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All Journal Sistemasi: Jurnal Sistem Informasi Pendas : Jurnah Ilmiah Pendidikan Dasar DoubleClick : Journal of Computer and Information Technology Educate : Jurnal Teknologi Pendidikan JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Edum Journal JATI (Jurnal Mahasiswa Teknik Informatika) Edunesia : jurnal Ilmiah Pendidikan Didaktik : Jurnal Ilmiah PGSD STKIP Subang Jurnal Teknimedia: Teknologi Informasi dan Multimedia ELEMENTARY : Jurnal Inovasi Pendidikan Dasar Jurnal Pendidikan dan Pengajaran (JPP) Djtechno: Jurnal Teknologi Informasi Jurnal Inovasi Sains dan Teknologi (INSTEK) Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Bima Abdi: Jurnal Pengabdian Masyarakat JagoMIPA: Jurnal Pendidikan Matematika dan IPA LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA COMMUNITY : Jurnal Pengabdian Kepada Masyarakat Edu Cendikia: Jurnal Ilmiah Kependidikan Decode: Jurnal Pendidikan Teknologi Informasi Amaliah: Jurnal Pengabdian Masyarakat Pustaka Karya : Jurnal Ilmiah Ilmu Perpustakaan dan Informasi Malcom: Indonesian Journal of Machine Learning and Computer Science Altifani : Jurnal Pengabdian Masyarakat Ushuluddin, Adab, dan Dakwah Jurnal Penelitian Ilmu Pendidikan Indonesia Amal Ilmiah: Jurnal Pengabdian Kepada Masyarakat Jurnal Amal Pendidikan Science and Education Journal PPSDP International Journal of Education Socius: Social Sciences Research Journal At- Ta'lim : Jurnal Pendidikan Jurnal Informatika
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ANALISIS KEPUASAN MAHASISWA TERHADAP KUALITAS PELAYANAN PROGRAM STUDI PENDIDIKAN TEKNOLOGI INFORMASI Muharam, Agil; Razilu, Zila; Rahmawati, Rahmawati
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 1 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i1.9437

Abstract

The quality of study program services is an important factor in creating student satisfaction as users of higher education services. This study aims to analyze the level of student satisfaction with the service quality of the Information Technology Education Study Program based on five modified SERVQUAL dimensions, namely tangibles, reliability, responsiveness, assurance, and empathy. The research method uses a quantitative approach with descriptive survey techniques for active students of the Information Technology Education Study Program. Data were collected through closed questionnaires with a five-level Likert scale that had been tested for validity and reliability, then analyzed using descriptive statistics to calculate the average score and percentage of satisfaction in each dimension. The results showed that the overall level of student satisfaction was in the good category with an average score of 3.95 (78.96%). The assurance dimension obtained the highest score (4.08 or 81.60%), followed by reliability (4.01 or 80.20%), tangibles (3.92 or 78.40%), empathy (3.88 or 77.60%), and responsiveness (3.85 or 77.00%). These findings indicate that the study program has been able to meet student expectations, but still needs to improve aspects of service responsiveness and individual attention to student needs. This research contributes in the form of mapping service gaps specific to the context of information technology-based study programs and data-based recommendations for continuous improvement of educational service quality. ABSTRAK Kualitas pelayanan program studi menjadi faktor penting dalam menciptakan kepuasan mahasiswa sebagai pengguna layanan pendidikan tinggi. Penelitian ini bertujuan untuk menganalisis tingkat kepuasan mahasiswa terhadap kualitas pelayanan Program Studi Pendidikan Teknologi Informasi berdasarkan lima dimensi SERVQUAL yang dimodifikasi, yaitu bukti fisik, keandalan, daya tanggap, jaminan, dan empati. Metode penelitian menggunakan pendekatan kuantitatif dengan teknik survei deskriptif terhadap mahasiswa aktif Program Studi Pendidikan Teknologi Informasi. Data dikumpulkan melalui kuesioner tertutup dengan skala Likert lima tingkat yang telah diuji validitas dan reliabilitasnya, kemudian dianalisis menggunakan statistik deskriptif untuk menghitung rata-rata skor dan persentase kepuasan pada setiap dimensi. Hasil penelitian menunjukkan bahwa tingkat kepuasan mahasiswa secara keseluruhan berada pada kategori baik dengan skor rata-rata 3,95 (78,96%). Dimensi jaminan memperoleh skor tertinggi (4,08 atau 81,60%), diikuti keandalan (4,01 atau 80,20%), bukti fisik (3,92 atau 78,40%), empati (3,88 atau 77,60%), dan daya tanggap (3,85 atau 77,00%). Temuan ini mengindikasikan bahwa program studi telah mampu memenuhi harapan mahasiswa, namun masih perlu meningkatkan aspek responsivitas layanan dan perhatian individual terhadap kebutuhan mahasiswa. Penelitian ini memberikan kontribusi berupa pemetaan gap layanan yang spesifik pada konteks program studi berbasis teknologi informasi dan rekomendasi berbasis data untuk peningkatan mutu layanan pendidikan secara berkelanjutan..
PERANCANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA PELAJARAN MATEMATIKA KELAS V POKOK PEMBAHASAN “BANGUN RUANG” SD NEGERI 85 KENDARI Edisus Suseng; Zila Razilu; Hendra Nelva Saputra
Didaktik : Jurnal Ilmiah PGSD STKIP Subang Vol. 11 No. 04 (2025): Volume 11 No. 04 Desember 2025 Published
Publisher : STKIP Subang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36989/didaktik.v11i04.9693

