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Pengujian Usability Google Classroom Berdasarkan Model Use-Questionnaire Arifin, Suci Ramadhani; Merdekawati, Etha Gustin
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 6: Desember 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021863697

Abstract

Pembelajaran online adalah solusi ketika lembaga pendidikan ditutup karena wabah COVID-19. Sistem Manajemen Pembelajaran (LMS) merupakan alat untuk memfasilitasi pembelajaran online. Google Classroom dianggap sebagai salah satu LMS yang paling cepat diimplementasikan di pendidikan tinggi. Tujuan dari penelitian ini adalah untuk mengukur tingkat usability Google Classroom sebagai salah satu alat yang digunakan untuk memfasilitasi pembelajaran online di STMIK Dipanegara Makassar. Tingkat usability akan menentukan apakah penggunaan layanan Google Classroom telah efektif, efisien, dan memberikan kepuasan terhadap mahasiswa. Tingkat usability Google Classroom diukur menggunakan USE-Questionnaire. Berdasarkan hasil pengukuran usability terhadap Google Classroom diperoleh nilai rata-rata untuk keseluruhan variabel Usefulness (Daya Guna), Ease of Use (Kemudahan Penggunaan), Ease of Learning (Kemudahan Belajar), dan Satisfaction (Kepuasan Pengguna) adalah 459,1 atau sebesar 76%. Maka dapat disimpulkan bahwa mahasiswa setuju tingkat usability Google Classroom dirasakan sudah baik dan penggunaan layanan Google Classroom telah efektif, efisien, dan memberikan kepuasan terhadap mahasiswa dengan tingkat presentase sebesar 76%. AbstractOnline learning is a solution when educational institutions are closed because of the COVID-19 outbreak. Learning Management System (LMS) is a tool to facilitate online learning. Google Classroom is considered as one of the fastest implementing LMSs in higher education. The purpose of this research is to measure the usability level of Google Classroom as one of the tools used to facilitate online learning at STMIK Dipanegara Makassar. The level of usability will determine whether the use of Google Classroom services has been effective, efficient, and gives satisfaction to students. Google Classroom usability level is measured using USE-Questionnaire. Based on the results of usability measurements on Google Classroom, the average value for all variables of Usefulness, Ease of Use, Ease of Learning, and Satisfaction is 459.1 or 76 %. So it can be concluded that students agree that the usability level of Google Classroom is good and the use of Google Classroom services has been effective, efficient, and provides satisfaction to students with a percentage level of 76%.
Decision Support System for Determining Thesis Supervisor using A Weighted Product (WP) Method Arifin, Suci Ramadhani; Mintamanis, Josua Crishan
JOIN (Jurnal Online Informatika) Vol 3 No 2 (2018)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v3i2.230

Abstract

English Department of Tadulako University is a department with the highest number of lecturers in Tadulako University. Thesis supervisor determination at the English Department of Tadulako University still use the conventional way so that the determination of the thesis supervisor is done in a long time. In addition, some lecturers have more workload than other lecturers. Decision support system for the determination of the thesis supervisor in the English Department of Tadulako University was built to overcome this problem using the Weighted Product method. The system is a desktop-based application using the Visual Studio programming language and MySQL DBMS for database processing. The application of a decision support system for determining thesis supervisors can help make the selection of supervisors accurately and quickly with a mathematical calculation system.
Parking Management System Prototype Using Multiplatform Based NodeMCU Akhriana, Asmah; Husain, Husain; Aisa, Sitti; Arifin, Suci Ramadhani; Nur, Muhammad Muhaimin; Sulihin, Hafsah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 11, No 3 (2024): Protek: Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v11i3.8838

