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Film Pendek Animasi Tiga Dimensi Pada Tahfidz Anak Usia Dini (Taud) Al-Fatih Pekanbaru Nurhayati Nurhayati; Melly Novalia; Pratama Benny Herlandy
Jurnal Pendidikan Teknologi Informatika dan Sains Vol 2 No 1 (2020): Journal of Education Informatic Technology and Science (JeITS) EDISI APRIL
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (765.987 KB) | DOI: 10.37859/jeits.v2i3.1930

Abstract

Proses pembelajaran pada TAUD Al-Fatih Pekanbaru menampilkan murottal Al-Qur’an juz ke-30 tanpa adanya penjelasan dari makna setiap Surah tersebut. Tujuan penelitian adalah mengembangkan media pembelajaran film pendek animasi tiga dimensi serta mengukur kelayakan media pembelajaran film pendek animasi tiga dimensi. Jenis Penelitian adalah (R&D) dari model Four-D. Hasil penelitian pengembangan media pembelajaran menunjukkan 1) review ahli materi tahap I memperoleh skor 87,75; 2) review ahli materi tahap II memperoleh skor 96,65; 3) review ahli media tahap I memperoleh skor 80,24; 4) review ahli media tahap II memperoleh skor 88,12; 5) review ahli media tahap III memperoleh skor 91,58. Hasil uji terbatas, 1) pengamatan peserta didik memperoleh skor 0,60; 2) respon tenaga pendidik memperoleh skor 0,56. Hasil uji media, 1) pengamatan peserta didik memperoleh skor 0,84; 2) respon tenaga pendidik memperoleh skor 0,9. Disimpulkan media pembelajaran berbasis film pendek animasi tiga dimensi pada TAUD Al-Fatih Pekanbaru dinyatakan layak dan selesai dikembangkan.
Ubiquitous Learning as Learning Method for Achieving Vocational Competencies in Higher Education During the Covid-19 Pandemic Pratama Benny Herlandy; Hadi Purwanto
Jurnal Pendidikan Teknologi dan Kejuruan Vol 28, No 1 (2022): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jptk.v28i1.43156

Abstract

Learning behavior at the higher education level has been disrupted more quickly since the outbreak of the Covid-19. The Student Centered Learning method which has become a culture in higher education cannot be implemented properly. The purpose of this study was to analyze the effectiveness of online learning by applying the ubiquitous learning method. The effectiveness in this study is to analyze the implementation of learning and the achievement of vocational competencies that can be achieved by students. The research was conducted using a quasi-experimental method. The sample in this study were students of the Informatics Education Strata 1 study program, Muhammadiyah University of Riau which consisted of 30 students in the control class and 30 students in the experimental class. The instruments used are learning outcomes tests, learning observations and questionnaires. The results obtained from the research, namely the ubiquitous learning method can be used in online learning at the Muhammadiyah University of Riau and in accordance with the learning information system that has been developed. The results of the ubiquitous learning effectiveness test in terms of the statistical test of the average comparison of the posttest results of the experimental and control classes were carried out, it was obtained that tcount = 3.425 ttable = 1.295 at a significance degree of 0.05. As a form of e-Learning learning method, U-Learning is able to help students to study and attend lectures in areas with low internet network infrastructure during the Covid-19 pandemic.
Peningkatan Omzet Penjualan Melalui Diversifikasi Produk dan Toko Online pada UMKM Al Baik Food Saat Pandemi Covid-19 Finanta Okmayura; Vitriani; Pratama Benny Herlandy; Regiolina Hayami; Risnal Diansyah
ABDIMAS EKODIKSOSIORA: Jurnal Pengabdian Kepada Masyarakat Ekonomi, Pendidikan, dan Sosial Humaniora (e-ISSN: 2809-3917) Vol 2 No 1 (2022): Juni 2022
Publisher : Fakultas Ekonomi dan Bisnis Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (164.618 KB) | DOI: 10.37859/abdimasekodiksosiora.v2i1.3522

Abstract

Tujuan dari kegiatan pengabdian ini adalah untuk membantu UMKM Al Baik Food dalam meningkatkan omset penjualan melalui diversifikasi produk dan promosi. Al Baik Food sendiri merupakan UMKM yang menjual berbagai macam cemilan asinan khas Pekanbaru. Pemilik Usaha Al Baik Food ini mengatakan dalam mengembangkan usahanya ini masih bersifat konvensional karena penjualannya hanya melalui whatsapp saja. Selain itu, kemasan produk cemilan yang dihasilkan Al Baik Food masih bersifat sederhana. Sementara itu selama pandemi covid 19 omset penjualan pun mengalami penurunan. Oleh karena itu diperlukan strategi promosi dan pemasaran produk yang menarik untuk untuk meningkatkan strategi penjualan UMKM ini. Promosi nantinya akan dilakukan melalui media sosial dan juga toko online yang berbasis android. Kemudian UMKM Al Baik Food ini akan dilakukan pembinaan, pemberdayaan dan pendampingan melalui pemberian pelatihan pembuatan toko online berbasis android. Selain itu, diiversifikasi produk juga perlu dilakukan dengan memberikan pelatihan pembuatan kemasan yang menarik konsumen.
Implementasi Augmented Reality Pada Kelompok Jurus Dasar Perguruan Seni Beladiri Tapak Suci Rahmad Al Rian; Pratama Benny Herlandy2; Raja Nur Azmi Syofiah
SATIN - Sains dan Teknologi Informasi Vol 7 No 1 (2021): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1118.705 KB) | DOI: 10.33372/stn.v7i1.677

