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Model Prediksi Kerentanan Menggunakan Mobile Tracking Pada Pasien Terinfeksi Covid 19 Nuril Lutvi Azizah; Uce Indahyanti; Cindy Cahyaning Astuti
Prosiding Seminar Nasional Unimus Vol 3 (2020): Optimalisasi Hasil Penelitian dan Pengabdian Masyarakat Menuju Kemandirian di Tengah P
Publisher : Universitas Muhammadiyah Semarang

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Abstract

Aplikasi berbasis mobile dan web telah dihasilkan pada penelitian sebelumnya guna memberikan informasi keberadaan pasien terinfeksi positif Covid 19 di lingkungan sekitar. Penelitian tersebut berdasarkan peta lokasi pasien baik melalui bluetooth maupun GPS pada gawai yang dimiliki, akan tetapi kekurangannya adalah efisiensi penggunaan aplikasi mobile tracking masih belum optimal karena sifatnya berupa informasi lokasi. Oleh karena itu penelitian ini bertujuan untuk meningkatkan efisiensi penggunaan aplikasi mobile tracking pada pasien terinfeksiCovid 19 dengan cara memprediksi kerentanan personal tertular virus Covid 19 berdasarkan mobile tracking GPS pada pasien yang terinfeksi berdasarkan data. Tahapan metode yang akan dilakukan dimulai dari tracking pasien terinfeksi Covid 19 berdasarkan posisi tempat tinggal, kemudian diprediksi melalui model matematika berdasarkanjarak dan prosentase penularan. Prediksi kerentanan personal terjadi dalam inisiasi prediksi berupa rentan, cukup rentan, dan aman. Personal dikatakan rentan apabila prosentase yang dihasilkan sekitar 90%-100%, cukup rentan apabila hasil prosentase antara 75%-89%, dan kurang dari 75% personal dianggap masih aman. Hasil prediksi kerentanan ini dipengaruhi oleh banyak variable antara lain berupa jarak personal dengan pasien terinfeksi Covid 19, ketelitian GPS, serta imunitas personal.  Kata Kunci : kerentanan, mobile tracking, efisiensi, prediksi
The Influence of Implementation of Trainer Crimping Learning Media on Computer Learning Outcomes and Basic Networks at Vocational High School Muhammadiyah 1 Taman Nugroho, Oktavianto Ashror; Astuti, Cindy Cahyaning
Belantika Pendidikan Vol 6, No 1 (2023)
Publisher : Kayon Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47213/bp.v6i1.171

Abstract

The background of this research is the large number of students who do not understand and do not understand the correct crimping technique, so the researchers provide a training or trainer for vocational school students, especially majoring in Computer and Network Engineering. The method used in this research is an experimental method which uses pretest and posttest questions as a reference for success in this study. Data collection in this study was taken from a class where the subjects taken were Basic Computers and Networks. The results of this study where the results of calculating the hypothesis show a rejection of H0, so it can be concluded that the results of this study influence or have an impact on the learning outcomes of vocational school students.
Pengembangan Media Pembelajaran Interaktif pada Mata Pelajaran Dasar Desain Grafis Kelas X SMK Antartika 1 Sidoarjo Ain , Moch. Ibnu; Astuti, Cindy Cahyaning
Emergent: Journal of Educational Discoveries and Lifelong Learning (EJEDL) Vol. 5 No. 3 (2024): March
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/emergent.v3i1.15

Abstract

This research was conducted at SMK Antartika 1 Sidoarjo, Department of Software Engineering. This research is a research and development. This study aims to produce adobe flash-based interactive learning media in the basic subjects of graphic design class X. This research use the ADDIE model which consists of 5 stages, namely (1) analysis; (2) design; (3) development; (4) implementation; (5) evaluation. The trial in this study involved media experts, material experts and small groups (10 students). The results of the value obtained from media experts get a percentage of 91% with the category "Very Eligible". The results of the assessment by material experts get a percentage of 95% with the category "Very Eligible". Small group trial with 10 students majoring in RPL got a percentage of 78.4% which was included in the "Eligible" category. The conclusion of this research is that interactive learning media based on Adobe Flash is very feasible to be used in teaching and learning activities.
Pengembangan Modul Pemrograman Berorientasi Objek Berbasis Problem-Based Learning Prodi Pendidikan Teknologi Informasi Hasanah, Fitria Nur; Astuti, Cindy Cahyaning; Taurusta, Cindy
Teknologi dan Kejuruan: Jurnal Teknologi, Kejuruan, dan Pengajarannya Vol 43, No 1: Februari 2020
Publisher : Fakultas Teknik Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v43i12020p62-66

Abstract

The purpose of this development research was to produce a problem-based learning object-oriented programming module in Information Technology Education Study Program and to know the feasibility level of the module. Development of modules using the 4D development model was adopted from Thiagarajan. The modules were validated by material experts and instructional media experts and were tested in limited groups. This research produced a product based on problem-based learning print module. The module was equipped with relevant illustration images and job sheets that directed the students to solve problems. The module feasibility level by material experts was 91.6 percent in very feasible criteria and 97 percent in very feasible criteria by the media experts. The results of limited group trials reached the level feasibility of 86.8 percent with very decent criteria. Based on the feasibility test, it can be concluded that the problem-based learning module could be used for the learning process.
Pengembangan Media Pembelajaran APEM (Aplikasi Pembelajaran E-Modul) Berbasis Android di SMK Fanani, Ahmad Faishol; Astuti, Cindy Cahyaning
Indonesian Journal of Applied Technology Vol. 1 No. 2 (2024): April
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/ijat.v1i2.2946

