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IMPLEMENTASI PROGRAM QUR’ANIC VILLAGE DALAM MEMBENTUK KARAKTER ISLAMI SISWA DI MADRASAH AL-HASANAH DESA SINDANGLAYA Sari, Yulia Wulan; Zahra, Nayvha Az; Nurafifah, Haifa Hasya Fatimah; Thuvail, Muhammad; Rais, Ar; Muhammad, Alif; Shuhaibur, Hilmi; Akbar, Husnan; Azmi, Muthia; Halisah, Nur; Aulia, Nazwa; Mardiana, Rana; Yusrina, Alya; Najib, Alfin; Tajib, Maulana Zidane Al; Maulana, D Irfan; Ananda, Rizky; Hernawati, Hernawati
Journal of Community Empowerment Vol 4, No 2 (2025): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v4i2.34609

Abstract

ABSTRAKMadrasah Al-Hasanah menghadapi tantangan dalam pembinaan karakter Islami siswa, khususnya dalam literasi Qur’ani dan integrasi nilai agama dalam kegiatan belajar sehari-hari. Pengabdian masyarakat ini bertujuan mengimplementasikan Program Qur’anic Village untuk meningkatkan literasi Qur’ani, menumbuhkan karakter Islami, dan mengoptimalkan peran madrasah sebagai pusat pembinaan nilai Qur’ani. Program dilaksanakan selama satu bulan melalui tahapan koordinasi, perencanaan, implementasi, hingga monitoring dan evaluasi, dengan melibatkan mitra kegiatan yaitu Belmawa (Direktorat Pembelajaran dan Kemahasiswaan), PKM Ormawa, Madrasah Al-Hasanah, tokoh masyarakat, serta Universitas Muhammadiyah Bandung. Subjek program adalah siswa madrasah berusia 7–10 tahun sebanyak 24 orang, didampingi 6 guru dan tokoh masyarakat setempat. Evaluasi dilakukan melalui observasi, lembar penilaian keterampilan Qur’ani, serta dokumentasi kegiatan. Hasil pengabdian menunjukkan peningkatan signifikan dalam karakter Islami siswa. Sebagian besar siswa menunjukkan konsistensi dalam membaca Al-Qur’an, perilaku sopan santun, serta kepedulian sosial. Respons guru, siswa, dan masyarakat terhadap program sangat positif, sementara elemen Qur’anic Village mulai diintegrasikan dalam kegiatan rutin madrasah. Program ini terbukti memberikan dampak jangka panjang dan berkelanjutan dalam pembentukan karakter Islami, serta meningkatkan kapasitas guru dan keterlibatan masyarakat dalam pendidikan. Kata kunci: Qur’anic Village; karakter Islami; literasi Qur’ani; pembinaan siswa; pendidikan keagamaan. ABSTRACTMadrasah Al-Hasanah faces challenges in fostering Islamic character among students, particularly in Qur’anic literacy and integrating religious values into daily learning activities. This community service program aims to implement the Qur’anic Village to enhance Qur’anic literacy, develop Islamic character, and optimize the role of the madrasah as a center for Qur’anic education. The program was carried out for one month through stages of coordination, planning, implementation, and monitoring-evaluation, involving key partners such as Belmawa (Directorate of Learning and Student Affairs), PKM Ormawa, Madrasah Al-Hasanah, community leaders, and Universitas Muhammadiyah Bandung. The participants included 24 students aged 7–10 years, accompanied by six teachers and local facilitators. Evaluation was conducted using observation, Qur’anic skill assessment sheets, and activity documentation. The results showed significant improvement in students’ Islamic character. Most students consistently read the Qur’an, demonstrated polite behavior, and social responsibility. Teachers, students, and the community responded positively, and elements of the Qur’anic Village have been integrated into routine madrasah activities. The program has proven to provide long-term sustainable impacts on character building while enhancing teacher capacity and community involvement in education. Keywords: Qur’anic Village; Islamic character; Qur’anic literacy; student development; religious education.
THE ROLE OF EMOTIONAL INTELLIGENCE ON WORK-LIFE BALANCE OF NORTH SUMATERA REGIONAL POLICE CRIMINAL OFFICE PERSONNEL WITH SERVING CULTURE AS A MEDIATION Ananda, Rizky; Hasanuddin, Hasanuddin; Hardjo, Suryani
International Journal of Cultural and Social Science Vol. 6 No. 4 (2025): International Journal of Cultural and Social Science
Publisher : Pena Cendekia Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53806/ijcss.v6i4.1169

