Reni Rahmadani
Pendidikan Teknologi Informatika Dan Komputer, Fakultas Teknik, Universitas Negeri Medan

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Implementation Of Pohlig-Hellman Algorithm And Steganography Combination Of First Of File (Fof) And End Of File (EOF) For File Security: Implementation Of Pohlig-Hellman Algorithm And Steganography Combination Of First Of File (Fof) And End Of File (EOF) For File Security Reni Rahmadani; Hervei Desmon Hutahaean
Jurnal Mantik Vol. 4 No. 1 (2020): May: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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Abstract

The method of steganography First of File (FOF) has an additional lines at the beginning of image and End of File (EOF) method has an additional lines at the bottom of the image. To reduce the suspicion then FOF and EOF methods are combined produces stego image that has border at the top and bottom. To improve the security of message Pohlig-Hellman cryptographic algorithm is used. Pohlig-Hellman algorithm uses two keys (n and e) to process the encryption. Key n is a prime number algorithm tested with Lehmann. Key e have the legal conditions 1 <e <? (n) where ? (n) = n-1. Stego image produced has additional lines at the top and bottom of the image, it is because the ciphertext is inserted at the beginning and end of the image matrix. The result shows that the encryption process takes longer than the decryption process. Processing 129 character message encryption process takes 78 milliseconds and the decryption process takes just 16 milliseconds. Cover image of size 148 KB becomes 150 KB after embedding process of 1132 characters ciphertext.
PENGENALAN LITERASI DIGITAL SISTEM PERPUSTAKAAN BERBASIS WEB DI SMP KEMALA BHAYANGKARI 1 MEDAN Azqal Azkia; Devi Silvia Panjaitan; Fikri Hanif; Reni Rahmadani
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 8, No 2 (2021): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (355.191 KB) | DOI: 10.24114/jtikp.v8i2.31379

Abstract

Abstrak: Proses pelayanan perpustakaan di SMP Kemala Bhayangkari 1 Medan awal nya dilakukan secara konvensional lalu berganti menjadi Sistem Berbasis Teknologi (Web). Terdapat beberapa kendala setelah pergantian sistem tersebut. Hal ini dikarenakan kurang familiarnya siswa terhadap pengunaan Sistem Perpustakaan Berbasis Teknologi (Web), sehingga siswa menjadi kebingungan dalam mengimplementasikan pengunaannya. Untuk itu dilakukan kegiatan pengenalan literasi digital untuk membantu siswa dalam menggunakan sistem perpustakaan. Kegiatan ini dilakukan menggunakan metode seperti, Menyusun Rancangan Kegiatan, Pelatihan dan Penerapan, Evaluasi. Sehinga mendapatkan sebuah hasil Modul Pedoman Penggunaan, media pelatihan penggunaan web perpustakaan, serta video pelaksanaan kegiatan berisi informasi tentang Penggunaan Web Perpustakaan, petunjuk serta saran penggunaan media Web Perpustakaan. Program MBKM terlaksana melalui beberapa rangkaian kegiatan maupun persiapan yang bertujuan untuk mengoptimalkan Pengunaan web perpustakaan di SMP Kemala Bhayangkari 1 Medan, sehingga mempermudah pelayanan untuk belajar disekolah mitra. Kata Kunci: Literasi Digital, Pelatihan, Web, Modul Pelatihan Abstract: The library service process at SMP Kemala Bhayangkari 1 Medan was initially carried out conventionally and then changed to a Technology-Based System (Web). There are several problems after the system change. This is because students are less familiar with the use of the Technology-Based Library System (Web), so that students become confused in implementing its use. For this reason, digital literacy activities were carried out to assist students in using the library system. This activity is carried out using methods such as Preparing Activity Plans, Training, and Implementation, Evaluation. the result of this activity is the Usage Guidelines Module, training media on the use of the library's web, as well as a video of the implementation of activities containing information about the use of the library's web, instructions, and suggestions for using the library's web media. The MBKM program is implemented through several series of activities and preparations aimed at optimizing the use of the library web at SMP Kemala Bhayangkari 1 Medan, thus facilitating services for learning at partner schools. Keyword: Digital Literacy, Training, Web, Training Module
PENERAPAN METODE FLEX BLENDED LEARNING PADA SMKS IMELDA Reni Rahmadani; Ressy Dwitias Sari; Bagoes Maulana; Muhammad Dominique Mendoza; Tansa Trisna Astono Putri
Jurnal Teknologi Pendidikan (JTP) Vol 15, No 2 (2022): Oktober - Jurnal Teknologi Pendidikan
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtp.v15i2.39121

