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Pemanfaatan Internet Secara Efektif Sebagai Media Pembelajaran Di Panti Asuhan Putra Darul Ma’arif Al Karimiyah Padang Erdisna, Erdisna; Ningsih, Sri Restu; Suryana, Febriyanno; Gusrion, Deval
Jurnal Pengabdian Masyarakat Dharma Andalas Vol 3 No 1 (2024): Jurnal Pengabdian Masyarakat Dharma Andalas
Publisher : LPPM Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpmda.v3i1.1398

Abstract

Peningkatan pengetahuan dan informasi teknologi dalam masyarakat menuntut perubahan dalam proses pembelajaran, terutama di bidang pendidikan. Meskipun teknologi informasi telah berkembang pesat, metode pembelajaran konvensional masih dominan. Akses teknologi, terutama internet, telah membuka peluang baru dalam pendidikan, memungkinkan pembelajaran daring yang fleksibel. Pendidikan saat ini tidak terlepas dari perkembangan Ilmu Pengetahuan dan Teknologi (IPTEK), namun tidak semua anak memiliki akses yang sama terhadap pendidikan. Panti asuhan menjadi salah satu alternatif bagi anak-anak yang membutuhkan pengasuhan di luar keluarga Kegiatan pelatihan pemanfaatan internet secara efektif di Panti Asuhan Putra Darul Ma’arif Al Karimiyah Padang dilakukan melalui dua sesi. Sesi pertama berfokus pada penjelasan tentang cara memanfaatkan internet dalam pembelajaran daring, sementara sesi kedua melibatkan tanya jawab dan kuis untuk memastikan pemahaman materi. Tim PKM turun langsung ke lapangan untuk memberikan pelatihan, namun beberapa kendala teknis seperti keterbatasan perangkat dan jaringan internet menyulitkan pelaksanaan kegiatan. Meskipun demikian, kegiatan ini diharapkan dapat memberikan pemahaman yang lebih baik kepada siswa Panti Asuhan tentang penggunaan internet dalam pembelajaran
Pengembangan Aplikasi Mobile Learning Sebagai Media Pembelajaran Menggunakan Android Studio Erdisna, Erdisna; Ningsih, Sri Restu; Suryana, Febriyanno; Hidayat, Rahmad; Putra, Deri Marse
Jurnal Teknologi Informasi dan Pendidikan Vol 17 No 2 (2024): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v17i2.923

Abstract

The rapid development of Science and Technology (IPTEK) has resulted in changes in the learning paradigm which are marked by changes in curriculum, media and technology. Technological innovation and information systems in the world of education, especially in universities, have their own attraction for students, because conventional learning sometimes makes students less creative in the learning process. In today's technological advances, Android cellphones have now become a necessity for society, especially among students and students. Smartphone media is very influential in the teaching and learning process between lecturers and students in the 21st century era and is one of the distance learning media solutions. The aim of this research is to develop a mobile learning application as a distance learning medium using Android Studio to simplify and increase the efficiency of the learning process in higher education. The method used in developing this system is the waterfall method with stages with the Unified Modeling Language (UML) system design tool. The result of this research is a mobile learning application using Android Studio which is effectively used as a distance learning medium in higher education. With this mobile learning application, Android-based learning has created interesting and dynamic learning for lecturers and students, so this creates many benefits and can minimize obstacles that have occurred in the learning process and help students like learning more.
Developing Digital Entrepreneurship Learning Model: 4-D Competencies-Based for Millennial Generation in Higher Education Erdisna, Erdisna; Ridwan, Muhammad; Syahputra, Hadi
Utamax : Journal of Ultimate Research and Trends in Education Vol. 4 No. 2 (2022): Utamax : Journal of Ultimate Research and Trends in Education
Publisher : LPPM Universitas Lancang Kuning. Pekanbaru. Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/utamax.v4i2.10081