Abstract

Pandemi covid-19 yang mewabah pada tahun 2019 telah menyebabkan terjadinya perubahan pada perilaku manusia dan meningkatnya penggunaan teknologi smartphone oleh pelajar untuk proses belajar. Wabah pandemi covid-19 menyebabkan pemerintah mengeluarkan instruksi berlakukan lockdown yang menyebabkan terbatasnya kegiatan harian masyarakat. Dampak tersebut juga dirasakan oleh Perguruan Seni Beladiri Tapak Suci Putera Muhammadiyah yang harus meliburkan para siswa, kader dan pendekar dari aktifitas latihan pada cabang latihan. Tapak Suci yang merupakan perguruan seni beladiri adalah kegiatan olahraga yang memiliki kontak fisik antar sesama rekan latihan dan keadaan ini merupakan salah satu indikator penyebab menyebarnya virus covid-19. Penulis melakukan riset penerapan augmented reality yang bertujuan untuk implementasi augmented reality pada kelompok jurus dasar Perguruan Seni Beladiri Tapak Suci Putera Muhammadiyah dengan metode research and development model Borg and Gall. Hasil dari riset ini berupa teknologi augmented reality yang menampilkan gerakan 7 kelompok jurus dasar menggunakan tangan Perguruan Seni Beladiri Tapak Suci Putera Muhammadiyah
The Effectiveness of Using Assemblr Edu Learning Media to Help Student Learning at School Nuur Wachid Abdul Majid; Muhammad Rafli; Noviyanti Nurjannah; Putri Apriyanti; Sofyan Iskandar; Fitri Nuraeni; Hafiziani Eka Putri; Pratama Benny Herlandy; Mohamed Nor Azhari Azman
Jurnal Penelitian Pendidikan IPA Vol 9 No 11 (2023): November
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i11.5388

Abstract

Assemblr Edu is an application that provides interactive 3D augmented reality-based learning media for students. research was conducted on the effectiveness of the application as a learning medium for teaching and learning activities of the Assemblr Edu application. In the application, various learning topics are presented that can be studied by students from elementary to high school levelsThis research uses a descriptive quantitative research method by utilizing google Forms in disturbing questionnaires in form of questionnaires. The result of the research is: The Assemblr Edu learning application can be a more interesting and modern learning solution to be applied in schools; The use of the Assemblr Edu application which is quite easy can provide opportunities for more effective learning with the features of learning topics that are already complete enough to be learned; the lack of knowledge of students about Augmented Reality technology has an impact on the Assemblr Edu application that is rarely used by schools or students independently; and support from hardware such as smartphones is very important with specifications that are large enough in terms of memory storage, to run applications better and efficiently and connection stability also affects the use of this learning application.
DEVELOPMENT OF ANDROID-BASED 3D VIRTUAL GAME OF UNIVERSITAS MUHAMMADIYAH RIAU CAMPUS ADVENTURE Dewi Odicia Clariesta Aziz; Al Rian, Rahmad; Benny Herlandy, Pratama
EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran Vol. 4 No. 1 (2023): Edisi Januari 2023
Publisher : Unit Pelaksana Praktik Kependidikan Terpadu Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/eduteach.v4i1.2593

Abstract

The students of Universitas Muhammadiyah Riau (UMRI), both old and new, have problems in knowing the layout of the room at UMRI because the university combines several important faculties and rooms in one building, such as building A which has a Mathematics and Natural Sciences Faculty, Engineering Faculty, and Law Faculty. Therefore, this study aims to create a 3D virtual game of Universitas Muhammadiyah Riau campus adventure based on Android as a medium to help students in knowing the layout of the campus space and can train the students’ adventure skill in recognizing the campus environment virtually. This research utilizes Research and Development (R&D) with the ADDIE model. The ADDIE stages are Analysis, Design, Development, Implementation and Evaluation. Data was collected through a questionnaire (Likert scale) at the time of trial. The assessment results of media experts on the feasibility of 3D virtual game on campus adventure reached an average score of 3.88 in the excellent category. The assessment results from the evaluation of several Universitas Muhammadiyah Riau students' tests on the feasibility of 3D virtual game on campus adventure achieved an average score of 3.75 in the excellent category. Based on the results of research conducted, it was concluded that the 3D virtual game on Universitas Muhammadiyah Riau campus adventure was feasible to use.
Rancang Bangun Sistem Penjadwalan Pembelajaran Menggunakan Metode Algoritma Genetika Di Smk Multi Mekanik Masmur Taufik, Irfan; Benny Herlandy, Pratama; Novalia, Melly
Computer Science and Information Technology Vol 5 No 1 (2024): 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.v5i1.6887

