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Pelatihan Pembuatan Media Pembelajaran Berbasis Android Bagi Guru Untuk Meningkatkan Mutu Pembelajaran di Madrasah Tsanawiyah Manbaul Ulum Rohman, Taufiqur; Assani, Saffana; Rosyadi, Ahmad Wahyu; Aini, M. Anwar; Faqihatin; Hildani, Muhammad Rizqi; Mahmudah, Adilla; Mahera, Ahmad Firmansyah; Adelliyah, Nur Aini; Indawati, Ajeng Sri; Nidhom, Mohammad Syahrun; Effindi, Muhamad Afif
Komatika: Jurnal Pengabdian Kepada Masyarakat Vol 4 No 1 (2024): Mei 2024
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat, Institut Informatika Indonesia Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/komatika.v4i1.795

Abstract

Media pembelajaran berbasis elektronik atau digital bertujuan untuk menambah minat belajar siswa yang berdampak pada prestasi belajar siswa yang lebih baik, media pembelajaran digital juga lebih memudahkan siswa mengakses materi pembelajaran. Madrasah Tsanawiyah (MTs) Manbaul Ulum merupakan sekolah lanjutan pertama (SLTP) yang berada di Desa Mojopuro Gede Kecamatan Bungah Kabupaten Gresik Porvinsi Jawa Timur. Dalam pelaksanaan pembelajaran di MTs Manbaul Ulum perlu adanya pengembangan media belajar yang inovatif untuk meningkatkan minat belajar siswa. Pelaksanaan kegiatan pengabdian kepada masyarkat ini bertujuan untuk membantu meningkatkan kompetensi guru di sekolah mitra dalam mengembangankan media pembelajaran berbasis android. Tahap pelaksanaan kegiatan pengabdian ini terbagi dalam tahap persiapan dan tahap pelaksanaan, tahap persiapan terdiri dari studi literatur dan observasi lapangan di sekolah mitra untuk mendapatkan rumusan permasalahan dan penentuan solusi untuk sekolah mitra serta pembuatan modul yang sesuai kebutuhan. Pelaksanaan pelatihan dilakukan dengan ceramah oleh pemateri dan praktik oleh peserta. Peserta diminta untuk membuat media pembelajaran berbasis android sesuai dengan arahan dari pemateri. Pelatihan ini menghasilkan mendia pembelajaran berbasis android yang dibuat oleh peserta pelatihan yang dapat dijadikan modal oleh peserta dalam mengembangkan media pembelajaran berbasis andorid.
RANCANG BANGUN GAME EDUKASI SI LANA SEBAGAI MEDIA PEMBELAJARAN BUDAYA PULAU JAWA BERBASIS MOBILE Rohman, Taufiqur; Assani, Saffana; Fu’adah, Layyin; Qathrun Naja, Nadia; Rahmawati, Sita
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 7 No. 1 (2023): JATI Vol. 7 No. 1
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v7i1.6317

Abstract

Banyaknya budaya asing yang masuk melalui berbagai kanal informasi ditambah dengan banyaknya permainan atau game berbasis mobile yang bernuansa budaya asing yang banyak dimainkan oleh anak-anak menjadikan antusias belajar anak terhadap budaya Indonesia semakin menurun. Dibutuhkan upaya untuk melestarikan budaya Indonesia agar budaya Indonesia tetap terjaga kelestariannya. Game edukasi Si Lana merupakan game edukasi berbasis mobile yang berisi tentang pembelajaran kebudayaan di pulau Jawa yang bertujuan untuk menjadi media belajar kebudayaan di pulau Jawa. Game Si Lana dikembangan dengan game engine Construct 2 dengan metode pengembangan perangkat lunak SDLC Model Prototype. Hasil dari penelitian ini ada game edukasi berbasis mobile dengan nama Si Lana yang dapat dimainkan dengan menggunakan smart phone berbasis android.
Importance IT Role of IT Self-Efficacy towards Actual Competency, IT Usage, and Productivity: A Case Study on University Students Susanto, Tony Dwi; Assani, Saffana; Caroline Chan
Indonesian Journal of Information Systems Vol. 7 No. 2 (2025): February 2025
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v7i2.10044

