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Mengembangkan Home Industry di Kota Lubuklinggau dengan OpenChart Langkah Menuju Pasar Lebih Luas Armei, Fernanda Putra; Annas, Firdaus; Alfandi, M Raihan; Darmawati, Gusnita
JOVISHE : Journal of Visionary Sharia Economy Vol. 4 No. 1 (2025): Edition June 2025
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/jovishe.v4i1.561

Abstract

This study aims to develop a digital-based promotional strategy through the OpenChart application for home industry players in Lubuklinggau City, in order to expand their market reach. Currently, product promotion by home industries in this city is still limited to social media such as Facebook and WhatsApp, especially since the COVID-19 pandemic. However, these promotional activities have decreased, which has an impact on decreasing production. In addition, most customers only come from areas around the store or within the city of Lubuklinggau. In fact, in this digital era, the use of various social media platforms such as Instagram, Facebook, WhatsApp, to e-commerce, should be able to expand the reach of promotion. This study uses the Research and Development (R&D) method with a 4D development model, namely Define, Design, Develop, and Dissemination. The results of the study are in the form of web-based promotional media developed using the OpenChart application. The findings show that this application is effective as a promotional media that can increase the production of regional specialties from micro, small, and medium enterprises (MSMEs) in Lubuklinggau. The implications of this study indicate that the use of digital technology such as OpenChart can be a solution for MSMEs to face challenges in promotion, especially in adapting more relevant marketing strategies in the digital era, so that they can compete in a wider market.
Application of Graph Colouring Algorithm in Course Scheduling Process Borotan, Nella Lestari; Yuspita, Yulifda Elin; Annas, Firdaus; Darmawati, Gusnita
Knowbase : International Journal of Knowledge in Database Vol. 4 No. 1 (2024): June 2024
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/knowbase.v4i1.8136

Abstract

Scheduling is a crucial aspect in every occurrence, ensuring that all processes are orderly. Gema Nusantara Bukittinggi Health Vocational School currently utilizes Microsoft Excel for managing subject scheduling, which often leads to scheduling conflicts. The objective of this research is to develop a web-based subject scheduling system for Gema Nusantara Bukittinggi Health Vocational School. The outcome of this research is a web-based subject scheduling system that is valid, practical, and effective, thereby serving as a useful tool for subject scheduling. This research is classified as research and development (R&D). The system development follows an incremental model with four stages: analysis, design, coding, and testing. The product was evaluated through three types of tests: validity, practicality, and effectiveness. The validity test, conducted with three experts, yielded a value of 0.80, indicating validity. The practicality test, carried out with three practitioners, resulted in a value of 0.97, signifying high practicality. The effectiveness test, involving fifteen teachers, achieved a value of 0.95, demonstrating high effectiveness. Based on the product testing results, it can be concluded that the research product, which is a web-based scheduling system, is suitable for use in the subject scheduling process at Gema Nusantara Bukittinggi Health Vocational School
Pengembangan Media Pembelajaran Nahwu Berbasis Game untuk Meningkatkan Pemahaman Kitab Matan Al-Jurumiyyah di Madrasah Tarbiyah Islamiyah Canduang Darmawati, Gusnita; Wahyuni, Widya; Hanafi, Imam
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 3 No. 2 (2024): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v3i2.1516