Abstract

This present R&D study aims to develop a digital model of millennial entrepreneurship in universities attached to the Information System Design Analysis course with 4C competencies (Communication, Collaboration, Critical thinking, and Creativity). The problem is that students only make software to fulfill course assignments without thinking about the usefulness of the software they produce as a means of digital entrepreneurship. The research method used was a 4-D development model consisting of 4 stages: Definition, Design, Development, and Dissemination. The literacy model testing carried out showed that the average score was 0.840, which stated that the model was distributed as valid and doable to use. The average results of the practicality assessment of the operation of the Digital entrepreneurship literacy model grounded on the perception of the experimental class scholars were 87 in the practical order. The results show that the digital entrepreneurship model encourages students to open businesses using information technology. The development of this entrepreneurship digital learning model can train students to have an entrepreneurial spirit. In addition, it can improve students' skills in 21st-century literacy.
Implementasi Dan Sosialisasi Media Pembelajaran Berbasis Android Untuk Peningkatan Kemandirian Belajar Siswa Erdisna, Erdisna; Ningsih, Sri Restu; Sari, Weni Kurnia; Gusrion, Deval; Andini, Silvia; Awal, Hasri
Jurnal Pengabdian Masyarakat Dharma Andalas Vol 3 No 2 (2025): Jurnal Pengabdian Masyarakat Dharma Andalas
Publisher : LPPM Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpmda.v3i2.1941

Abstract

Saat ini permasalahan yang banyak terjadi di sekolah adalah media pembelajaran yang digunakan masih bersifat konvensional, seperti guru memberikan materi dan tugas secara lisan dan tertulis. Selain itu, jika guru berhalangan hadir, materi dan tugas dilimpahkan kepada tim pengajar, sehingga terkadang membuat siswa kurang memahami isi materi. Kegiatan PkM ini bertujuan untuk mengimplementasikan aplikasi e-task berbasis Android pada Sekolah Menengah Atas, yaitu sebuah sistem pembelajaran online yang digunakan untuk aplikasi penugasan siswa berbasis Android. Sistem ini dibuat dengan menggunakan bahasa pemrograman Android Studio, dan menggunakan metode Waterfall dengan alat bantu pengembangan sistem yaitu Unified Modeling Language (UML). Selain itu, proses pembelajaran yang ada saat ini masih menggunakan metode satu arah yaitu sumber pengetahuan hanya berasal dari guru, sehingga membuat siswa kurang mandiri dalam belajar karena saat ini sudah cukup banyak model media pembelajaran, salah satunya media pembelajaran berbasis Android. Hasil dari kegiatan ini adalah meningkatnya kemandirian siswa dalam proses belajar mengajar karena menggunakan media pembelajaran berupa aplikasi e-task berbasis Android sehingga ada inovasi dalam pembelajaran untuk membuat siswa lebih semangat, kreatif dan aktif dalam belajar baik secara online maupun offline.
USING WEBQUAL 4.0 METHOD TO ANALYZE STUDENT SATISFACTION ON DIGITAL ENTREPRENEUR WEBSITES Erdisna, Erdisna; Ningsih, Sri Restu; Kurnia Sari, Weni; Johan, Tri Monarita
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 9 No 2 (2025)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v9i2.5062

Abstract

The Digital Entrepreneur website is an application designed for students so that they can learn to become digital entrepreneurs by utilizing the applications they have created. The problem that occurs is that there are still students who are dissatisfied with using the Digital Entrepreneurship Website application. The aim of the research is to analyze and measure the quality of Digital Entrepreneurship Websites in the student learning process. The method used to measure website quality is WebQual 4.0. Quality assessment uses a questionnaire designed for instruments with dimensions of usability, information quality and interaction quality. The applications used to test the relationship between variables from WebQual 4.0 and user satisfaction are SPSS and Matlab. Research findings reveal that quality is the lowest valued dimension, however, the score for the WebQual 4.0 indicator reaches 70%, categorizing it as Good, leading users to use this website as a valuable educational resource in higher education.