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Computika: A Mobile-based Interactive Learning Media for Computer Systems Subject in Vocational High Schools Hidayat, Rahmat; Rian, Rahmad Al; Herlandy, Pratama Benny; Novalia, Melly
Sistemasi: Jurnal Sistem Informasi Vol 14, No 6 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i6.5715

Abstract

Vocational high school students often face difficulties in understanding computer systems, creating the need for an innovative and interactive learning medium. This study aims to develop Computika, a mobile-based learning platform designed to enhance students’ comprehension of computer systems. The research employed a Research and Development (R&D) approach using the 4D development model (Define, Design, Develop, Disseminate). Validation was conducted by subject-matter experts, media experts, and tested on 21 students. The validation results indicated a very high level of feasibility: 100% from subject-matter experts, 94% from media experts, and positive responses from both students (94%) and teachers (91%). These findings confirm that Computika is highly feasible to be implemented as an innovative interactive learning solution that improves students’ understanding and learning motivation in computer systems courses.
Construct 2 dan Adobe Ilustrator Untuk Membuat Media Belajar Tajwid Berbasis Android Rian, Rahmad Al; Herlandy, Pratama Benny; Safitri, Ajeng; Novita, Nova; Syofiah, Raja Nurazmi
Jurnal Pengabdian UntukMu NegeRI Vol. 5 No. 2 (2021): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v5i2.2704

Abstract

Pandemi covid-19 menyebabkan penggunaan gadget mengalami peningkatan yang signifikan. Keadaaan ini menyebabkan aplikasi belanja online dan game online sangat diminati masyarakat. Game online mengalami perkembangan yang luar biasa dan terus menghasilkan variasi game online terbaru sehingga mampu menarik minat masyarakat untuk memainkan game – game tersebut dengan semakin menariknya fitur – fitur game yang dikembangkan oleh vendor dari game tersebut. Keadaan ini mampu semakin menarik minat para peserta didik untuk selalu memegang handphone dan memainkan game online tersebut disetiap kesempatan yang ada. Tajwid merupakan ilmu membaca Al Qur’an diajarkan langsung oleh para ustadz kepada siswa didalam ruang kelas melalui tulisan di papan tulis dan pelatihan pengucapan secara langsung di ruang kelas. Setelah selesai melakukan proses pembelajaran, para siswa pulang ke rumah masing – masing dan melakukan aktifitas keseharian lainnya seperti bermain game menggunakan gadget dan lain sebagainya. Keadaan ini tidak memberikan jaminan adanya pendampingan dari orang tua kepada anak untuk mengulang kembali pelajaran tajwid di rumah. Sehingga menyebabkan terjadinya ketidakberlanjutan proses pembelajaran di sekolah ke rumah. Keadaan ini membutuhkan guru yang mampu membuat media belajar. Media belajar tajwid tersebut menggunakan aplikasi construct 2 dan adobe ilustrator
Dampak Gadget terhadap Minat Belajar Anak Rian, Rahmad Al; Hafiz, Raka Khansa Al; Oktavia, Zona; Addinunnisa, Fauza; Khairatunnisa, Amanda; Lestari, Ayu; Astuti, Rahmi Puji; Hervandi, Zahra Reytania; Rahmi, Aulia; Frasetia, Nisya; Nurkholik, Aditya; Pitriani, Rani; Farera, Numita; Fadhil, Muhammad
Jurnal Pendidikan Tambusai Vol. 8 No. 3 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Penelitian ini bertujuan untuk mengetahui dampak gadget terhadap minat anak belajar anak, untuk mengetahui apa saja faktor faktor yang mempengaruhi belajar anak. Artikel ini menjelaskan tentang suatu dampak dari gadget terhadap minat belajar anak, karena dengan gadget akan membuat anak menjadi tidak disiplin dan pemalas. Jenis artikel ini menggunakan metode kualitatif dengan penelitian berupa studi pustaka yang diambil langsung dari sumber seperti buku, jurnal yang ada di google scholer.
Perbandingan Model Pembelajaran Teams Games Tournament (TGT) dengan Treasure Hunt terhadap Motivasi Belajar Siswa Pada Mata Pelajaran Informatika SMPN 5 Pekanbaru M, Diny Syahputri; Herlandy, Pratama Benny; Rian, Rahmad Al
Jurnal Pendidikan Tambusai Vol. 9 No. 3 (2025): Desember
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

