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Influence of Teachers' Computing Skills on the Utilization of PMM at SDN 014 Ujung Tanjung, Benai District, Kuantan Singingi Regency Muslim; Santosa, Firman; Amelia Chandra, Detri
Journal of ICT Applications System Vol 3 No 1 (2024): Journal of ICT Aplications and System
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56313/jictas.v3i1.339

Abstract

This research concludes a strong correlation between computer proficiency and the utilization of PMM (Pedagogical Media Package) among teachers at SDN 014 Ujung Tanjung, Benai District, Kuantan Singingi Regency, Riau Province, with a correlation coefficient of 0.98. The findings suggest that the higher the computer proficiency possessed by teachers, the greater the utilization of PMM in their teaching processes. The regression equation, Y=0.901X-0.107, provides a mathematical representation of this relationship, indicating that for every one-unit increase in computer proficiency, the utilization of PMM is expected to increase by 0.901 units, with an initial utilization of PMM of -0.107 when computer proficiency is zero. This conclusion underscores the importance of enhancing computer proficiency among teachers to optimize the utilization of PMM in teaching practices. By considering this regression equation, a more focused and sustainable approach to developing teachers' computer skills can be implemented, thus enabling more effective and efficient utilization of PMM to support learning objectives. Therefore, efforts to improve digital literacy and technology skills among educators are crucial for maximizing the potential of technology-enhanced learning in the future.
Implementation of a Web-Based Information Management System for Masjid Al-Mukhlisin Muslim; Santosa, Firman; Amelia Chandra, Detri; Oktafanda, Ego; Zainab, Siti
Journal of ICT Applications System Vol 3 No 1 (2024): Journal of ICT Aplications and System
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56313/jictas.v3i1.341

Abstract

Al-Mukhlisin Mosque is a mosque located in Rantau Panjang Village. The mosque has a function as a place of worship, therefore it can be found various religious activities such as paying Zakat Mal, Zakat Fitrah, Infak, Sacrifice, Islamic Holiday Celebration, cult (Seven Minute Lecture) in Ramadan, and so on and so forth. At this time the problem that exists in Al-Mukhlisin Mosque is that data recording is still using a manual method written in books and then recorded and making reports from the data that has been collected. And the mosque has difficulty in recapitulation and searching for data in the mosque if needed at any time because it uses a manual process. The design of the mosque management information system at Al-Mukhlisin Mosque aims to make it easier to manage and search for data and data recapitulation. This mosque information system is web-based using PHP program tools, databases, XAMPP, MYSQL.
Creating Interactive Learning Media On The Adobe Animate 2021 Application As A Means Of Learning Graphic Design At SMA Negeri 3 Tambusai Utara Wahyudi, Sri; Efendi; Amelia Chandra, Detri; Lubis, Adyanata
Journal of ICT Applications System Vol 1 No 2 (2022): Journal of ICT Aplications and System
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (279.761 KB) | DOI: 10.56313/jictas.v1i2.194

Abstract

The development of learning media that is able to contain various types of text, graphics, audio and video can help in a learning, one of which is learning media with introduction material to Adobe Photoshop CS3 based on Adobe Animate 2021. This study aims to develop a learning media introduction to Adobe Photoshop CS3 based on Adobe Animate, The development model used in this study is the ADDIE model. The purpose of the study was to Create Interactive Learning Media introduction to Adobe Photoshop CS3 in the subject of Graphic Design produces interactive learning media products that are in accordance with basic competencies, material on the introduction of Adobe Photoshop CS3 which is equipped with video tutorials. So that interactive learning media introduction to Adobe Photoshop CS3 based on Adobe Animatecan be used as a good teaching aid in the learning process at school
The Implementation of Interactive Learning Media Utilizing Quizizz at SMAN 2 Rambah Yunita, Nova; Amelia Chandra, Detri
Journal of Computer Networks, Architecture and High Performance Computing Vol. 7 No. 1 (2025): Article Research January 2025
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v7i1.5000

Abstract

The aim of this research is to find out how effective the use of Quizizz-based interactive learning media is by class XI Science students at SMAN 2 Rambah in the Informatics subject with computer network material. A quantitative method was used, with a questionnaire created by the school's Guidance and Counseling (BK) teacher to measure the level of student boredom before and after Quizizz. A Likert scale was used for data collection. Descriptive analysis, normality test, homogeneity of variance test, and difference test (paired sample t-test) were used to analyze the data obtained. All these techniques are used with the help of the SPSS program. The results show that Quizizz increases student participation in learning and significantly reduces student boredom. Before Quizizz was used, the average burnout score was 41.96. However, after use, this score dropped to 19.79. It was shown by the difference test that this difference was significant (p < 0.05). With this reduction in boredom levels, it is clear that Quizizz not only makes learning more interesting, but also makes learning fun and competitive. However, obstacles such as teachers' limited digital skills and difficulties in obtaining technology in remote areas still need to be overcome. According to this research, Quizizz can be a great interactive learning tool that gets students more engaged in learning, especially in high school.
The Implementation of Interactive Learning Media Utilizing Quizizz at SMAN 2 Rambah Yunita, Nova; Amelia Chandra, Detri
Journal of Computer Networks, Architecture and High Performance Computing Vol. 7 No. 1 (2025): Article Research January 2025
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v7i1.5000

Abstract

The aim of this research is to find out how effective the use of Quizizz-based interactive learning media is by class XI Science students at SMAN 2 Rambah in the Informatics subject with computer network material. A quantitative method was used, with a questionnaire created by the school's Guidance and Counseling (BK) teacher to measure the level of student boredom before and after Quizizz. A Likert scale was used for data collection. Descriptive analysis, normality test, homogeneity of variance test, and difference test (paired sample t-test) were used to analyze the data obtained. All these techniques are used with the help of the SPSS program. The results show that Quizizz increases student participation in learning and significantly reduces student boredom. Before Quizizz was used, the average burnout score was 41.96. However, after use, this score dropped to 19.79. It was shown by the difference test that this difference was significant (p < 0.05). With this reduction in boredom levels, it is clear that Quizizz not only makes learning more interesting, but also makes learning fun and competitive. However, obstacles such as teachers' limited digital skills and difficulties in obtaining technology in remote areas still need to be overcome. According to this research, Quizizz can be a great interactive learning tool that gets students more engaged in learning, especially in high school.