Abstract

Pembelajaran matematika pada materi bangun ruang di kelas V SD Negeri 85 Kendari masih menggunakan metode konvensional sehingga membuat siswa kesulitan memahami konsep yang bersifat abstrak, seperti jaring-jaring, volume, dan sifat-sifat bangun ruang. Penelitian ini bertujuan merancang dan mengembangkan media pembelajaran interaktif berbasis web menggunakan Articulate Storyline 3 sebagai solusi untuk meningkatkan pemahaman siswa. Metode penelitian yang digunakan adalah Research and Development (R&D) dengan model ADDIE yang meliputi tahap analisis, perancangan, pengembangan, implementasi, dan evaluasi. Produk yang dihasilkan berupa media pembelajaran interaktif yang memuat materi, video, animasi, simulasi GeoGebra, serta kuis berbasis interaksi. Hasil validasi ahli media memperoleh persentase 95,42% dan ahli materi 94,15%, keduanya berada pada kategori sangat valid. Uji coba lapangan kepada 20 siswa memperoleh respons positif dengan tingkat kelayakan 88,00%, menunjukkan bahwa media mudah digunakan, menarik, serta membantu siswa memahami konsep bangun ruang secara visual dan interaktif. Dengan demikian, media pembelajaran yang dikembangkan dinyatakan layak dan efektif untuk mendukung pembelajaran matematika, khususnya pada topik bangun ruang di sekolah dasar.
EFEKTIVITAS PENGGUNAAN YOUTUBE SEBAGAI MEDIA PEMBELAJARAN PADA MATA KULIAH FUNDAMEN TI POKOK BAHASAN JARINGAN DASAR Hadis, Hamdan Muh; Fajriani, Alfiah; Razilu, Zila
LEARNING : Jurnal Inovasi Penelitian Pendidikan dan Pembelajaran Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/learning.v6i2.9703