Abstract

In building an algorithm-based automatic scheduling system that has the objectives of designing an Information System-based learning scheduling system and determining the subjects applied using genetic algorithms, using Research and Development research methods, in the field of Education, (R&D) is the process of developing and product validation. The development stage consists of several stages including the potential and problem stage, the data collection stage, the Information System product design stage, the Information System validation stage, the Genetic Algorithm validation stage, the Genetic Algorithm-based Information System revision stage and Information System testing, summary of results This scheduling system makes a Java-based scheduling information system using the NetBeans application, its components consist of input Subjects, Teachers, Classrooms and the number of Chromosomes to be, and the conclusion is that an algorithm-based scheduling system can help complete scheduling in SMK Multi Mekanik Masmur schools. Pekanbaru Keywords: Genetic Algorithm, Scheduling, R&
Pengembangan Video Cerita Rakyat "Legenda Danau Raja" Berbasis Animasi 2 Dimensi dengan Teknik Bilingual Azim, Fauzan; Farida, Fitri; Effendi, Noferta; Hayati, Zuqriva; Herlandy, Pratama Benny; Hamdani, Fauzan
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol. 8 No. 6 (2024)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v8i6.6297

Abstract

Cerita rakyat adalah sebagian kekayaan budaya dan sejarah yang dimiliki Bangsa Indonesia. Di Provinsi Riau juga banyak memiliki cerita rakyat, yang masih dapat kita dengar secara turun temurun dan sebagiannya belum terdokumentasi dengan baik, salah satunya adalah Legenda danau Raja di Pinggir sungai Indradiri. Penelitian ini bertujuan untuk merancang sebuah video animasi cerita rakyat legenda danau raja dengan teknik bilingual atau 2 bahasa sebagai salah satu bentuk pelestarian budaya untuk memperkenalkan budaya dan cerita rakyat di provinsi Riau khsususnya di Rengat Indragiri Hulu. Penelitian ini memiliki luaran sebuah Video Animasi dengan teknik Bilingual. Tahap validasi dilakukan dengan menyebarkan angket yang diberikan kepada 3 ahli dan mumpuni dibidangnya masing-masing yaitu ahli media, ahli materi dan ahli bahasa. Video animasi Cerita Rakyat 2 Dimensi ini layak digunakan. Setelah 3 bulan video ini peneliti unggah di Platform Youtube, video ini telah ditonton lebih 2100 kali, dan memiliki 4 komentar yang sangat positif artinya video ini cukup dinikmati oleh pengguna Youtube.
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.
Optimalisasi Sistem Absensi Online Pada Lembaga Pendidikan Privat Panggil Guru Pekanbaru Herlandy, Pratama Benny; Vitriani; Effendi, Noverta; Anggraini, Lusi
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.v5i2.2702

Abstract

Panggil Guru (PAGU) merupakan salah satu lembaga bimbingan beljar yang terdapat di Kota Pekanbaru yang melayani jasa belajar privat dan kelompok yang masih menerapkan sistem manajemen operasional dan pembelajaran yang bersifat konvensional. Mulai dari kegiatan pendaftaran, penjadwalan, pembayaran dan pelaksanaan pembelajaran serta penilaian hasil belajar bersifat konvensional tanpa memiliki sistem yang terpadu dan berbasis teknologi informasi. Penerapan sistem ini memberikan dampak terhadap tingginya biaya operasional yang diperlukan dan rendahnya minat peserta didik untuk belajar bersama PAGU. Selain pendampingan pengembangan sistem, kegiatan kemitraan ini juga bertujuan untuk meningkatkan kompetensi tutor di PAGU dalam mengembangkan materi pelajaran berbasis teknologi informasi dan meningkatkan kemampuan operasional administrator di PAGU untuk mengelola sistem terintegrasi berbasis teknologi informasi yang telah dikembangkan melaui pelatihan. Adapun target luaran yang ingin dicapai melalui kegiatan kemitraan ini adalah peningkatan pemberdayaan mitra dalam bidang manajemen, publikasi pada media massa cetak, dan dokumentasi program kemitraan yang dirangkum dalam bentuk video pelaksanaan kegiatan serta media promosi UMRI. Program kemitraan yang diusulkan terbagi atas 5 (lima) tahapan yaitu menjalin kerjasama, analisis kebutuhan dan perancangan, pengembangan sistem manajemen terintegerasi, pelatihan peningkatan kompetensi serta kegiatan evaluasi dan monitoring pelaksanaan progam kemitraan.