Abstract

The focus of this research examines the factors that influence work-life balance among police officers; a good work-life balance for police officers can have a positive impact on their job performance.Police can provide good service to the community.Meanwhile, a low work-life balance can negatively impact both mental and physical health.Work-life balance is the balance between roles and responsibilities in both work and outside of work (household and social life).This research uses a quantitative method with a sample size of 279 people.The sampling technique used in this study is purposive sampling.The data collection methods used are the emotional intelligence scale, the work-life balance scale, and the serving culture scale.This research uses the data analysis technique known as Structural Equation Model (SEM).The results of this study indicate that there is an influence of emotional intelligence on Work Life Balance among Polri Personnel, with Serving Culture as a mediator.The results were obtained through testing using the Sobel Test technique, where based on the two-tailed probability value of 0.012 < 0.05, and/or with the Sobel test statistic value of 2.488 > 1.96.
The Development of Virtual Reality-Based Learning Media to Enhance University Students’ Motivation and Interest in Studying Non-Euclidean Geometry Utami, Chintia; Ananda, Rizky; Siagian, Amanda Nurhayati; Maigani, Maigani; Suwanto, Fevi Rahmawati
JPMI (Jurnal Pendidikan Matematika Indonesia) Vol 11, No 1 (2026): Volume 11 Number 1, March 2026
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jpmi.v11i1.7343

Abstract

This research aims to develop a Virtual Reality (VR)-based learning media using the Spatial.io platform to enhance the motivation and interest of mathematics education students in understanding Non-Euclidean Geometry. The study employed the Research and Development (R&D) method with the ADDIE model, consisting of five stages: Analysis, Design, Development, Implementation, and Evaluation. In the Analysis stage, the learning needs and the difficulties students face in grasping abstract concepts in geometry were identified. The media was then designed and developed using a virtual museum concept hosted on Spatial.io, featuring immersive rooms that visualized complex geometric structures. Expert validation was conducted involving media and material validators, with the results showing that the media was categorized as “very valid,” achieving an average score above 90% across all validation aspects. During the Implementation stage, the VR media was tested on mathematics students, and their affective responses were collected through Likert-scale questionnaires focusing on interest, motivation, practicality, and effectiveness. The evaluation results indicated that the VR-based media was highly practical (average score: 84%) and very effective (average score: 82.4%) in improving learning engagement. Moreover, the affective responses demonstrated a significant increase in both motivation and interest in learning abstract mathematical content. In conclusion, the development of Virtual Reality learning media for Non-Euclidean Geometry effectively supports the learning process by offering immersive, interactive, and contextually meaningful experiences that foster student involvement and emotional connection with the subject. Therefore, VR can be considered a highly relevant and impactful technological innovation to be integrated into mathematics learning at the higher education level.Pengembangan Media Pembelajaran Virtual Reality untuk Meningkatkan Motivasi dan Minat Belajar Mahasiswa pada Materi Geometri Non-EuclidABSTRAKPenelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Virtual Reality (VR) menggunakan platform Spatial.io guna meningkatkan motivasi dan minat belajar mahasiswa pendidikan matematika terhadap materi Geometri Non-Euclid. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari lima tahap, yaitu: Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi. Pada tahap analisis, diidentifikasi kebutuhan pembelajaran serta kesulitan mahasiswa dalam memahami konsep geometri yang bersifat abstrak. Media kemudian dirancang dan dikembangkan dalam bentuk museum virtual berbasis Spatial.io, yang memvisualisasikan bentuk-bentuk geometri non-konvensional secara imersif dan interaktif. Validasi media dilakukan oleh ahli materi dan ahli media, yang menunjukkan bahwa media yang dikembangkan termasuk dalam kategori “sangat valid” dengan rata-rata skor validasi di atas 90%. Pada tahap implementasi, media diuji coba pada mahasiswa jurusan matematika, dan data afektif dikumpulkan melalui angket skala Likert yang mencakup indikator minat, motivasi, kepraktisan, dan keefektifan. Hasil evaluasi menunjukkan bahwa media VR tergolong sangat praktis dengan skor rata-rata sebesar 84% dan sangat efektif dengan skor rata-rata 82,4% dalam meningkatkan keterlibatan belajar. Selain itu, respon afektif mahasiswa menunjukkan peningkatan yang signifikan dalam minat dan motivasi belajar terhadap konten matematika yang kompleks. Dengan demikian, media pembelajaran berbasis Virtual Reality ini terbukti mampu mendukung proses pembelajaran dengan menghadirkan pengalaman belajar yang imersif, interaktif, dan bermakna secara kontekstual. Oleh karena itu, media VR sangat relevan untuk diintegrasikan dalam pembelajaran matematika di jenjang pendidikan tinggi.Kata Kunci :Media Pembelajaran; Virtual Reality; Geometri Non-Euclid; Minat Belajar; Motivasi Belajar
Application of Graph Coloring on Nurse Work Scheduling at H. Adam Malik Hospital Medan Using the Tabu Search Algorithm Ananda, Rizky; Indra, Zulfahmi; Nasution, Hamidah
ZERO: Jurnal Sains, Matematika dan Terapan Vol 6, No 1 (2022): Zero: Jurnal Sains Matematika dan Terapan
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/zero.v6i1.12451