Abstract

The development of information and communication technology (ICT) has transformed learning methods, including in the Fundamentals of Information Technology course. One of the essential concepts in this course is Basic Networking, which often poses challenges for students. This study aims to analyze the effectiveness of YouTube as a learning medium in enhancing students' understanding of Basic Networking concepts at Universitas Muhammadiyah Kendari. The research employs a mixed-method approach with a quasi-experimental design, involving 60 students as samples. The research instruments include questionnaires, interviews, and pre-test and post-test assessments. The results indicate an increase in the average student score from 60 (pre-test) to 78 (post-test), signifying a significant improvement in understanding. Additionally, 85% of students stated that YouTube helped them comprehend networking concepts through visualization and flexible learning. However, challenges such as video quality, content relevance, and information overload remain obstacles. Therefore, YouTube can be an effective learning medium when combined with lecturer guidance and a well-structured learning strategy. ABSTRAK Perkembangan teknologi informasi dan komunikasi (TIK) telah mengubah metode pembelajaran, termasuk dalam mata kuliah Fundamen Teknologi Informasi. Salah satu konsep penting dalam mata kuliah ini adalah Jaringan Dasar, yang sering menjadi tantangan bagi mahasiswa. Penelitian ini bertujuan untuk menganalisis efektivitas YouTube sebagai media pembelajaran dalam meningkatkan pemahaman mahasiswa terhadap konsep Jaringan Dasar di Universitas Muhammadiyah Kendari. Penelitian menggunakan pendekatan mixed-method dengan desain kuasi-eksperimental, melibatkan 60 mahasiswa sebagai sampel. Instrumen penelitian mencakup kuesioner, wawancara, serta tes pre-test dan post-test. Hasil penelitian menunjukkan adanya peningkatan rata-rata skor mahasiswa dari 60 (pre-test) menjadi 78 (post-test), menandakan peningkatan pemahaman yang signifikan. Sebanyak 85% mahasiswa menyatakan bahwa YouTube membantu mereka memahami konsep jaringan melalui visualisasi dan fleksibilitas pembelajaran. Namun, tantangan seperti kualitas dan relevansi video serta information overload masih menjadi kendala. Dengan demikian, YouTube dapat menjadi media pembelajaran yang efektif jika dikombinasikan dengan bimbingan dosen dan strategi pembelajaran yang terstruktur
ANALISIS MINAT MAHASISWA DALAM MELAKUKAN PENELITIAN TENTANG MEDIA PEMBELAJARAN PROGRAM STUDI PENDIDIKAN TEKNOLOGI INFORMASI Muharam, Agil; Razilu, Zila; Rahmawati, Rahmawati
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9758

Abstract

This research is motivated by the importance of learning media in the digital transformation of education and the need for prospective educators in the Information Technology Education Study Program to have research competencies in this field. The focus of the problem in this study is to analyze the interest and trends of students in conducting research on learning media and the factors that influence it. The research method used is quantitative with a descriptive approach, where data were collected through an analysis of 64 thesis titles from students and alumni as well as questionnaires. The results showed that student research was dominated by Learning Media topics with 28 titles (43.75%), followed by Information Systems with 12 titles (18.75%), while other categories such as Educational Games and Mobile Applications still had a low proportion. The main conclusion of this study is that there is a strong orientation of students towards the development of technology-based learning products in response to the need for innovation in schools, but academic policies are needed to encourage a balance between developmental research and evaluative research and analysis so that the contribution of student research becomes more comprehensive. ABSTRAK Penelitian ini dilatarbelakangi oleh pentingnya peran media pembelajaran dalam transformasi digital pendidikan serta perlunya calon pendidik di Program Studi Pendidikan Teknologi Informasi untuk memiliki kompetensi riset di bidang tersebut. Fokus masalah dalam penelitian ini adalah untuk menganalisis minat dan kecenderungan mahasiswa dalam melakukan penelitian tentang media pembelajaran serta faktor-faktor yang mempengaruhinya. Metode penelitian yang digunakan adalah kuantitatif dengan pendekatan deskriptif, di mana data dikumpulkan melalui analisis terhadap 64 judul skripsi mahasiswa dan alumni serta penyebaran kuesioner. Hasil penelitian menunjukkan bahwa penelitian mahasiswa didominasi oleh topik Media Pembelajaran dengan jumlah 28 judul (43,75%), diikuti oleh Sistem Informasi sebanyak 12 judul (18,75%), sementara kategori lain seperti Game Edukasi dan Aplikasi Mobile masih memiliki proporsi yang rendah. Simpulan utama penelitian ini adalah terdapat orientasi yang kuat dari mahasiswa terhadap pengembangan produk pembelajaran berbasis teknologi sebagai respon terhadap kebutuhan inovasi di sekolah, namun diperlukan kebijakan akademik untuk mendorong keseimbangan antara penelitian pengembangan dengan penelitian evaluatif dan analisis agar kontribusi riset mahasiswa menjadi lebih komprehensif.  
Perancangan Prototipe Sistem Pembelajaran Digital Berbasis Arsitektur Moodle Terintegrasi dengan ELUMAK: Design of a Digital Learning System Prototype Based on Moodle Architecture Integrated with ELUMAK Yuda Ferdiansyah; Darman Darman; Zila Razilu
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7288

