards users of digital based cashier system is feasible and easy to use.
Implementation of Product-Based Learning on Welding and Plate Practices II Course Oriented to Infrastructure Needs of the Department of Mechanical Engineering Education UNM Nur, Hamzah; Aqsha, Ismail; Romadin, Achmad; Ashadi, Ninik Rahayu
Formosa Journal of Sustainable Research Vol. 3 No. 11 (2024): November 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/fjsr.v3i11.12188

Abstract

Product-Based Learning (PBL) enables students not only to learn theory, but also to be directly involved in the production process of real goods or projects, so that the practicum skills needed in the industry can be formed more optimally. This research method used is mixmethode. The results showed that the implementation of PBL in the Welding and Plate Practice II course has great potential to develop student skills that are relevant to industry needs and support the department's infrastructure. The results of PBL implementation also reached a score of 4,304 with a percentage of 48.3% in the “Excellent” category, proving the effectiveness of this method in successfully supporting students' technical skills. Nevertheless, some obstacles such as limited laboratory facilities and lack of cross-disciplinary collaboration and industry involvement are still a challenge
Implementation of a Cybergogy-Based Learning Model to Improve Learning Outcomes of Generation Z Students in the Mechanical Engineering Education Departmen Ashadi, Ninik Rahayu
Madani: Jurnal Ilmiah Multidisiplin Vol 3, No 10 (2025): November
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.17586361

Abstract

The objectives of this study are to: (1) examine the implementation of the Cybergogy-based learning model in the Mechanical Engineering Education Department, particularly in the Fabrication course; and (2) analyze students’ perceptions of its application in the learning process. This research employs a descriptive quantitative approach. Rather than testing hypotheses on relationships among variables, it aims to describe the extent to which the Cybergogy model has been implemented and how students perceive its effectiveness in learning activities. The findings reveal that: (1) the implementation of the Cybergogy model was carried out through three main stages based on the 3E Framework (Engagement, Empowerment, and Enhancement) across nine instructional steps. Each stage was evaluated in terms of student engagement, collaborative activities, and learning outcomes using observation sheets, questionnaires, and learning achievement tests. (2) Students’ perceptions of the Cybergogy-based learning model were assessed through three dimensions: (a) digital learning engagement, (b) learning autonomy (empowerment), and (c) learning improvement and satisfaction (enhancement), with an average score of 4.28. Based on the results, it can be concluded that: (1) the overall average score of 4.24 indicates that the implementation of the Cybergogy learning model falls into the good to very good category; and (2) students’ perceptions of the Cybergogy-based learning model are highly positive. Most students reported that learning became more flexible, collaborative, and motivating, encouraging them to engage in more independent learning.
Implementasi Media Pembelajaran Las Simulator melalui Strategi Cybergogi dalam Pembelajaran Las Berbasis Industri untuk Peningkatan Keterampilan Pengelasan Mahasiswa Aqsha, Ismail; Ashadi, Ninik Rahayu; Anwar, Fahri; Ramdhani, Irin; Romadin, Achmad
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.3722

Abstract

Penelitian ini bertujuan untuk mengkaji secara komprehensif (1) bagaimana proses penerapan metode pembelajaran berbasis cybergogi dalam meningkatkan keterampilan mahasiswa, serta (2) sejauh mana peningkatan keterampilan mahasiswa pada bidang pengelasan dan fabrikasi setelah metode tersebut diterapkan. Pendekatan cybergogi dipilih karena mampu mengintegrasikan teknologi digital, interaktivitas, dan kemandirian belajar mahasiswa melalui pemanfaatan aplikasi serta simulator las yang menyerupai kondisi praktik nyata. Untuk memperoleh data yang akurat, penelitian ini menggunakan instrumen berupa tes pretest dan posttest yang dirancang khusus untuk mengukur kemampuan teknis mahasiswa sebelum dan sesudah mengikuti pembelajaran. Selain itu, dokumentasi kegiatan pembelajaran digunakan untuk menilai aspek proses, keterlibatan mahasiswa, serta konsistensi penerapan metode. Proses pembelajaran dilakukan melalui tahapan sistematis, meliputi orientasi untuk memahami tujuan dan aturan keselamatan, eksplorasi materi melalui panduan digital, elaborasi dengan latihan praktik berbantuan simulator, presentasi hasil kerja, kolaborasi antarmahasiswa, refleksi terhadap proses pembelajaran, serta evaluasi akhir. Rangkaian tahapan tersebut memungkinkan mahasiswa memperoleh pengalaman belajar yang lebih bermakna, terarah, dan interaktif. Hasil penelitian menunjukkan bahwa rata-rata skor N-gain dari 30 mahasiswa pada mata kuliah fabrikasi mencapai 0,7254, yang termasuk kategori peningkatan “tinggi”. Adapun persentase efektivitas sebesar 72,5% mengindikasikan bahwa metode pembelajaran berbasis cybergogi tergolong “cukup efektif” dalam meningkatkan keterampilan mahasiswa. Dengan demikian, dapat disimpulkan bahwa penerapan strategi pembelajaran ini melalui media simulator memberikan kontribusi positif dan signifikan terhadap peningkatan keterampilan mahasiswa dalam bidang pengelasan dan fabrikasi.
Pelatihan Pemanfaatan Aplikasi Phet Sebagai Media Pembelajaran Interaktif untuk Meningkatkan Keaktifan dan Motivasi Siswa Ashadi, Ninik Rahayu; Wardani, Ayu Tri; Suwahyu, Irwansyah; Dewi, Shabrina Syntha; Sulaiman, Dwi Rezky Anandari
Jurnal Kemitraan Responsif untuk Aksi Inovatif dan Pengabdian Masyarakat Volume 3 Issue No. 1: July 2025
Publisher : Lontara Digitech Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/