Abstract

This research aims to develop a valid, practical, and effective game-based nahwu learning medium for the first grade students of Madrasah Tarbiyah Islamiyah (MTI) Canduang. The background of this research is the low interest and learning outcomes of students in understanding nahwu material, particularly in studying the book of Matan Al-Jurumiyyah which is loaded with abstract grammatical terms. The method used is Research and Development (R&D) with the 4-D model approach of Thiagarajan, Semmel, and Semmel which includes the define, design, develop, and disseminate stages. The product is developed in the form of interactive media in the form of educational games based on android with nahwu material content, audio narration, animative visualization, and evaluative quizzes. The results of this study will be proven using product tests that include product validity tests tested on experts, practicality tests tested on teachers, and effectiveness tests tested on students. To see the results of each product test, the authors used questionnaires in the data collection. From this study, a validity feasibility result with an average of 0.92 was classified as very valid, while a feasibility result with an average of 93 that belonged to the very practical category and a feasibility result of effectiveness was obtained with an average of 0.85 with a very high category. The contributions of this research include: (1) strengthening the theory of game-based learning in the context of Islamic education; (2) providing practical solutions for madrasa teachers to teach nahwu in an engaging manner; and (3) presenting an integrative innovation between classical textual traditions and digital technology. Thus, this media serves as a model for digital transformation in Arabic language learning in madrasas. Abstrak Penelitian ini bertujuan untuk mengembangkan media pembelajaran nahwu berbasis game yang valid, praktis, dan efektif bagi siswa kelas I Madrasah Tarbiyah Islamiyah (MTI) Canduang. Latar belakang penelitian ini adalah rendahnya minat dan hasil belajar siswa dalam memahami materi nahwu, khususnya dalam mempelajari kitab Matan Al-Jurumiyyah yang sarat dengan istilah tata bahasa yang bersifat abstrak. Metode yang digunakan adalah Research and Development (R&D) dengan model pengembangan 4-D dari Thiagarajan, Semmel, dan Semmel, yang meliputi tahapan define, design, develop, dan disseminate. Produk dikembangkan dalam bentuk media interaktif berupa permainan edukatif berbasis Android yang memuat konten materi nahwu, narasi audio, visualisasi animatif, serta kuis evaluatif. Hasil penelitian ini dibuktikan melalui uji validitas produk oleh para ahli, uji kepraktisan oleh guru, dan uji efektivitas oleh siswa. Data dikumpulkan menggunakan angket dan dianalisis secara kuantitatif. Hasil uji validitas menunjukkan nilai rata-rata 0,92 (kategori sangat valid), hasil uji kepraktisan memperoleh nilai rata-rata 93 (kategori sangat praktis), dan hasil uji efektivitas mencapai rata-rata 0,85 (kategori sangat tinggi). Kontribusi penelitian ini meliputi: (1) memperkuat teori game-based learning dalam konteks pendidikan Islam; (2) menyediakan solusi praktis bagi guru madrasah untuk mengajarkan nahwu secara menarik; dan (3) menghadirkan inovasi integratif antara tradisi kitab klasik dan teknologi digital. Dengan demikian, media ini berperan sebagai model transformasi digital dalam pembelajaran bahasa Arab di madrasah.
Pengembangan Media Pembelajaran Kimia Berbasis Komik Strip Digital untuk Meningkatkan Pemahaman Konseptual Siswa Mariani, Asmida; Darmawati, Gusnita; Annas, Firdaus; Yuspita, Yulifda Elin
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1457

