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Pemodelan Design Thinking dalam Perancangan UI dan UX Aplikasi Jasa Potong Rumput CleaningKuu Finanta Okmayura; Melly Novalia; Vitriani Vitriani
Jurnal SAINTIKOM (Jurnal Sains Manajemen Informatika dan Komputer) Vol 22, No 1 (2023): Februari 2023
Publisher : PRPM STMIK TRIGUNA DHARMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53513/jis.v22i1.7551

Abstract

A grass cutter is a tool used to cut grass or plants. At present, data and information related to lawn mower rental services are still conventional, namely obtained through word of mouth and print media such as newspapers, pamphlets, and magazines. Because the media used is limited, consumers have problems finding information about the grass cutting service assistance business. The problems experienced by consumers are the lack of various information, such as the address of the rental place, the unavailability of the process for renting the lawn mower service online, and the absence of official prices for lawn mowing services listed in newspapers and flyers so that the price can be manipulated according to the wishes of the service provider. To solve these problems, a car-based lawn mower application was designed that can make it easier for users and more efficient by using design thinking and modeling. The stages of the Design Thinking process start with the empathize, define, ideate, prototype, and test stages. After designing the user interface, testing was then carried out using the System Usability Scale (SUS) approach, and a score of 81 was obtained, which was in grade B, so it can be concluded that the design of the user interface application for mowing services is feasible to be developed into a mobile-based application.
Pemanfaatan Media Google Colaboratory Pada Mata Pelajaran Informatika di SMA Negeri 5 Pekanbaru Haana Udtari Anjani; Vitriani Vitriani; Mulya Hastuti
SOKO GURU: Jurnal Ilmu Pendidikan Vol. 4 No. 1 (2024): April : Jurnal Ilmu Pendidikan
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/sokoguru.v4i1.3613

Abstract

This research aims to fill the knowledge gap by analyzing the utilization of Google Collaboratory learning media on utilization of Google Collaboratory learning media in informatics subjects in the high school environment. informatics in a secondary school environment. Through a deeper understanding about the experience of using this platform, it is expected to be identified benefits, constraints, and effective strategies in optimizing the utilization of Google Collaboratory as a learning media. Google Collaboratory as an effective and efficient learning media in informatics learning. This research will use a qualitative approach with a case study research design. with a case study research design. The qualitative approach is chosen to get an in-depth understanding of the experience of using Google Collaboratory in informatics learning. Collaboratory in informatics learning. The case study design was chosen because it allows researchers to investigate phenomena in a real context, such as the utilization of Google Collaboratory in a learning situation in a secondary school. secondary school. This research provides a deeper understanding of the potential and challenges in the utilization of Google Collaboratory as a medium for learning Informatics in secondary school. Informatics in secondary schools. The findings of this research can be the basis for the development of more innovative and effective learning practices in the future. context of information technology education in the future.
Implementasi Metode Diskusi Pada Materi Past Tense Nominal dan Verbal Dalam Pembelajaran Bahasa Inggris di SMAN 5 Pekanbaru Hendri Kurniawan; Vitriani Vitriani; Tengku Muhammad Hanafi
Jurnal Masyarakat Mengabdi Nusantara Vol. 3 No. 1 (2024): Maret : Jurnal Pengabdian Kepada Masyarakat
Publisher : Sekolah Tinggi Pastoral Tahasak Danum Pambelum Keuskupan Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58374/jmmn.v3i1.238

Abstract

This activity aims to explore and apply the effectiveness of the discussion method in learning English at SMAN 5 Pekanbaru, with a specific focus on past tense nominal & verbal topics. the school faces challenges related to the adequacy of educators in their respective fields, including english language teachers. in this study, teachers not only serve as instructors but also actively facilitate the discussion sessions.the research methodology encompasses planning, execution, and evaluation of discussion activities in the x6 class at sman 5 pekanbaru. direct observations are conducted to monitor student participation during the discussion sessions, while teachers provide constructive feedback on the implementation of the discussion method. students are also interviewed to gather their perspectives on the effectiveness of this method in understanding past tense nominal & verbal.the hope is that the results of this research will provide a comprehensive overview of how the discussion method can enhance english language learning at SMAN 5 pekanbaru, specifically focusing on past tense nominal & verbal topics. the implications of this research are expected to contribute valuable insights to the development of innovative learning strategies at the secondary school level.
Pemanfaatan Quizizz Dalam Penilaian Pembelajaran Pada Mata Pelajaran Biologi di SMA Negeri 15 Pekanbaru Asiah Asiah; Vitriani Vitriani
Edukasi Elita : Jurnal Inovasi Pendidikan Vol. 1 No. 2 (2024): April : Edukasi Elita : Jurnal Inovasi Pendidikan
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/edukasi.v1i2.69

Abstract

The learning process at SMA Negeri 15 Pekanbaru is still dominated by traditional learning methods, such as lectures and questions and answers. This causes a lack of student interaction and participation in the learning process. In addition, the assessment method used is still dominated by written tests, which are less able to measure students' abilities thoroughly. Based on observations and interviews with teachers and students of SMA Negeri 15 Pekanbaru, several problems were found in the learning and assessment process including 1) Lack of student interaction and participation in the learning process. 2) The assessment method used is less able to measure students' abilities thoroughly. 3) Students' grades do not reflect their abilities optimally. 4) The learning process is less interesting and fun. One solution to overcome these problems is to utilize the Quizizz online learning platform. Quizizz is an online learning platform that allows teachers to create and conduct interactive quizzes for their students.
Pengenalan Lapangan Persekolahan oleh Mahasiswa Universitas Muhammadyah Riau di Pondok Pesantren Dar-El Hikmah Pekanbaru Tiara Fitri; Rika Novita Manda Sari; Vitriani Vitriani
Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian Vol. 2 No. 2 (2025): Transformasi Masyarakat : Jurnal Inovasi Sosial dan Pengabdian
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62383/transformasi.v2i2.1276

Abstract

Education plays a crucial role in improving human resource quality to achieve national goals. Universitas Muhammadiyah Riau (UMRI), through the Faculty of Teacher Training and Education (FKIP) Informatics, equips students with academic and pedagogical competencies to produce professional future teachers. The School Field Introduction Program (PLP) at Ma Dar-El Hikmah Pekanbaru serves as an experiential learning platform that enables students to observe school culture, build competencies, and understand the teaching-learning process directly. This study employs observation, interviews, and documentation methods to provide in-depth insights into the teacher’s role in managing the educational environment. The findings of this program are expected to enhance students’ understanding of the education sector and develop their skills as professional and adaptive future educators.
Analysis of Desktop-Based Interactive Learning Media Using Smart Apps Creator App For Computer Recognition In SDN 006 Tempuling Vitriani Vitriani; Rahmad Al Rian; maria marta rina
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.