Abstract

Complex problems that usually occur in every hospital, one of which is scheduling with so many aspects, for example: the number of nurses, the distribution of nurse shifts, time off or leave and others. With the manual method that is still used in compiling the nurse's work schedule, it makes it difficult for an irregular and regular schedule. In solving the scheduling problem, the graph coloring method can be used. This scheduling problem can be solved by graph coloring. One solution to solve the problem of concluding graphs in scheduling is the Tabu Search Algorithm. A method that works as an effective problem solving method in finding the best solution to a problem. A method is used to solve the problem by making a representation in the form of a graph where the nurse is a node and grouping nurses as an edge by implementing the graph coloring into the Tabu Search Algorithm.
Pemanfaatan Media Interaktif Berbasis Augmented Reality Menggunakan Software GeoGebra dalam Memfasilitasi Pemahaman Konseptual Matematis Mahasiswa terhadap Materi Limit Fungsi Ananda, Rizky; Sipayung, Ekklesia Sari; Triani, Gihz Dhui; Simanullang, Michael Christian
JagoMIPA: Jurnal Pendidikan Matematika dan IPA Vol. 5 No. 1 (2025): JagoMIPA: Jurnal Pendidikan Matematika dan IPA
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jagomipa.v5i1.1395

Abstract

Penelitian ini bertujuan untuk mendeskripsikan pemanfaatan media interaktif berbasis Augmented Reality (AR) menggunakan software GeoGebra dalam memfasilitasi pemahaman konseptual matematis mahasiswa pada materi limit fungsi. Penelitian ini dilatarbelakangi pada kondisi masih rendahnya pemahaman mahasiswa terhadap konsep limit yang bersifat abstrak. Metode yang digunakan adalah kualitatif deskriptif dengan subjek yaitu mahasiswa Pendidikan Matematika yang berjumlah 5 partisipan, melalui teknik purposive sampling. Data diperoleh melalui observasi, survei-angket, dan dokumentasi, yang kemudian dianalisis menggunakan teknik analisis isi. Observasi diperuntukkan melihat kondisi awal subjek sebelum pemberian media AR. Survei-angket untuk menilai hasil uji coba media pada subjek, dan dokumentasi diperlukan dalam memperkuat orisinalitas penelitian. Hasil penelitian menunjukkan bahwa media AR pada GeoGebra membantu mahasiswa memvisualisasikan konsep limit secara real-time, khususnya pada subtopik titik kluster, definisi limit secara formal, serta limit sepihak. Fitur slider interaktif mempermudah mahasiswa memahami perubahan nilai limit dan meningkatkan partisipasi yang aktif. Berdasarkan hasil angket, 60% mahasiswa merasa sangat terbantu dan 80% menyatakan sangat setuju bahwa media mempermudah visualisasi konsep limit. Temuan ini mengindikasikan bahwa media AR berbasis GeoGebra efektif digunakan sebagai alternatif pembelajaran yang inovatif dan dapat meningkatkan pemahaman konseptual mahasiswa.
Pemanfaatan Telegram dalam Memenuhi Kebutuhan Informasi Akademik Mahasiswa Ananda, Rizky; Junaidi, Ahmad
Kiwari Vol. 3 No. 1 (2024): Kiwari
Publisher : Fakultas Ilmu Komunikasi Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/ki.v3i1.29417