Abstract

PKM ini tentang pelatihan pemanfaatan aplikasi phet sebagai media pembelajaran interaktif untuk meningkatkan keaktifan dan motivasi siswa. Permasalahan mitra yang dihadapi (1) Pembelajaran konvensional membuat siswa kurang tertarik untuk memahami konsep secara mendalam. 3) Kurangnya keterampilan dalam menggunakan media simulasi interaktif. metode yang digunakan adalah eramah dan simulasi. berdasarkan dari hasil pelaksanaan sesuai dengan yang direncanakan dan pembahasan dapat disimpulkan bahwa kegiatan pelatihan pemanfaatan aplikasi phet sebagai media pembelajaran interaktif untuk meningkatkan keaktifan dan motivasi siswa di SMK negeri 2 gowa yang di ikuti peserta pelatihan sebanyak 30 siswa dari TJKT kelas XI ini berhasil sesuai yang direncanakan. kesesuaian tersebut dapat dilihat berdasarkan beberapa hal, yaitu dari indikator kesesuaian antara perencanaan dengan pelaksanaan dapat dibuktikan bahwa setiap tahapan mulai dari kedatangan pemateri hingga peserta dalam setiap pertemuan yang hadir sebesar 99 % hal ini memenuhi kriteria standar kehadiran.  kemudian berdasarkan hasil pengisian angket oleh peserta pelatihan dapat disimpulkan bahwa (1)penggunaan aplikasi phet sebagai teknologi digital merupakan sumber belajar tambahan, (2)  pemanfaatan aplikasi phet dapat meningkatkan keaktifan selama proses pembelajaran dikarenakan mudah digunakan, cepat dan akurat penyajian cara penyelesaian yang diberikan, (3) pemanfatan aplikasi phet dapat meningkatkan motivasi peserta didik dikarenakan dapat digunakan dimana saja sehingga dapat dipelajari secara belajar mandiri.  
Pengembangan Sistem Informasi Berbasis Android pada SMA Negeri 17 Gowa Surahman, M. Nurmuhajirin; Mappeasse, Muhammad Yusuf; Ashadi, Ninik Rahayu
Progressive Information, Security, Computer, and Embedded System Vol. 3, No. 2 September (2025)
Publisher : Sakura Publisher

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

Abstract

This research aims to (1) Knowing the results of testing on the development of school information systems at SMA Negeri 17 Gowa, and (2) assess the effectiveness and practicality of the developed school information system at SMA Negeri 17 Gowa. This type of research is Research & Development (R&D). The development was carried out using the prototype model. The results obtained from the research are a system that can be used by the community and students of SMA 17 Gowa. This system has undergone software testing using ISO 25010, encompassing several aspects such as (1) Functional Suitability, achieving a score of 95.83% (very suitable); (2) Performance Efficiency, based on software testing using performance overlay tools, the average GPU and UI (CPU) usage indicators showed a green line, indicating normal results; (3) Compatibility, where multiple applications running simultaneously showed that both could operate well; (4) Usability, tested with 30 respondents using a random sampling method, achieved a score of 86.58%, categorized as very good; (5) Reliability, in tests covering good operational levels of the system and ease of access; (6) Maintainability, the testing showed that the system is in a very good category; (7) Portability, in this aspect, testing on several types of smartphones with different Android versions ran well without issues; (8) Security, testing yielded a security score of 65/100. The conclusion from these results is that the software has passed system evaluation and is deemed suitable, ready to be handed over to users and put into use.
Utilizing ChatGPT within the Cybergogy Model to Optimize Self-Directed Learning in the Instructional Multimedia Course at PTIK Ashadi, Ninik Rahayu
Madani: Jurnal Ilmiah Multidisiplin Vol 3, No 10 (2025): November
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.17778994

Abstract

This study aims to identify how ChatGPT, as an artificial intelligence technology, is utilized to support students’ self-directed learning in the Instructional Multimedia course. The research employed a descriptive quantitative approach, which systematically and factually describes the phenomenon of ChatGPT utilization within the Cybergogy model to support self-directed learning among PTIK students in the Multimedia Learning course. The population in the class serving as the research subject consisted of 32 students. Based on the results, viewed from several aspects: Engagement (Digital Involvement) shows that ChatGPT is highly helpful in understanding Multimedia Learning materials (mean 4.55) and increases learning motivation due to quick access to explanations and examples. In the aspect of Empowerment (Self-Directed Learning Empowerment), ChatGPT is very effective in generating ideas and inspiration for multimedia design (mean 4.48) and helps students complete tasks independently while still ensuring personal understanding. In the Enhancement (Improvement and Reflection) aspect, ChatGPT enhances the depth of understanding regarding multimedia design principles. In the aspect of Ethical & Critical Use, students are aware of using ChatGPT as a support tool rather than a substitute for their own thinking.The study concludes that the utilization of ChatGPT within the Cybergogy Model effectively optimizes self-directed learning in the Instructional Multimedia course at PTIK, viewed through four aspects: (1) Engagement, (2) Empowerment, (3) Enhancement, and (4) Ethical & Critical Use. The overall mean score obtained was 4.316, with the majority category being very high.