Abstract

Teaching how to use technology and encouraging students to improve their learning productivity by using technology are challenging. This study aims to investigate the important role of IT self-efficacy towards IT actual competency, actual usage of IT, and productivity in the case of university students to propose a teaching strategy that can improve students’ competency from “know-what” to “know-how” continued to real usage and productivity. It produces a model of the relationships between IT self-efficacy, IT actual competency, actual usage of information technology, and productivity. The relationships were quantitively measured using data from 89 students. The construct validity of the measurement model was examined using convergent and discriminant validity analysis. The hypothesized model was tested using structural equation modeling and bootstrap analysis. The findings suggest that IT self-efficacy does not directly impact actual usage and productivity. Still, it directly affects IT actual competency, leading to actual usage and productivity. In terms of novelty, this study examines a comprehensive relationship between 4 variables: IT self-efficacy, IT actual competency, IT usage, and Productivity, while the other existing studies just examined the relationships between 2 variables: IT self-efficacy and IT actual competency, IT self-efficacy and attitude towards IT usage, IT self-efficacy and IT Usage. For practical contributions, this study highlights the importance of improving students’ IT self-efficacy as an initial strategy to motivate students to use technology in their learning process which can lead to improved productivity.
MEDIA KOMUNIKASI SANTRI DAN ALUMNI PONDOK PESANTREN ROBITHOTUL ASHFIYA' BERBASIS WEBSITE Assani, Saffana; Afiyat, Nur; Hermanto, Hermanto; Maulana, Dhimas Abdu; Santoso, Fandi Ahmad; Zaimuddin, Ahmad
Jurnal Difusi Ipteks Legowo Vol. 1 No. 1 (2023): Jurnal Difusi Ipteks Legowo
Publisher : Perkumpulan Legowo Cerdas Sejahtera

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62242/jdil.v1i1.4

Abstract

Founded in 1990, Robithotul Ashfiya Islamic Boarding School has had students spread across the archipelago. However, the communication media between alumni and students are still limited to social media such as FB and What’sapp group. This makes information often not well-conveyed and well-documented. Since the place is located quite far from the city center, this Islamic boarding school is not well-known by the public, so it requires qualified promotional media. With the establishment of cooperation between the Islamic boarding schools and Universitas Qomaruddin, a solution is found to the existing problems, namely the realization of a boarding school website. The system development methodology used is SDLC (System Development Life Cycle). Feasibility studies and investigations are carried out directly to the site. Requirement analysis includes functional and non-functional requirements of the system. System design uses UML (Unified Modeling Language) and level diagrams. Application is in the form of system development using the CMS (Content Management System) wordpress and system implementation. Regular review and maintenance are with a direct mentoring system in the form of system management training and monitoring system use. The result of the community service is a finished product of a boarding school website and website management training for the boarding school system administrators. With the existence of the website, now the Robithotul Ashfiya Islamic boarding school can make promotions to the community more easily and provide better information to its students and alumni.
Importance IT Role of IT Self-Efficacy towards Actual Competency, IT Usage, and Productivity: A Case Study on University Students Susanto, Tony Dwi; Assani, Saffana; Caroline Chan
Indonesian Journal of Information Systems Vol. 7 No. 2 (2025): February 2025
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v7i2.10044

Abstract

Teaching how to use technology and encouraging students to improve their learning productivity by using technology are challenging. This study aims to investigate the important role of IT self-efficacy towards IT actual competency, actual usage of IT, and productivity in the case of university students to propose a teaching strategy that can improve students’ competency from “know-what” to “know-how” continued to real usage and productivity. It produces a model of the relationships between IT self-efficacy, IT actual competency, actual usage of information technology, and productivity. The relationships were quantitively measured using data from 89 students. The construct validity of the measurement model was examined using convergent and discriminant validity analysis. The hypothesized model was tested using structural equation modeling and bootstrap analysis. The findings suggest that IT self-efficacy does not directly impact actual usage and productivity. Still, it directly affects IT actual competency, leading to actual usage and productivity. In terms of novelty, this study examines a comprehensive relationship between 4 variables: IT self-efficacy, IT actual competency, IT usage, and Productivity, while the other existing studies just examined the relationships between 2 variables: IT self-efficacy and IT actual competency, IT self-efficacy and attitude towards IT usage, IT self-efficacy and IT Usage. For practical contributions, this study highlights the importance of improving students’ IT self-efficacy as an initial strategy to motivate students to use technology in their learning process which can lead to improved productivity.