Abstract

The Telegram application is effective for use as a general information service as well as special information. Tarumanagara University's Faculty of Communication Sciences uses Telegram as a medium to meet students' academic information needs. The purpose of this research is to measure the use of the Telegram application in meeting the academic information needs of students at the Faculty of Communication Sciences, Tarumanagara University. This research uses an approach with the concept of using social media, which has the dimensions of communication, collaboration, context and connection, as well as the Information Needs Fulfillment Theory, which has the dimensions of personal integrative needs, affective needs, cognitive needs and social integrative needs. Researchers used descriptive quantitative research methods. The results of the research show that the use of Telegram has an influence of 77.6% on fulfilling academic information needs. Aplikasi Telegram efektif digunakan sebagai layanan informasi umum maupun informasi khusus. Fakultas Ilmu Komunikasi Universitas Tarumanagara menggunakan Telegram sebagai media untuk memenuhi kebutuhan informasi akademik bagi mahasiswa. Tujuan dilakukannya penelitian ini adalah untuk mengukur penggunaan aplikasi Telegram dalam memenuhi kebutuhan informasi akademik mahasiswa Fakultas Ilmu Komunikasi Universitas Tarumanagara. Penelitian ini menggunakan pendekatan dengan konsep penggunaan media sosial yang memiliki dimensi communication, collaboration, context, dan connection serta Teori Pemenuhan Kebutuhan Informasi yang memiliki dimensi personal integrative needs, affective needs, cognitive needs, dan social integrative needs. Peneliti menggunakan metode penelitian kuantitatif secara deskriptif. Hasil dari penelitian menunjukkan penggunaan Telegram memiliki pengaruh sebesar 77,6% terhadap pemenuhan kebutuhan informasi akademik sebesar.
The potential of new skills competencies in the field of games at vocational high school Albari, Fardan Barkah; Abulkhoir, Muhammad Azhar; Augustianingrum, Nurul Khofifah; Ananda, Rizky
Jurnal Pendidikan Teknologi Kejuruan Vol 4 No 3 (2021): Regular Issue
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jptk.v4i3.15423

Abstract

Vocational High School is a formal education that organizes vocational education at the senior secondary level which aims to prepare individuals to be ready for work. In this 4.0 industrial revolution, Indonesia needs a lot of human resources. The game industry has grown by 9-12%. This shows that there is an opportunity in this gaming industry. The gaming industry is a mix of art and technology. Therefore, people who are skilled in the arts and technology are needed. This research method uses descriptive methods and qualitative analysis. As reported by CNBC (2019), Bekraf requires a digital workforce of around 600 thousand per year and this cannot be fulfilled. This shows the high demand from the digital industry. The survey results released by Bekraf show that the game industry is an industry that is aggressively innovating. There are also very many game enthusiasts in Indonesia. Game players from in Indonesia are ranked 16 in the world. In 2015, high school graduates or equivalent dominated the workforce in the creative industry, especially digital. This shows that SMK graduates have a great opportunity to develop the game industry in Indonesia.
The Relationship Between Gadget Exposure and Musculoskeletal Complaints among Office Workers Ananda, Rizky; Wei, Li
Media of Health Research Vol. 3 No. 3 (2025): Media of Health Research, December 2025
Publisher : Lembaga Publikasi Ilmiah Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70716/mohr.v3i3.316

Abstract

Excessive gadget use has become a significant occupational health concern, particularly among office workers who spend extended hours using computers, smartphones, and other digital devices. Prolonged exposure often leads to poor posture, repetitive movements, and increased risk of musculoskeletal disorders (MSDs). This study aims to investigate the relationship between gadget exposure and musculoskeletal complaints among office workers. A cross-sectional survey was conducted involving 250 office employees in Jakarta, Indonesia, and Beijing, China. Data were collected using a standardized questionnaire that assessed duration of gadget use, ergonomic practices, and musculoskeletal symptoms. The results indicated that office workers who used gadgets for more than 6 hours daily had a significantly higher prevalence of neck pain (62.8%), lower back pain (48.5%), and wrist discomfort (35.4%) compared to those with shorter exposure (p < 0.05). Multivariate analysis confirmed that prolonged gadget use, lack of ergonomic awareness, and absence of rest breaks were independent predictors of musculoskeletal complaints. These findings highlight the urgent need for ergonomic interventions and organizational policies promoting healthy digital habits. This research contributes to occupational health literature by providing cross-cultural evidence of gadget-related musculoskeletal risks and emphasizing preventive workplace strategies.
Pengembangan Media Peta Budaya Indonesia berbasis AI pada Mata Pelajaran IPAS Bagi Siswa Kelas IV SD IT Ummu Hafidzah Ananda, Rizky; Basri, Amin
Jurnal Penelitian, Pendidikan dan Pengajaran: JPPP Vol 6, No 3 (2025)
Publisher : Universitas Muhammadiyah Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jppp.v6i3.29060