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Abstrak: Perkembangan ilmu pengetahuan dan teknologi yang semakin pesat mengharuskan banyak sektor dalam pendidikan melakukan perubahan. Pembelajaran blended learning adalah contoh dari salah satu pemanfaatan perkembangan teknologi informasi yang dimanfaatkan dalam sektor Pendidikan. Kombinasi pembelajaran dengan sistem tatap muka dan pembelajaran berbasis komputer yang dilakukan secara daring (dalam jaringan) maupun luring (luar jaringan) adalah bentuk pembelajaran blended learning Flex termasuk dalam jenis pembelajaran metode Blended Learning di mana proses belajar mengajar dilakukan dalam bentuk daring namun masih melakukan pembelajaran luring sebagai pendukung. Tujuan dari penelitian ini untuk melihat dampak dan manfaat dari penerapan flex blended learning dalam proses pembelajaran sehingga dapat mempermudah proses pelaksanaan pendidikan bagi guru dan juga siswa agar tujuan pendidikan dapat dicapai lebih maksimal. Data hasil penelitian diolah dengan menghitung nilai n-gain dan uji t untuk mengetahui dampak dari pembelajaran menggunakan flex blended learning. Hasil menunjukkan nilai n-gain siswa yang melakukan pembelajaran flex blended learning adalah 0,74 lebih tinggi daripada pembelajaran konvensional yang memiliki nilai 0,54. Uji t menunjukkan nilai sig. 0,00000018 dan nilai thitung 6,78 yang berarti pembelajaran menggunakan flex blended learning menunjukkan perbedaan yang signifikan terhadap pembelajaran konvensional. Dari hasil nilai n-gain dan uji t dapat ditarik kesimpulan bahwa pembelajaran flex blended learning dapat meningkatkan nilai hasil belajar siswa.Kata Kunci: Pembelajaran, Blended Learning, Flex Blended Learning.Abstract: The rapid development of science and technology requires many sectors in education to make changes. Blended learning is an example of one of the uses of information technology developments that are used in the education sector. The combination of learning with face-to-face systems and computer-based learning conducted online (in the network) and offline (outside the network) is a form of blended learning. Flex is included in the type of Blended Learning model where learning is carried out online but still does offline learning as a support. The purpose of this study is to see the impact and benefits of implementing flex blended learning in the learning process so that it can facilitate the process of implementing education for teachers and students so that educational goals can be achieved more optimally. The research data were processed by calculating the n-gain value and t-test to determine the impact of learning using flex blended learning. The results show that the n-gain value of students who do flex blended learning is 0.74 higher than conventional learning which has a value of 0.54. The t test shows the value of sig. 0.00000018 and t-count 6.78 which means learning using flex blended learning shows a significant difference to conventional learning. From the results of the n-gain value and t test, it can be concluded that flex blended learning can increase the result of student learning outcomes..Keywords: Learning, Blended Learning, Flex Blended Learning.
PENGARUH PENGGUNAAN MEDIA SOSIAL DALAM PENDIDIKAN TERHADAP PRESTASI AKADEMIK MAHASISWA Muhammad Dominique Mendoza; Olnes Yosefa Hutajulu; Azmi Rizky Lubis; Reni Rahmadani; Tansa Trisna Astono Putri
Jurnal Teknologi Pendidikan (JTP) Vol 15, No 2 (2022): Oktober - Jurnal Teknologi Pendidikan
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtp.v15i2.39120