Abstract

Chemistry learning at MAN 2 Kota Payakumbuh is still predominantly conducted using lecture-based methods, which results in low student engagement and difficulties in understanding abstract concepts, particularly in atomic structure topics. This condition indicates the need for the development of innovative learning media that align with students’ learning characteristics. This study aims to develop digital strip comic–based learning media to enhance students’ conceptual understanding and learning motivation in Chemistry. The study employed a Research and Development (R&D) approach using the 4D development model, which consists of the Define, Design, Develop, and Disseminate stages, supported by the Luther–Sutopo multimedia development model. The research subjects included media experts, subject-matter experts, Chemistry teachers, and students at MAN 2 Kota Payakumbuh. Data were collected through validity, practicality, and effectiveness questionnaires. The results indicate that the developed digital strip comic learning media achieved a validity score of 0.76, a practicality score of 96.67, and an effectiveness score of 0.80, which fall within the high category. These findings demonstrate that digital strip comic–based learning media are feasible as an alternative instructional medium for Chemistry learning and are effective in improving students’ motivation and conceptual understanding of atomic concepts. The contribution of this study lies in providing empirical evidence for the development of visual narrative–based learning media to support Chemistry education at the secondary school level. Abstrak Pembelajaran Kimia di MAN 2 Kota Payakumbuh masih didominasi metode ceramah yang berdampak pada rendahnya keterlibatan siswa dan kesulitan dalam memahami konsep abstrak, khususnya pada materi struktur atom. Kondisi ini menunjukkan perlunya pengembangan media pembelajaran yang inovatif dan sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis komik strip digital guna meningkatkan pemahaman konsep dan motivasi belajar siswa pada mata pelajaran Kimia. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap Define, Design, Develop, dan Disseminate, serta didukung oleh model pengembangan multimedia Luther–Sutopo. Subjek penelitian melibatkan ahli media, ahli materi, guru Kimia, dan siswa MAN 2 Kota Payakumbuh. Data dikumpulkan melalui angket validitas, praktikalitas, dan efektivitas. Hasil penelitian menunjukkan bahwa media pembelajaran komik strip digital memiliki tingkat validitas sebesar 0,76, tingkat praktikalitas sebesar 96,67, serta tingkat efektivitas sebesar 0,80 yang termasuk dalam kategori tinggi. Temuan ini menunjukkan bahwa media pembelajaran berbasis komik strip digital layak digunakan sebagai alternatif media pembelajaran Kimia dan efektif dalam meningkatkan motivasi serta pemahaman siswa terhadap konsep atom. Kontribusi penelitian ini terletak pada penyediaan bukti empiris pengembangan media pembelajaran berbasis visual naratif yang mendukung pembelajaran Kimia pada jenjang pendidikan menengah.
Pengembangan dan Evaluasi Bahan Ajar Elektronik Berbasis iSpring Suite untuk Pembelajaran Informatika Hawani, Siti; Darmawati, Gusnita; Annas, Firdaus; Yuspita, Yulifda Elin
Intellect : Indonesian Journal of Learning and Technological Innovation Vol. 4 No. 02 (2025): Intellect : Indonesian Journal of Learning and Technological Innovation
Publisher : Yayasan Lembaga Studi Makwa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57255/intellect.v4i02.1473

Abstract

Informatics learning at MTsN 6 Agam still faces challenges related to the limited availability of innovative, technology-based instructional materials and the dominance of conventional teaching methods, which negatively affect students’ learning interest and conceptual understanding. These conditions indicate the need for the development of interactive electronic teaching materials that are aligned with students’ characteristics. This study aims to develop electronic teaching materials based on iSpring Suite that are valid, practical, and effective for Grade VIII Informatics learning at MTsN 6 Agam. The study employed a Research and Development (R&D) approach using the 4D development model, consisting of the Define, Design, Develop, and Disseminate stages. The research subjects included media experts, subject-matter experts, Informatics teachers, and Grade VIII students. Data were collected through validity, practicality, and effectiveness questionnaires. The results indicate that the developed electronic teaching materials are valid, with an average validity score of 0.84, highly practical with an average practicality score of 0.94, and effective for learning implementation with an effectiveness score of 0.91. These findings demonstrate that electronic teaching materials based on iSpring Suite are suitable for use in Informatics learning and are capable of enhancing students’ motivation and learning engagement. The contribution of this study lies in providing empirical evidence on the development of application-based electronic teaching materials integrated with interactive multimedia at the madrasah tsanawiyah level, thereby enriching research on Informatics learning media development in the context of digital education. Abstrak Pembelajaran Informatika di MTsN 6 Agam masih menghadapi kendala berupa keterbatasan bahan ajar inovatif berbasis teknologi serta dominasi metode pembelajaran konvensional yang berdampak pada rendahnya minat dan pemahaman siswa. Kondisi tersebut menunjukkan perlunya pengembangan bahan ajar elektronik yang interaktif dan sesuai dengan karakteristik peserta didik. Penelitian ini bertujuan untuk mengembangkan bahan ajar elektronik berbasis iSpring Suite yang valid, praktis, dan efektif pada mata pelajaran Informatika kelas VIII MTsN 6 Agam. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan 4D yang meliputi tahap Define, Design, Develop, dan Disseminate. Subjek penelitian melibatkan ahli media, ahli materi, guru Informatika, serta siswa kelas VIII. Data dikumpulkan melalui angket validitas, praktikalitas, dan efektivitas. Hasil penelitian menunjukkan bahwa bahan ajar elektronik yang dikembangkan dinyatakan valid dengan nilai rata-rata 0,84, memiliki tingkat praktikalitas sangat tinggi dengan nilai rata-rata 0,94, serta efektif digunakan dalam pembelajaran dengan nilai efektivitas sebesar 0,91. Temuan ini menunjukkan bahwa bahan ajar elektronik berbasis iSpring Suite layak digunakan sebagai media pembelajaran Informatika dan mampu meningkatkan motivasi serta keterlibatan belajar siswa. Kontribusi penelitian ini terletak pada penyediaan bukti empiris pengembangan bahan ajar elektronik berbasis aplikasi yang terintegrasi dengan multimedia interaktif pada jenjang madrasah tsanawiyah, serta memperkaya kajian penelitian pengembangan media pembelajaran Informatika di era pembelajaran digital.
Application for Calculation of Islamic Sharia Inheritance Based on Android for Mawaris Fiqh Courses Anwar, Artesia; Darmawati, Gusnita
Knowbase : International Journal of Knowledge in Database Vol. 1 No. 2 (2021): December 2021
Publisher : Universitas Islam Negeri Sjech M. Djamil Djambek Bukittinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30983/ijokid.v1i2.4956