Abstract

Currently, the parking management implemented in several public places has not been managed properly, resulting in a buildup of vehicles and it is difficult for many vehicles to find a parking space. The Maspul Jaya boarding house as an example has challenges in managing parking because there are a large number of residents with 60 rooms and a limited number of parking lots, which means residents often have difficulty getting a parking space in the boarding house area. This research aims to design a prototype parking management system using NodeMCU and RFID card technology as a replacement for room number stickers on Maspul Jaya Boarding House residents' vehicles with a multiplatform Android and iOS-based application connected to the network. The data obtained will be processed by the microcontroller and sent to the database server and then displayed in the application. The application testing method used is Blackbox and direct testing of the system hardware. The results of this research are that at the entrance gate, residents can enter through the parking barrier if the driver brings the vehicle close to the infrared proximity sensor, the RFID card is registered, the card status is active and the driver is not detected as being parked. When all conditions are met, the servo as the entrance parking gate will open, and the opposite condition will occur on the side of the exit gate. The maximum reading distance between the object and the sensor is 8 cm and RFID cards can be read at a maximum distance of 3 cm. Apart from that, the results of black box testing on the input-output of this application function well and are free from errors so that monitoring can be carried out via the application on data related to empty parking slots and the history of vehicles that have been parked using both the Android and iOS platforms. With this system, parking management at the Maspul Jaya boarding house will become more organized and efficient.  
Penguatan keterampilan teknologi informasi bagi guru melalui pelatihan Microsoft Office di UPTD SDN 168 Inpres Jambua Ahyuna, Ahyuna; Akhriana, Asmah; Patasik, Madyana; Magfirah, Magfirah; Khaddafi, Muh.; Layuk, Novita Sambo; Aini, Nurul; Santi, Santi; Aisa, Sitti; Piu, Sri Wahyuningsi; Arifin, Suci Ramadhani
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 7, No 4 (2024): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v7i4.2240

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan profesionalisme guru di UPTD SDN 168 Inpres Jambua melalui pelatihan Microsoft Office. Pelatihan yang diikuti oleh 20 orang guru ini berfokus pada pemanfaatan aplikasi Word, Excel, dan PowerPoint untuk pembelajaran yang efektif dan inovatif. Metode yang digunakan meliputi pelatihan teori dan praktik, pendampingan, serta evaluasi pemahaman peserta. Hasilnya, keterampilan guru dalam memanfaatkan teknologi informasi untuk pembelajaran berkualitas meningkat. Evaluasi kuesioner menunjukkan respon positif dari peserta terkait materi, penyampaian, dan kebermanfaatan pelatihan. Mayoritas menyatakan pelatihan sesuai kebutuhan, memberikan keterampilan baru, dan bermanfaat bagi pembelajaran. Sebagian besar peserta menyatakan akan menerapkan keterampilan tersebut. Kegiatan ini juga menjalin sinergi antara perguruan tinggi dan sekolah dalam meningkatkan mutu pendidikan. Peserta terbaik berpotensi menjadi agen perubahan dalam penerapan teknologi informasi di sekolah. Tantangan yang dihadapi adalah durasi pelatihan yang dirasa kurang dan perlunya pendampingan lebih lanjut. Secara keseluruhan, kegiatan ini memberikan kontribusi positif dalam pengembangan profesionalisme guru melalui penguasaan Microsoft Office.
Perancangan Game Edukasi Pengenalan Pakaian Adat Nusantara (CULTURZONE) Menggunakan Multimedia Development Life Cycle Haris, Andi Fajrin; Wirya, Muhammad Nandar Cakra; Rahman, Baharuddin; Djafar, Imran; Kadang, Marsellus Oton; Arifin, Suci Ramadhani
Journal of Animation and Games Studies Vol 10, No 1 (2024): April 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/jags.v10i1.9633

Abstract

Archipelago traditional clothing is an inseparable part of Indonesian cultural identity. Each region has unique traditional clothing, reflecting the richness and diversity of cultures in Indonesia. By recognizing, studying and appreciating the traditional clothing of the Archipelago, we can strengthen Indonesia's cultural diversity, build a strong identity and promote our cultural heritage to the world. In order to introduce Indonesian traditional clothing to the younger generation, designing educational games can be an interesting and effective solution. This educational game is designed to provide an interactive experience for users in learning and getting to know various traditional clothes in Indonesia. 
Optimisasi Proses Pembelajaran di SMAN 6 Barru: Peningkatan Kualitas Pendidikan melalui Tata Kelola Nilai Siswa dan Bahan Ajar yang Efektif Johanis M, Andrew Ridow; Ahyuna, Ahyuna; Suradi, Andi Asvin Mahersatillah; Arifin, Arham; Akhriana, Asmah; Sy, Hasyrif; Djafar, Imran; Rizal, Muhammad; Piu, Sri Wahyuningsih; Arifin, Suci Ramadhani
Abditeknika Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2024): April 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abditeknika.v4i1.3096