Abstract

Abstrak: Saat ini, media sosial ada sebagai sarana untuk berkomunikasi di antara orang-orang terlepas dari lokasi, memungkinkan mereka untuk dengan mudah berbagi informasi, mengakses file, gambar, dan video, mengirim pesan, dan melakukan percakapan secara langsung (real time), dimana hal ini memungkinkan komunikasi yang mudah dan efektif. Studi menunjukkan bahwa media sosial mendukung kegiatan pendidikan dengan memfasilitasi interaksi, kolaborasi, partisipasi aktif, berbagi sumber daya, dan berpikir kritis. Penelitian ini berfokus pada pengaruh penggunaan media sosial terhadap prestasi akademik mahasiswa. Populasi yang digunakan pada penelitian ini berasal dari sampel mahasiswa pada Program Studi (Prodi) Pendidikan Teknologi Informatika dan Komputer (PTIK) sebesar 216 mahasiswa. Berdasarkan hasil pengujian didapat hasil bahwa variabel komunikasi dengan media sosial tidak memiliki dampak yang signifikan terhadap prestasi akademik siswa. Pada variabel Kolaborasi terdapat pengaruh yang signifikan secara terhadap prestasi akademik mahasiswa, kolaborasi memberikan pengaruh yang paling besar dan signifikan secara terhadap prestasi akademik mahasiswa. Pada variabel berbagi bahan dan materi melalui sosial media memiliki pengaruh positif dan signifikan terhadap prestasi akademik mahasiswa. Penelitian ini membuktikan perkembangan teknologi saat ini merupakan inkubator bagi munculnya aplikasi dan sarana komunikasi elektronik secara masif, dan media sosial merupakan salah satu sarana elektronik yang dapat berperan efektif dalam proses komunikasi berbagai bidang, terutama di bidang pendidikan.Kata Kunci: Media Sosial, Komunikasi, Kolaborasi, Berbagi Materi dan Bahan Ajar, Prestasi AkademikAbstract: Today, social media exists to facilitate communication among people regardless of location, enabling them to easily share information, access files, images, and videos, send messages, and have real-time conversations. This allows easy and effective communication. Studies show that social media supports educational activities by facilitating interaction, collaboration, active participation, resource sharing, and critical thinking. This study focuses on the effect of using social media on student academic achievement. The population used in this study came from a sample of 216 students in the Program Studi Pendidikan Teknologi Informatika dan Komputer (PTIK). Based on the test results, it was found that the communication variable with social media did not have a significant impact on student's academic achievement. The collaboration variable has a significant effect on student academic achievement, collaboration has the biggest and most significant influence on student academic achievement. The variable sharing of materials and materials through social media has a positive and significant effect on student academic achievement. This research proves that current technological developments are an incubator for the emergence of massive electronic communication applications and facilities, and social media is one of the electronic means that can play an effective role in the communication process in various fields, especially in the field of education.Keywords: Social Media, Communication, Collaboration, Sharing of Teaching Materials and Materials, Academic Achievements
PENERAPAN MULTIMEDIA BERBASIS ANDROID PADA MATA PELAJARAN INSTALASI PENERANGAN LISTRIK DI SMK IMELDA MEDAN Eka Dodi Suryanto; Reni Rahmadani; Marwan Affandi
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol 9, No 2 (2022): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v9i2.41946

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Abstrak: Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar siswa SMK IMELDA Medan jurusan Teknik Instalasi Tenaga Listrik kelas XI pada kompetensi Instalasi Penerangan Listrik. Siswa sangat membutuhkan media yang dapat digunakan pada masa pembelajaran daring. Multimedia pembelajaran berbasis android sangat membantu siswa SMK dalam memahami materi dan mencapai kompetensi sasaran. Siswa dapat belajar secara mandiri mengenai materi kompetensi inti. Berdasarkan data yang diperoleh dari tes pra siklus, rata-rata hasil belajar siswa 78. Setelah penerapan miltimedia pada siklus I dan siklus II, diperoleh rata-rata hasil belajar siswa 89,80. Hasil penelitian menunjukkan terjadi peningkatan rata-rata hasil belajar siswa sebanyak 9,20%. Hal ini menunjukkan bahwa penerapan multimedia berbasis android pada mata pelajaran Instalasi Penerangan Listrik dapat meningkatkan hasil belajar siswa.Kata Kunci: Penerapan, Multimedia, Android, Instalasi Penerangan, SMK Imelda, . Abstract. This research aims to determine the increase of student learning outcomes at SMK IMELDA Medan majoring in Electrical Power Installation Engineering eleventh class in the Electrical Lighting Installation competency. Students really need media that can be used during online learning. Android-based learning multimedia is very helpful for SMK students in understanding the material and achieving target competencies. Students can learn independently about core competency material. Based on the data obtained from the pre-cycle test, the average student learning outcome was 78. After applying multimedia in cycle I and cycle II, the average student learning outcome was 89.80. The results showed that there was an average increase in student learning outcomes by 9.20%. This shows that the application of android-based multimedia in the Electrical Lighting Installation subject can improve student learning outcomes.Keywords: Implementation, Multimedia, Android, Lighting Installation, SMK Imelda.
Designing android-based learning media using the rapid application development method Reni Rahmadani; Khofifah Qalbun Salima; Adilla Ulfhi; Tansa Trisna Astono Putri; Muhammad Dominique Mendoza
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