Abstract

This research was motivated by the discovery of problems in terms of calculating inheritance in the Mawaris Fiqh course at the Islamic Family Law Department of IAIN Bukittinggi, the calculation of inheritance in the Maris Fiqh course still uses the manual method, in which lecturers and students still have to calculate using pen and paper how much the number of shares of each person entitled to inheritance rights. The purpose of this research is to design an Android-Based Application for Inheritance Calculation of Islamic Law for Fiqh Mawaris Subject, Islamic Family Law Department, Sharia Faculty IAIN Bukittinggi, which is practical, effective and efficient. The method used in this research is Research and Development, better known as (R&D). 4D Models (Define, Design, Develop, Disseminate). The system development model used is the System Development Life Cycle (SDLC). The model used in this SDLC is the waterfall, namely Communication, Planning, Modeling, Construction, and Development. The programming language used is the PHP programming language. The product test used is the Test of Validity, Test of Effectiveness and Test of Practicality. The system that has been designed has been tested and has been declared valid, effective and practical in its use. The results of the product test that the author did obtain a validity test from 3 experts obtained a value of 0.80 with a valid category, a practicality test from 5 practitioners obtained a value of 0.93 in a very high category, and test effectiveness of 5 appraisers obtained a value of 0.86 effective categories.
PERANCANGAN MEDIA PEMBELAJARAN TEKNOLOGI JARINGAN KABEL DAN NIRKABEL BERBASIS ANIMASI MENGGUNAKAN KINEMASTER Jama Hendra, Risil; Elin Yuspita, Yulifda; Darmawati, Gusnita; Annas, Firdaus
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1917