Abstract

The digital transformation in education has created an urgent need for an online learning system that is not only efficient but also integrated and easy to use by both lecturers and students. In this context, the use of Learning Management Systems (LMS) such as Moodle often faces challenges, particularly due to interface complexity, limited personalization, and limited integration with existing campus academic systems. This research focuses on designing a prototype digital learning system based on the Moodle architecture integrated with ELUMAK at Muhammadiyah University of Kendari. The goal is to improve the effectiveness, convenience, and user experience in the online learning process. This research uses a User-Centered Design (UCD) approach through the stages of understanding the context of use, determining user needs, designing solutions, and evaluating the design. These stages are realized through identifying user needs, designing interfaces using Figma, and evaluating usability using the System Usability Scale (SUS) instrument. A total of 30 respondents, comprising lecturers and students, participated in the trial to assess the extent to which the system meets their needs. The test results showed an average SUS score of 76.42, which falls in the "Good" to near "Excellent" range. These findings indicate that the designed system is highly easy to use, responsive to user needs, and has the potential to improve the integration of academic data across platforms in higher education environments. Thus, the implementation of the UCD approach has proven effective in producing an e-learning system design that is intuitive, adaptive, and supports the digital transformation of education.
Rancang Bangun Website Profil Sekolah sebagai Media Informasi dan Publikasi pada MTS Hubbul Wathan: Design and Construction of a School Profile Website as an Information and Publication Media at MTS Hubbul Wathan Muh Khalladun Attamimi; Alfiah Fajriani; Zila Razilu
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 5 No. 03 (2025): Research Articles, December 2025
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v5i03.7368

Abstract

This study aims to design and develop a school profile website as an official information and publication platform for MTs Hubbul Wathan. The website was developed to address the limitations of conventional information-dissemination methods still used by the school, such as bulletin boards and direct communication, which are considered ineffective, fail to reach a wide audience, and cannot provide information quickly and accurately. This study uses the Waterfall software development model, which includes the stages of needs analysis, system design, implementation, testing, and maintenance. The website was built using HTML, CSS, and JavaScript on the frontend, and PHP with the CodeIgniter framework and MySQL on the backend. The implementation results show that all main features, including the school profile, teacher data, facilities, activity gallery, announcements, and the online PPDB function, operate optimally. Blackbox testing verifies that each feature meets functional requirements, while security testing confirms that the website implements input validation, password encryption, and SQL Injection prevention mechanisms. In addition, the responsive interface design ensures comfortable access via mobile devices, tablets, and computers. Based on the overall test results, the website is declared suitable for use as a long-term digital information medium that can improve publication effectiveness, information transparency, and the efficiency of school administrative services. Thus, this website is expected support the digital transformation of MTs Hubbul Wathan and meet the community's needs for obtaining educational information quickly, easily, and in a modern way.
Evaluasi User Experience Menggunakan User Experience Questionnare (UEQ) (Studi Kasus : Website Bombanakab.go.id) Fatmawati, Ifan; Fajriani, Alfiah; Razilu, Zila
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5833

Abstract

The concept of user experience, which includes users' perceptions of their interactions with digital systems, has emerged as a result of the use of websites as platforms for interaction and communication. This research aims to evaluate user experience on the bombanakab.go.id website. The User Experience Questionnaire (UEQ) method is used to collect data. Data was collected through a questionnaire, which included 26 questions in which six aspects were assessed by 43 respondents. The data is then analyzed using data analysis tools to produce average values, variances, and standard deviations. The research results show that the bombanakab.go.id website received a good rating in most aspects, except for novelty; it did not reach a positive value. In the benchmark test results, aspects of attractiveness (1.60), efficiency (1.58), accuracy (1.52), and stimulation (1.49) reached the good category, while the clarity aspect received a value of 1.36 above average and the novelty aspect (0.58) was in the below average category.
ANALISIS MINAT MAHASISWA DALAM MELAKUKAN PENELITIAN TENTANG MEDIA PEMBELAJARAN PROGRAM STUDI PENDIDIKAN TEKNOLOGI INFORMASI Agil Muharam; Zila Razilu; Rahmawati Rahmawati
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.9758