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Abstract

Android-based learning multimedia is a learning media used in the learning process because it can be used anytime and anywhere. Several barriers to learning have been identified in basic computer and network courses. Based on observations made on the introduction of computer hardware and software, the barriers found are the relatively low level of student knowledge of the subject matter, student involvement in the learning process is also low and the learning media still uses power point containing learning theories derived from books. This research uses UML as a multimedia development tool along with RAD (Rapid Application Development) methodology. Based on the results of trials conducted on students, the results obtained that students feel very interested in learning using android-based interactive multimedia in basic computer network subjects on computer hardware and software introduction material.
Role playing game as a learning media: case study on education industry course Muhammad Dominique Mendoza; Olnes Yosefa Hutajulu; Reni Rahmadani; Fevi Rahmawati Suwanto; Ishaq Matondang; Ressy Dwitias Sari
Jurnal Info Sains : Informatika dan Sains Vol. 14 No. 01 (2024): Informatika dan Sains , Edition March 2024
Publisher : SEAN Institute

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Abstract

Paradoxically, the current level of enthusiasm among the younger generation in studying the education industry is low. This phenomenon can be attributed to multiple factors, including the rapid spread of globalization, which has sparked a heightened interest among the younger generation in acquiring technological knowledge. Researchers employed the Game Development Life Cycle (GDLC) approach, consisting of six stages: initiation, pre-production, production, testing, beta, and release. Testing using the black-box method on 12 modules revealed that all modules performed flawlessly without any issues. Testing of the beta version of the game involved 62 testers who were instructed to play the game and complete a questionnaire. The findings were positive, with an average total score of 4.51 for the game elements. The gaming system performed well during testing, indicating its potential to be well-received by beta testers and users, as well as its ability to enhance students' learning motivation.
Anxiety in Programming Course of University Students: Does It Affect Students’ Performance? Putri, Tansa Trisna Astono; Rahmadani, Reni; Hasan, Hanapi
Bahasa Indonesia Vol 16 No 03 (2024): Instal : Jurnal Komputer
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jurnalinstall.v16i03.284

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In the context of programming, anxiety typically refers to the feeling of unease or worry that can arise when working on software development tasks or projects. It is a psychological and emotional response to the challenges and uncertainties that programmers often face. In this study, undergraduate students of Computer and Electricical Engineering often work under strict deadlines and face pressure to deliver high-quality code. In this study, undergraduate students often work under strict deadlines and face pressure to deliver high-quality code. This can lead to anxiety as they strive to meet expectations and complete tasks on time. Programming involves solving complex problems, and sometimes the solutions are not immediately apparent. This can create anxiety as programmers grapple with uncertainty and the fear of making mistakes for undergraduate students. The purpose of this quantitative study was to look into anxiety as the root cause of students' poor programming performance. The results of this study will aid in providing the most effective approach for instructing and learning programming courses in order to generate competent programmers for use in business settings and higher education. Data for this quantitative study were gathered via the questionnaire. The study found that the degree of unfavourable beliefs about control in computing scenarios and the low level of computing self-efficacy found in this study indicate that computer programming course designers must come up with ways to boost students' confidence and motivation.
PENGARUH GAME EDUKASI BERBASIS AUGMENTED REALITY TERHADAP PRESTASI DAN SIKAP BELAJAR Mendoza, Muhammad Dominique; Hutajulu, Olnes Yosefa; Rahmadani, Reni; Matondang, Ishaq; Sari, Ressy Dwitias; Sabrina, Elsa
Jurnal Teknologi Pendidikan (JTP) Vol. 17 No. 2 (2024): Oktober - Jurnal Teknologi Pendidikan
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtp.v17i2.65192