Abstract

Penelitian ini merupakan penelitian pengembangan (Research and Development) dengan menggunakan model ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Namun, penelitian ini hanya sampai pada tahap Implementation. (1) Tahap Analysis mencakup analisis kebutuhan siswa, karakteristik siswa, serta analisis kurikulum. (2) Tahap Design adalah tahap perancangan media Peta Budaya Indonesia Berbasis AI, mulai dari penyusunan desain, materi, hingga instrumen penelitian. (3) Tahap Development meliputi validasi media oleh ahli materi, ahli bahasa, dan ahli desain untuk memastikan kevalidan produk. (4) Tahap Implementation merupakan uji coba penggunaan media Peta Budaya Indonesia Berbasis AI di SD IT - Ummu Hafidzah, yang melibatkan respon guru dan siswa terhadap kepraktisan media. Penelitian ini menghasilkan produk media pembelajaran berbentuk Peta Budaya Indonesia Berbasis AI yang telah melalui proses validasi dan uji kepraktisan. Hasil validasi dari ahli materi menunjukkan tingkat kevalidan sebesar 95,38% (sangat valid), ahli bahasa 90% (sangat valid), dan ahli desain media 94,28% (sangat valid). Hasil uji kepraktisan oleh guru memperoleh skor 96,36 % (sangat praktis), sedangkan respon siswa mencapai 90,40% (sangat praktis). Dengan demikian, media Peta Budaya Indonesia Berbasis AI yang dikembangkan layak digunakan sebagai alat bantu dalam pembelajaran IPAS, khususnya dalam memahami konsep keberagaman budaya Indonesia di kelas IV SD.
PENGARUH PENETAPAN BIAYA PEMBELIAN JASA FOTOGRAFI TERHADAP KEPUASAN KONSUMEN (STUDI KASUS PADA BINTANG TERANG PRODUCTION) Sihombing, Agnes Greta; Hasibuan, Siti Nurhayamah; Siregar, Iqbal; Damanik, Fahrezi; Sihombing, Santi Monika; Gultom, Reynold; Ananda, Rizky; Situmorang, Mutiara
Manajemen: Jurnal Ekonomi Vol. 7 No. 2 (2025): Manajemen : Jurnal Ekonomi (Special Issue)
Publisher : Fakultas Ekonomi Universitas Simalungun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36985/f905tb82

Abstract

Abstrak:Penelitian ini bertujuan untuk mengetahui pengaruh penetapan biaya pembelian jasa fotografi terhadap kepuasan konsumen pada Bintang Terang Production. Penelitian ini menggunakan pendekatan kualitatif deskriptif didalam metode studi kasus. Data tersebut dikumpulkan melalui wawancara mendalam kepada enam informan yang relevan dan observasi terhadap strategi kepuasan konsumen. Melalui data wawancara terhadap jasa fotografi tersebut, penelitian ini menemukan bahwa biaya yang transparan dan sesuai dengan kualitas layanan yang diberikan dapat meningkatkan kepuasan konsumen secara signifikan. Temuan ini menyoroti pentingnya komunikasi yang efektif antara fotografer dan konsumen mengenai biaya dan layanan yang ditawarkan. Selain itu, penelitian ini juga menunjukkan bahwa kualitas layanan dan komunikasi yang baik memainkan peran penting dalam membangun kepercayaan dan loyalitas konsumen. Implikasi dari penelitian ini adalah bahwa fotografer dan perusahaan jasa fotografi perlu mempertimbangkan penetapan biaya yang sesuai dan meningkatkan kualitas layanan untuk meningkatkan kepuasan konsumen. Dengan demikian, penelitian ini memberikan kontribusi pada pemahaman tentang bagaimana strategi penetapan biaya dan kualitas layanan dapat mempengaruhi kepuasan konsumen dalam konteks jasa fotografi. Hasil penelitian ini dapat menjadi acuan bagi praktisi dan peneliti dalam mengembangkan strategi pemasaran yang lebih efektif.