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Penerapan Teknik Stop Motion Pada Pembelajaran Interaktif Makhrajul Huruf Hijaiyah Lubis, Muhammad Marzuki; Faisal, Ilham; Sarudin
Jurnal Ilmiah Binary STMIK Bina Nusantara Jaya Lubuklinggau Vol 5 No 2 (2023): Jurnal Ilmiah Binary STMIK Bina Nusantara Jaya
Publisher : STMIK Bina Nusantara Jaya Lubuk Linggau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52303/jb.v5i2.128

Abstract

Tujuan penelitian ini adalah untuk membangun aplikasi pembelajaran makhrajul huruf dan menerapkan teknik stop motion dalam media pembelajaran makhrajul huruf. Penelitian ini merupakan penelitian Research and Development (R&D). Pengembangan aplikasi ini menggunakan metode ASSURE dengan Teknik stop motion. Hasil penelitian adalah aplikasi media pembelajaran makhrajul huruf yang menunjukkan bahwa pengguna merespon positif terhadap penggunaan animasi stop motion, dengan tingkat motivasi yang lebih tinggi dalam belajar makhrajul huruf hijaiyyah. Animasi stop motion berhasil menciptakan lingkungan pembelajaran yang lebih menyenangkan dan mengurangi tingkat kebosanan yang mungkin muncul dalam pembelajaran tradisional. Dengan menggunaan animasi stop motion, proses pembelajaran menjadi lebih menarik, visual, dan interaktif, yang dapat membantu pengguna memahami dengan lebih baik cara mengucapkan huruf-huruf hijaiyyah.
Training on the Use of Android-Based Digital Al-Quran Applications on MTs Ulumul Quran Irwan, Dedy; Yuyun Dwi Lestari; Sarudin; Yessi Fitri Annisa Lubis; Arief Budiman; Ari Usman
Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2023): Juni 2023
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/japamas.v2i1.59

Abstract

Training on the use of digital Quran applications aims to assist users in understanding and using digital Quran applications well. In this training, participants will be introduced to the menu available in the digital Quran application and how to use it. Participants will also be taught how to access the Quran through the app and how to use the translation and audio menus. This training can help participants in learning and reading the Quran more easily and effectively through the students' android devices. The use of digital Quran applications is one way to help in understanding and using digital Quran applications well. This training can benefit participants, both in terms of knowledge and skills, as well as help them in improving their understanding of the QuranKeywords : Quran, Digital, Apps, Android Devices
PELATIHAN Pemasaran Digital Dasar DALAM UPAYA PERCEPATAN PENGEMBANGAN UMKM di SMK ASGA MANDIRI Ari Usman; Fitri Annisah lubis, Yessi; Dedy Irwan; Liza Fitriana; Yuyun Dwi Lestari; Sarudin; Arief Budiman; Dodi Siregar; Edy Rahman Syahputra; Nur Wulan; Divi Handoko
Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2023): Desember 2023
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/japamas.v2i2.91

Abstract

Training for teachers and MSMEs at Asga Mandiri Vocational School with the theme Basic Digital Marketing was carried out to increase teachers' and MSMEs' understanding of basic digital marketing. The methodology used in this service is to present material regarding basic digital marketing. Next, provide a tutorial to the participants and evaluate how they understand the material that has been tutorialized using digital platforms such as Google Business and WhatsApp Business. The evaluation results of this activity show that the training is effective in increasing the understanding of teachers and MSMEs so that it can be used as a medium in the business development process, for promotion and product sales. Basic digital marketing training is very important for teachers and MSMEs because it can improve their ability to carry out marketing activities via digital platforms.
Perancangan dan Pengembangan Aplikasi Untuk Kegiatan Santri di Pesantren Menggunakan Metode Agile Dodi Siregar; Sarudin
Journal of Informatics Management and Information Technology Vol. 4 No. 1 (2024): January 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jimat.v4i1.398

Abstract

Santri activities in Islamic boarding schools must have several things in an activity such as technical activities, activity groups, and a list of activity events. Data collection on activities at Islamic boarding schools, especially at the Mawaridussalam Islamic Boarding School, is still manual, using stationery and not neatly structured, such as in data collection on licensing activities at the Education Department office. Making a list of activities and dividing groups into each activity, resulting in difficulties when sharing data to other fields. The application of student activities in Islamic boarding schools using the Agile method is a research objective to reduce problems that occur in the Care Department and to make activity data collection easier, as well as becoming information that can be accessed by anyone using electronic devices in the form of PCs/Laptops and smartphones. So this application for student activities in Islamic boarding schools becomes an application that can make data collection easier with features for filling in, editing and deleting data, as well as managing existing data into new data in licensing activities. Enter data on students in the activity groups provided and make a list of activities for one period with columns in accordance with the standards in the Islamic boarding school
Implementasi Algoritma Random Number Generator Game Edukasi Adventure Pengenalan Istilah Teknologi Informatika Muhammad Hadid Alfiin; Abdul Jabbar Lubis; Sarudin
Jurnal Komputer Teknologi Informasi Sistem Informasi Vol. 3 No. 3 (2025): Februari 2025
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v3i3.262

Abstract

Implementation of the Random Number Generator Algorithm in Educational Adventure Games Introduction to the Term Information Technology is a research or project that combines computer technology with educational learning through the use of the Random Number Generator algorithm. This research aims to provide an interactive and educational gaming experience to users, especially in the context of understanding information technology terms. In this project, the Random Number Generator algorithm is used to generate random elements in educational games. The main goal is to introduce important terms in the world of information technology to players while providing an entertaining gaming experience. Through this game, users are expected to be able to understand and remember these terms better, while still enjoying the interactive learning process. The results of the test carried out by distributing questionnaires to 15 respondents in total from 5 questions, 0 answered strongly disagree, 0 answered disagree, 15.8% answered doubtfully, 57.9% answered agree, and respondents who answered strongly agreed overall were 26.3% of the games that had been created.