Claim Missing Document
Check
Articles

Found 5 Documents
Search

PERANCANGAN PEMBELAJARAN E-LEARNING BAHASA INGGRIS UNTUK PEMULA BERBASIS MULTIMEDIA Susanti, Wilda; Yuliendi, Rangga Rahmadian; Ambiyar, Ambiyar; Wakhinuddin, Wakhinuddin
Edukasi: Jurnal Pendidikan Vol 18, No 1 (2020): Edukasi: Jurnal Pendidikan
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (495.402 KB) | DOI: 10.31571/edukasi.v18i1.1601

Abstract

AbstrakTujuan penelitian adalah merancang aplikasi pembelajaran e-learning bahasa Inggris berbasis multimedia dengan menggabungkan konsep yang terdiri dari teks, gambar, animasi, dan video. Subjek penelitian adalah siswa SMA kelas X. Dalam mengimplementasikan aplikasi pembelajaran, peneliti menggunakan Moodle. Metode pengembangan sistem menggunakan System Development Live Cycle (SDLC). Untuk analisis dan perancangan sistem menggunakan metode Unified Modelling Language (UML). Peneliti berhasil merancang aplikasi pembelajaran yang dapat dijadikan sebagai media pembelajaran Bahasa Inggris untuk tingkat pemula dengan tema learning by doing. Aplikasi pembelajaran yang dirancang diharapkan dapat membantu meningkatkan proses belajar bahasa Inggris terutama dalam membaca, menghapal, dan mengucapkan kosakata. AbstractThe purpose of the research was to design the e-learning of English multimedia-based application by combining concepts consisting of text, images, animation, and video. The research subjects were high school students in class X. In implementing the learning application, researchers used Moodle. The system development method uses the System Development Live Cycle (SDLC). For system analysis and design using the Unified Modeling Language (UML) method. Researchers succeeded in designing learning applications that can be used as a medium of learning English for the beginner level with the theme of learning by doing. Learning applications that are designed are expected to help improve the process of learning English, especially in reading, memorizing, and speaking vocabulary.
SISTEM KEAMANAN DATABASE UNTUK MEMBATASI PENGGANDAAN APLIKASI Yuliendi, Rangga Rahmadian
Jurnal Ilmu Komputer Vol 2 No 1 (2013): Jurnal Ilmu Komputer
Publisher : STMIK Hang Tuah Pekanbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33060/JIK/2013/Vol2.Iss1.14

Abstract

Penelitian ini ditujukan untuk memotivasi kepada para programer yang non opensource dalam meningkatkan kualitas dari produk atau software applikasi yang diciptakan yang anti terhadap pembajakan yang terlalu marak dilakukan oleh oknum-oknum yang tidak bertanggung jawab dalam kegiatan yang dilakukannya. Dan juga dalam mengantisipasi kerugian yang lebih besar lagi akibat kegiatan penggandaan applikasi tanpa izin.
Sistem Rekomendasi Pemilihan Lokasi Kuliner Halal Area Kota Pekanbaru Menggunakan Metode Weighted Product Mahardika, RIzki; Yuliendi, Rangga Rahmadian; Yandri, Yandri
JEKIN - Jurnal Teknik Informatika Vol. 2 No. 3 (2022)
Publisher : Yayasan Rahmatan Fidunya Wal Akhirah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58794/jekin.v3i1.419

Abstract

Sistem rekomendasi pemilihan lokasi kuliner halal area kota Pekanbaru merupakan sistem pendukung keputusan yang membantu memberikan rekomendasi dalam hal ini memberikan rekomendasi untuk memilih kuliner halal area kota Pekanbaru yang sesuai dengan kriteria yang diinputkan. Penelitian ini dilakukan dengan menggunakan metode weighted product yang merupakan salah satu metode penyelesaian yang ditawarkan untuk menyelesaikan masalah Multi Criteria Decision Making (MCDM). Sistem rekomendasi pemilihan kuliner halal area kota Pekanbaru dimana kriteria yang digunakan yaitu : Rata-rata harga, Waktu operasional, Usia tahun berdiri, Jarak. Dimana dilakukan perankingan dari rating tertinggi dan menghasilkan rekomendasi. Tahapan untuk merancang dan membangun sistem rekomendasi pemilihan kuliner halal area kota Pekanbaru menggunakan metode weighted product adalah dengan System Development Life Cycle (SDLC), Unified Modelling Language (UML) dan penggunaan database dengan DBMS MySQL. Sistem ini telah diuji ke validannya dengan menyebar kuesioner untuk memperoleh data penilaian dari user, hasil rekap usability menunjukkan keseluruhan atribut memiliki nilai diatas nilai 4, sehingga dapat dikatakan bahwa perangkat lunak aplikasi android yang telah dibuat memiliki nilai aspek usability dan sudah memenuhi kelima aspek usability.
APLIKASI KLENTENG KOTA PEKANBARU BERBASIS WEBGIS Darwin, Ricandra; Yuliendi, Rangga Rahmadian
JTIK (Jurnal Teknik Informatika Kaputama) Vol. 5 No. 1 (2021): Volume 5, Nomor 1, Januari 2021
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59697/jtik.v5i1.592

Abstract

There are more and more temples located in Pekanbaru City. Many people do not know the location of the temple and the activities they carry out related to stocks and minutes. Information received by the people tends to be slow or does not reach the people in need. This study aims to build a WebGIS-based pagoda application that provides information regarding the location and activities of the temple. The research method used is the System Development Life Cycle (SDLC) method. The system development refers to the CodeIgniter framework, then LeafletJS to display maps on the system, and Simple Mail Transfer Protocol (SMTP) to send a reply message to the pagoda via email. It is hoped that this application can make it easier for people to perform religious services where they want.
Learning Smart Farming through IoT Prototypes, Educational Impacts of Smart Goat Housing Systems in Vocational Education Junaedi, Achmad Tavip; Renaldo, Nicholas; Susanti, Wilda; Yuliendi, Rangga Rahmadian; Kurniawan, Wahyu Joni; Marlim, Yulvia Nora; Veronica, Kristy; Panjaitan, Harry Patuan; Faruq, Umar; Jahrizal, Jahrizal
Reflection: Education and Pedagogical Insights Vol. 3 No. 1 (2026): Reflection: Education and Pedagogical Insights
Publisher : First Ciera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61230/reflection.v3i1.141

Abstract

This study investigates the educational impacts of learning smart farming through Internet of Things (IoT)-based smart goat housing systems in vocational education. The rapid digital transformation of agriculture has created a growing demand for graduates with strong technological and applied competencies; however, the integration of real smart farming technologies into vocational curricula remains limited. To address this gap, this research employed a quasi-experimental design with a pretest–posttest non-equivalent control group to compare IoT prototype-based learning with conventional instructional approaches. The study involved vocational students enrolled in agriculture-related programs, where the experimental group engaged in project-based learning using an operational IoT-enabled smart goat housing system, while the control group received traditional instruction. The findings indicate that students exposed to IoT prototype-based learning demonstrated significantly higher improvements in digital competence, applied learning outcomes, and learning engagement compared to those in the control group. Qualitative insights further revealed that authentic interaction with real-time data and automated systems enhanced students’ understanding, motivation, and confidence in using digital technologies. These results highlight the pedagogical value of integrating real IoT prototypes into vocational education and confirm the effectiveness of experiential and technology-enhanced learning approaches in developing workforce-relevant competencies. This study contributes to vocational education literature by positioning livestock-based smart farming systems as effective learning media for digital agriculture education.