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Abstract

Penelitian ini bertujuan untuk membandingkan pengaruh model pembelajaran Teams Games Tournament (TGT) dan Treasure Hunt terhadap motivasi belajar siswa pada mata pelajaran Informatika di SMPN 5 Pekanbaru. Permasalahan utama dalam penelitian ini adalah rendahnya motivasi belajar siswa akibat penggunaan metode pembelajaran konvensional yang monoton. Penelitian ini menggunakan metode kuasi eksperimen dengan desain nonequivalent control group. Subjek penelitian adalah siswa kelas VIII.2 dan VIII.8, masing- masing berjumlah 35 siswa. Pengumpulan data dilakukan melalui observasi, wawancara, angket, dan dokumentasi. Instrumen angket motivasi telah diuji validitas dan reliabilitasnya sebelum digunakan. Analisis statistik dilakukan menggunakan uji-t sampel independen untuk mengetahui perbedaan skor motivasi antara kedua kelompok. Hasil penelitian menunjukkan bahwa kedua model pembelajaran berpengaruh positif, namun model Treasure Hunt menghasilkan skor post-test motivasi belajar yang lebih tinggi. Studi ini menekankan pentingnya penggunaan pendekatan pembelajaran yang menarik dan bervariasi, serta sesuai dengan minat dan gaya belajar siswa.
Analysis of Desktop-Based Interactive Learning Media Using Smart Apps Creator App For Computer Recognition In SDN 006 Tempuling Vitriani, Vitriani; Rian, Rahmad Al; rina, maria marta
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 5 No. 2 (2022): Jurnal Teknologi dan Open Source, December 2022
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v5i2.2551

Abstract

Computer recognition is very important and needs to be taught to students. Especially among learners in primary level se Kolah, in reality there is still a great lack of computer recognition and a delay among students in getting to know computers. The results of the observations made by the students were very difficult and confusing in using computers to complete computer-based national assessment questions, so in this activity the accompanying teacher asked the questions. This research aims to assist students in learning about the community for conducting computer-based national assessment activities for conducting computer-based national assessment activities using a learning medium. The research method used is the research and development (R&D) method and the development model using the ADDIE model which has five phases, namely analysis, design, development, implementation and evaluation. Data is collected using a questionnaire (Likert scale). The results of the evaluation of the desktop-based learning media for computer recognition were tested by media experts. The materials expert received a score of 88% in the 'very decent' category and the media expert received a score of 84% in the 'sanguine' category, while the student respondent test received a score of 80 in the 'excellent' category. Based on the research findings, it was concluded that interactive learning media for computer recognition is highly applicable to SDN 006 Tempuling.
Studi Literatur : Perencanaan Arsitektur Fisik Server Big Data Manajemen Global Tapak Suci Putera Muhammadiyah: Literature Study: Physical Architecture Planning of Big Data Server Global Management of Tapak Suci Putera Muhammadiyah. Rian, Rahmad Al; Syaifullah, Rony
Computer Science and Information Technology Vol 6 No 3 (2025): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v6i3.10187

Abstract

The Indonesian Martial Arts School Tapak Suci Putera Muhammadiyah has been established in 22 countries. In its cadre formation process, Tapak Suci has 15 levels ranging from elementary students to great warriors, where each level will be achieved through a level promotion exam process. In terms of membership age, Tapak Suci has the youngest members at the elementary school level. In the process of building achievements, Tapak Suci regularly holds regional championship events organized by regional leaders, provincial levels organized by regional leaders, national and international levels organized by central leaders. In addition, Tapak Suci members also actively participate in pencak silat events organized by IPSI, Persilat and other pencak silat events. In the process of organizational management, Tapak Suci has a training branch management, regional leaders, regional leaders, regional representatives (overseas) and central leaders. This article is the result of a literature study to determine the server needed by Tapak Suci to carry out global management of its big data so that the development of Tapak Suci's human resources can be monitored in real-time.