Abstract

This research is motivated by problems at SMK Pembangunan Bukittinggi, where there is a lack of learning media during the learning process. This causes students to tend to play rather than listen to the teacher when explaining the material. During the learning process, teachers only use limited printed books, so students lose interest due to the lack of variety in the learning methods presented. Therefore, interesting and creative educational resources are needed to increase students' learning motivation. This research adopts the Research and Development (R&D) model, which is used to produce and test a product. This research model follows the 4D approach (Define, Design, Develop, Disseminate). The validity of the product was tested by three experts in the field, the practicality was tested by Computer and Network Engineering teachers at SMK Pembangunan Bukittinggi, and the effectiveness was tested by students at the school. The test results showed a validity value of 0.83, a practicality of 0.93, and an effectiveness of 0.79. Thus, it can be concluded that the design of animation-based wired and wireless network technology learning media at SMK Pembangunan Bukittinggi is said to be very effective.
A PERANCANGAN MEDIA PEMBELAJARAN PRAKARYA KELAS VII MENGGUNAKAN GOOGLE SITES Indrianti, Zulka; Darmawati, Gusnita; Yuspita, Yulifda Elin; Annas, Firdaus
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i1.2453

Abstract

This research is motivated by the difficulty of teachers in the learning process of workshops due to limited facilities and infrastructure, as well as higher student interest in technology-based learning media due to its accessibility. The purpose of this research is to design a workshop learning media for class VII using Google Sites at SMP Negeri 1 Lubuk Sikaping. The method used in this research is Research and Development (R&D) with Luther Sutopo's Multimedia Development Life Cycle (MDLC) development model. This model consists of six stages: conception, design, material collection, assembly, testing, and distribution. The results showed that the designed learning media was declared valid, practical, and effective based on the product test results. The validity test resulted in an average score of 0.82 (valid category), the practicality test obtained an average score of 0.89 (very high category), and the effectiveness test obtained an average score of 0.84 (high effectiveness category). It is expected that this learning media can improve the quality of workshop learning, provide convenience for teachers, and motivate students in the learning process. The implication of this research is that the integration of technology in learning can be an innovative solution to overcome the limitations of facilities and infrastructure, while encouraging the creation of more interesting and effective learning.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUDIO VISUAL DENGAN MENGGUNAKAN APLIKASI POWER DIRECTOR Holip, Zulahmad; Darmawati, Gusnita; Yuspita, Yulifda Elin; Annas, Firdaus
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 1 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i1.2616

Abstract

Learning media plays an important role as a tool in facilitating the teaching and learning process. The use of learning media is essential in simplifying complex concepts, such as electrical energy circuits, to increase students' engagement and interest in science subjects. This study uses a Research and Development (R&D) methodology that aims to design and produce audiovisual-based learning media for integrated science subjects on the topic of “electrical energy circuits” for grade VI students at SDN 20 Limo Balai. The developed learning media is designed to improve the efficiency and effectiveness of the learning process in science education in elementary schools. The research findings show that the audiovisual-based learning media significantly supports teachers and students in the teaching and learning process. The media achieved a validity score of 0.56, categorized as valid, a practicality score of 0.87, indicating that the media is very practical, and an effectiveness score of 0.77, which is categorized as effective. These results indicate the high feasibility and suitability of the developed media as a science learning aid in elementary schools.
IMPLEMENTASI SISTEM PENDUKUNG KEPUTUSAN DALAM MENENTUKAN PESERTA PERTUKARAN PELAJAR DI SMAN 1 PADANG PANJANG DENGAN METODE AHP Fadhilah, Habibatul; Yuspita, Yulifda Elin; Annas, Firdaus; Darmawati, Gusnita
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 6 No. 2 (2025): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v6i2.3633

Abstract

The purpose of this study is to implement a Decision Support System (DSS) based on the Analytical Hierarchy Process (AHP) method to support the selection process of student exchange program participants in an objective and measurable manner. The background of this research is based on problems in the selection process, which are still subjective and lack transparency, causing confusion and dissatisfaction among students and parents. The system is designed to structure the hierarchy of criteria and alternatives, as well as calculate the priority weight of each student using the AHP method. Data processing was carried out through two approaches, namely manual calculation and the use of the Super Decisions application to compare the consistency of the results. The findings show that both approaches produced identical weights and rankings. Therefore, the AHP-based DSS is considered capable of providing accurate and efficient results, and is feasible to be implemented as a solution to improve objectivity, transparency, and efficiency in the selection process of student exchange program participants in the school environment.