Abstract

This research is motivated by the importance of learning media in the digital transformation of education and the need for prospective educators in the Information Technology Education Study Program to have research competencies in this field. The focus of the problem in this study is to analyze the interest and trends of students in conducting research on learning media and the factors that influence it. The research method used is quantitative with a descriptive approach, where data were collected through an analysis of 64 thesis titles from students and alumni as well as questionnaires. The results showed that student research was dominated by Learning Media topics with 28 titles (43.75%), followed by Information Systems with 12 titles (18.75%), while other categories such as Educational Games and Mobile Applications still had a low proportion. The main conclusion of this study is that there is a strong orientation of students towards the development of technology-based learning products in response to the need for innovation in schools, but academic policies are needed to encourage a balance between developmental research and evaluative research and analysis so that the contribution of student research becomes more comprehensive. ABSTRAK Penelitian ini dilatarbelakangi oleh pentingnya peran media pembelajaran dalam transformasi digital pendidikan serta perlunya calon pendidik di Program Studi Pendidikan Teknologi Informasi untuk memiliki kompetensi riset di bidang tersebut. Fokus masalah dalam penelitian ini adalah untuk menganalisis minat dan kecenderungan mahasiswa dalam melakukan penelitian tentang media pembelajaran serta faktor-faktor yang mempengaruhinya. Metode penelitian yang digunakan adalah kuantitatif dengan pendekatan deskriptif, di mana data dikumpulkan melalui analisis terhadap 64 judul skripsi mahasiswa dan alumni serta penyebaran kuesioner. Hasil penelitian menunjukkan bahwa penelitian mahasiswa didominasi oleh topik Media Pembelajaran dengan jumlah 28 judul (43,75%), diikuti oleh Sistem Informasi sebanyak 12 judul (18,75%), sementara kategori lain seperti Game Edukasi dan Aplikasi Mobile masih memiliki proporsi yang rendah. Simpulan utama penelitian ini adalah terdapat orientasi yang kuat dari mahasiswa terhadap pengembangan produk pembelajaran berbasis teknologi sebagai respon terhadap kebutuhan inovasi di sekolah, namun diperlukan kebijakan akademik untuk mendorong keseimbangan antara penelitian pengembangan dengan penelitian evaluatif dan analisis agar kontribusi riset mahasiswa menjadi lebih komprehensif.  
PENGEMBANGAN E-BOOK INTERAKTIF PADA MATA PELAJARAN BAHASA INDONESIA MATERI ```'AYO KERJA SAMA” UNTUK SISWA KELAS V SD NEGERI 3 ANDOWIA Muhammad Sahir; Alfiah Fajriani; Zila Razilu
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Public
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48800

Abstract

Learning Indonesian language in elementary schools still requires instructional media that can improve students’ engagement and understanding in the learning process. Th is study aimed to develop an interactive e-book as a learning medium for Indonesian language subjects and to determine its feasibility, practicality, and effectiveness in supporting learning activities. The study employed a Research and Development (R&D) method using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation stages. The research subjects included teachers and 26 fifth-grade students of SD Negeri 3 Andowia, North Konawe Regency. Data were collected through expert validation questionnaires, student response questionnaires, observations, and learning outcome tests. Data analysis used qualitative and quantitative approaches. The results showed that the developed interactive e-book was categorized as highly feasible, with a media expert validation score of 92% and a material expert validation score of 96%. In addition, student responses reached 90%, indicating that the learning media was practical and easy to use in the learning process. The effectiveness of the e-book was also reflected in the improvement of students’ learning outcomes after using the media during learning activities. Therefore, the developed interactive e-book was declared valid, practical, and effective as a learning medium for Indonesian language subjects in elementary school. This product is expected to become an innovative digital learning medium to improve the quality of learning and students’ learning interest in elementary schools.
Pengembangan Video Tutorial Desain Grafis Berbasis Addie Untuk Siswa Sekolah Menengah Kejuruan La Ansar; Hendra Nelva Saputra; Zila Razilu
Science and Education Journal (SICEDU) Vol 5 No 2 (2026): Science and Education Journal 2026
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/sicedu.v5i2.384