Abstract

Abstrak: Augmented Reality (AR) adalah teknologi yang yang dapat membantu mahasiswa dalam menghubungkan pengamatan dunia nyata mereka dengan pengetahuan yang mereka miliki. Salah satu tantangan terbesar dalam pembelajaran berbasis AR adalah pengembangan teknik yang efektif untuk membantu mahasiswa berkonsentrasi pada pengamatan penting di lapangan. Penelitian ini mengusulkan teknik permainan untuk meningkatkan aktivitas pembelajaran berbasis AR di lingkungan perkuliahan. Eksperimen dilakukan pada mata kuliah jaringan komputer untuk mengevaluasi keefektifan metode yang diusulkan relatif terhadap pendekatan pembelajaran mobile berbasis AR tradisional selama kunjungan lapangan. Hasil percobaan menunjukkan bahwa metodologi permainan berbasis AR meningkatkan sikap belajar mahasiswa dan prestasi akademik mereka selama kunjungan lapangan. Penelitian ini mengusulkan teknik permainan kompetitif untuk meningkatkan aktivitas pembelajaran berbasis AR di lingkungan dunia nyata. Sebuah eksperimen dilakukan pada mata kuliah jaringan komputer untuk mengevaluasi keampuhan metode yang diusulkan relatif terhadap pendekatan pembelajaran mobile berbasis AR tradisional selama praktik. Temuan eksperimental menunjukkan bahwa metode permainan berbasis AR meningkatkan sikap belajar mahasiswa dan prestasi akademik mereka. Kata Kunci: game edukasi; augmented reality; prestasi belajar; sikap belajar Abstract: Augmented reality (AR) is a technology that can assist students in connecting their real-world observations with their knowledge. One of the biggest challenges in AR-based learning is the development of effective techniques to help students concentrate on important observations in the field. This research proposes a game technique to enhance AR-based learning activities in a lecture environment. Experiments were conducted on a computer networking course to evaluate the effectiveness of the proposed method relative to the traditional AR-based mobile learning approach during a field trip. The experimental results showed that the AR-based game methodology improved students' learning attitude and their academic performance during the field trip. This research proposes a competitive gaming technique to enhance AR-based learning activities in real-world environments. An experiment was conducted on a computer networking course to evaluate the efficacy of the proposed method relative to the traditional AR-based mobile learning approach during practices. The experimental findings show that the AR-based game method improves students' learning attitude and their academic achievement. Keywords: educational game; augmented reality; learning achievement; learning attitude
PENGEMBANGAN WEBSITE PEMINJAMAN RUANGAN DI GEDUNG 89 JURUSAN PENDIDIKAN TEKNIK ELEKTRO UNIMED Rahmadani, Reni; Siregar, Rosma; Maulana, Bagoes; Hamzah, Afif; Sihombing, Gracia Napare; Purba, Julio Aldrin
JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN Vol. 11 No. 2 (2024): Desember - Jurnal Teknologi Informasi dan Komunikasi dalam Pendidikan
Publisher : Pascasarjana Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jtikp.v11i2.66788

Abstract

Sistem peminjaman ruangan berbasis web ini dikembangkan sebagai bentuk respon terhadap tantangan dan manajamen ruangan yang dihadapi di Jurusan Pendidikan Teknik Elekto Universitas Negeri Medan. Di era pasca pandemi COVID - 19 pembelajaran yang sebelumnya daring mulai menjadi hybrid learning, sehingga penggunaan ruangan di kampus menjadi semakin meningkat jika dibandingkan dengan semakin bertambah banyaknya mahasiswa baru setiap tahunnya. Maka penelitian ini mengusulkan perlu adanya sistem yang mengatur peminjaman ruangan secara online untuk mengatasi masalah peminjaman ruangan yang masih manual, konflik jadwal, dan kurangnya akses informasi terkait ketersediaan ruangan. Metode waterfall digunakan untuk membangun sistem ini, melalui serangkaian tahapan mulai dari analisis sampai ke implementasi sistem ini. Diharapkan penggunaan sistem ini dapat meningkatkan efisiensi dan efektivitas pengelolaan ruangan secara keseluruhan di Universitas Negeri Medan.