Abstract

  Kegiatan pengabdian kepada masyarakat ini telah sukses menghadirkan perubahan positif dalam upaya meningkatkan kualitas pendidikan. Melalui pelatihan pembuatan bahan ajar cerdas dengan Pictory AI dan tata kelola nilai siswa dengan Microsoft Excel, guru di SMAN 6 Barru kini memiliki kompetensi yang lebih tinggi dalam merancang pembelajaran yang inovatif. Keberhasilan program terlihat dari partisipasi aktif para guru dalam seluruh kegiatan, serta antusiasme mereka dalam mengimplementasikan metode dan bahan ajar yang telah dipelajari. Rekomendasi untuk program berkelanjutan meliputi pendampingan implementasi yang lebih intensif dan perluasan cakupan peserta. Program ini dapat menjadi model inspiratif bagi sekolah lainnya yang juga berupaya meningkatkan kualitas pendidikan.   The community service program has successfully brought about positive changes in the efforts to enhance the quality of education. Through training in creating smart teaching materials using Pictory AI and managing student grades with Microsoft Excel, teachers at SMAN 6 Barru now possess higher competencies in designing innovative learning experiences. The program's success is evident in the active participation of the teachers throughout the activities and their enthusiasm in implementing the methods and teaching materials they have acquired. Recommendations for ongoing programs include more intensive implementation support and broadening the scope of participants. This program can serve as an inspirational model for other schools striving to improve the quality of education.
Study of PUBG Addiction Level Among University Students Djafar, Imran; Johanis M, Andrew Ridow; Arifin, Suci Ramadhani
SAINTEKBU Vol. 15 No. 02 (2023): Vol. 15 No. 02 August 2023
Publisher : KH. A. Wahab Hasbullah University

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

Abstract

PlayerUnknown's Battleground (PUBG) is one of the most popular and successful games globally and become very popular among the youths in recent years. The number of active players continues to increase globally, even reaching 100 million players every month. Of this number, the second country in the world that has monthly active players is Indonesia. Recent academic studies and statistical research reveal that game addiction among college students has shown an increasing trend, and will likely increase in the future as well. This study was conducted to find out the level of addiction of PUBG especially for at the Dipa Makassar University students. PUBG Addiction Test (PAT) was used to measure the level of PUBG addiction among young adolescents. The results of this study indicate that most of the respondents, or 46.0% of respondents belong to the category of low-level addiction, followed by those who are in the moderate-level category (44.9%). Respondents who are included in the high level category are only a small portion of 8.9%.
Rancang Bangun Game Pet Venture Quest Menggunakan Game Development Life Cycle (GDLC) untuk Mendukung Pembelajaran Motorik Anak Baharuddin, Muh. Yassar Afaaf; Zulfajrin, Zulfajrin; Irmayana, Andi; Arifin, Suci Ramadhani
Jurnal Esensi Infokom : Jurnal Esensi Sistem Informasi dan Sistem Komputer Vol 8 No 1 (2024)
Publisher : Institut Bisnis Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55886/infokom.v8i1.766

Abstract

Pendidikan anak-anak di era digital semakin menitikberatkan pada pengembangan solusi pembelajaran, terutama melalui game edukasi. Game ini memberikan pengalaman belajar yang interaktif dan mendukung keterampilan motorik anak-anak di usia sekolah dasar. Pendekatan GDLC sangat penting dalam pengembangan game edukasi yang efektif. Penelitian ini merancang ”Pet Venture Quest” dengan pendekatan GDLC, tujuannya untuk mendukung pembelajaran motorik anak-anak dan mengukur dampak positifnya. Hasil penelitian ini diharapkan memberikan panduan bagi pengembang game edukasi dan praktisi pendidikan dalam memaksimalkan teknologi untuk mendukung perkembangan motorik anak-anak melalui game.