Abstract

Penelitian ini bertujuan mengembangkan video tutorial desain grafis berbasis ADDIE untuk siswa Sekolah Menengah Kejuruan, khususnya pada mata pelajaran Dasar-Dasar Multimedia di SMKN 5 Kendari. Pembelajaran desain grafis bersifat visual dan prosedural, memerlukan demonstrasi langkah demi langkah, sehingga media sebelumnya belum mendukung latihan mandiri siswa secara optimal. Penelitian menggunakan pendekatan Research and Development dengan model ADDIE yang fokus pada tahap Analysis, Design, dan Development. Data dikumpulkan melalui observasi pembelajaran, wawancara guru, analisis perangkat ajar, dokumentasi produk, dan validasi ahli. Produk dikembangkan dengan Canva sebagai aplikasi desain dan CapCut sebagai aplikasi penyuntingan video. Hasil penelitian menunjukkan video tutorial memiliki alur pembelajaran sistematis, mulai dari pengenalan antarmuka, proses pembuatan desain, pengaturan teks dan tipografi, hingga hasil akhir desain. Validasi ahli materi dan media menyatakan produk layak dipakai setelah revisi pada kejelasan istilah teknis, kualitas audio, penanda teks, dan penyederhanaan tampilan. Penelitian ini berkontribusi mengembangkan media pembelajaran vokasi yang mendukung pembelajaran visual, demonstratif, dan mandiri. Disarankan penelitian berikutnya melakukan uji implementasi dan evaluasi efektivitas secara kuantitatif.
Co-Authors Abidin, Khoirul Achmad Ramadhan Adi Pratama, Adi Agil Muharam Alfiah Fajriani Alfiah Fajriani Alwas Muis Andi Fidya Amalia Arif, Andi Muhammad Asgar Asmayanti, Nila Aulia Jannatul Ma’wa Aviani, Fenti Nur Baso, M. Rifqi Fatahillah Cahyani, Gita Chiko Yuardan Yudas Darman Darman Darman Darman Dermawan, Gugun Dermawan, Imam DILA, DILA Edisus Suseng Elsa Fitrianingsi Endriani, Endriani Erik Erik, Erik Fajriani, Alfiah Fardi, Muhammad Farhan, Burait Fatmawati, Ifan Febriadin Anggriawan Felisa, Agista Salsa Firdaus Trisno Gersul Limba Fitriani HP, Dinda Fitrianingsi, Elsa Habesia, Habesia Hadis, Hamdan Muh Hamdan Muh Hadis Hasim, La Ode Hendra Nelva Hendra Nelva Saputra Hidayath, Ahmad Hutri Wulandari Idawati Idawati Idawati Idawati Ikhsan Ramadhan Insiani, Naya Ishaq Faritsya Iskandar, Bobi Kaulia, Yumi Khoirul Abidin La Ansar La Ode Takbir Landebila, Jumiatin Lilianti lilianti M, Mirnawati M. Saddam Al Husein Mahmud Mahmud Maulid Rahman Melinda, Elsin Minzar Haz Muh Khalladun Attamimi Muh Tino Kabarak Ballagi Muh. Tri Wahyu Marjin Muh. Yusrifal Ridwan Muhammad Ahyar Muhammad Akbar Al Maruf Muhammad Akbar Al Maruf Muhammad Akbar Yasin Muhammad Rifqi Geroda Lawan Muhammad Rizky Muhammad Sahir Muharam, Agil Nining Adriana Nopal Agusan Rian Novi Ramadani Nuraeni Nuraeni Nurhasmiati Nurzaima Puspitasari, Rati Rahmawati M Rahmawati, Rahmawati Ramadan, Aerus Ramadani, Novi Resty Resty Reva Andriyani Rezki Wulandari Ridwan, Muh. Yusrifal Rifai, Sitti Najmia Rillan, Yasset Ririn Ririn Roziq, Fahrul Arifatul Sahrul Sahrul Sake, Rhesty Said Salim, Umar Samsul Saliha Samusu Samusu Satrio Pangestu Sufari, Fadila Sulfasyah Sulfasyah, Sulfasyah Suseng, Edisus Syamsiarna Nappu, Syamsiarna Umar Salim Umy Ramadhani Senga Usman Usman Waode Niscaya Waode Rina Harmawati Yesa Agustina Yuda Ferdiansyah Yudas, Chiko Yuardan Yumi Kaulia Yuni, Sulis Tika Yunus, Ardiansyah