Abstract

Tujuan penelitian ini adalah untuk mengembangkan dan mengetahui kelayakan media pembelajaran APEM berbasis Android pada Mata Pelajaran Informatika Kelas X di SMK YPM 2 TAMAN. Metodologi penelitian yang digunakan dalam penelitian ini adalah pendekatan Research and Development (R&D). Model pengembangan yang digunakan dalam penelitian ini adalah metode ADDIE yang meliputi tahapan Analysis, Design, Development, Implementation, dan Evaluate. Pemilihan model ini didasarkan pada proses kerjanya yang bertahap, sistematis, dan terstruktur. Partisipan penelitian ini adalah siswa Kelas X. Analisis data yang digunakan dalam penelitian ini adalah Skala Likert untuk menilai kelayakan media pembelajaran APEM. Proses validasi meliputi masukan dari ahli media dan ahli materi melalui pemberian angket. Hasil validasi yang dilakukan ahli media menunjukkan skor 89% dengan kategori “sangat layak” dan hasil validasi yang diperoleh dari ahli materi menghasilkan skor sebesar 81% dengan kategori “sangat layak”. Setelah dilakukan validasi oleh ahli, media pembelajaran dilakukan uji coba skala terbatas. Hasil uji coba ini diperoleh skor rata-rata sebesar 89,7% yang termasuk dalam kategori “sangat layak”. Oleh karena itu, dapat disimpulkan bahwa media pembelajaran APEM sangat cocok untuk diterapkan dalam proses belajar mengajar.
Pengaruh Model Pembelajaran Inkuiri Terbimbing Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Informatika Di SMK Syakuro, Abdu Abdan; Astuti, Cindy Cahyaning; Wiguna, Akbar
EDUTIC Vol 11, No 1: November 2024
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/edutic.v11i1.25999

Abstract

The learning process has an influence in achieving significant learning outcomes, including learning media, learning motivation and learning models, learning models are a learning plan that will take place which contains a learning design. The learning model refers to the learning method that will be used, including learning objectives, learning stages, learning environment, and classroom management. To improve learning outcomes, it is necessary to improve the model that influences learning outcomes, where the learning model greatly influences learning outcomes, this can improve learning outcomes significantly. In the learning that took place at the Antarctic 1 Sidoarjo school, there were students who were hyperactive and less conducive due to several things including students who did not like to be restrained and needed more attention to be able to implement conducive learning, in overcoming this problem, the researcher chose a guided inquiry learning model to improve learning outcomes, this is because this learning model is more fun with learning that is packaged in a question, which is able to improve students' understanding by asking questions to satisfy their curiosity, in implementing this model the researcher used the One Group Pretest Posttest research design, by giving the same treatment to a population with two meetings, starting with giving recognition to the Pretest and ending with the Posttest. Then the data is processed to see the effect of giving treatment in the population. Hypothesis testing using the paired t-test formula (T-Paired) produces a decision that is rejected H0, the calculation of the influence with the eta square test from the table of criteria results shows a large influence. It can be concluded that there is an influence on student learning outcomes in informatics subjects using the guided inquiry learning model.
Analysis of Student Learning Media Needs in Object-Based Programming (PBO) Subjects Wiguna, Akbar; Astuti, Cindy Cahyaning; Hasanah, Fitria Nur; Sri Untari, Rahmania
Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika Vol. 9 No. 2 (2024): Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika
Publisher : Universitas Muhammadiyah Jember

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Abstract

Object-Oriented Programming (OOP) is a fundamental course in computer science, particularly in software and application design. However, programming is often perceived as challenging by many students. Effective learning should stimulate creativity, actively engage students, achieve learning objectives effectively, and occur in conducive environments. One strategy to achieve this is by utilizing learning media tailored to students' needs. This study aims to analyze university students' needs in learning Object-Oriented Programming. A qualitative approach was employed using a case study method. The study examined students' perceptions of pair programming in OOP courses at the University of Muhammadiyah Sidoarjo (UMSIDA) within the Information Technology Education (PTI) program. The findings indicate that students predominantly use PCs or laptops for programming and require digital learning media to enhance their learning experience. They prefer materials that provide clear instructions and commands and are more comfortable with media that integrate text and visual elements. The analysis reveals a need for e-modules designed specifically for laptops/PCs, incorporating images, text, and detailed instructions for effective programming learning.
PENGEMBANGAN SISTEM INFORMASI BERBASIS WEBSITE UNTUK PENINGKATAN POTENSI DESA JEMIRAHAN Astuti, Cindy Cahyaning; Mulyanto, Angga Dwi; Wiguna, Akbar; Hasanah, Fitria Nur; Untari, Rahmania Sri; Nugroho, Oktavianto Ashror
JRCE (Journal of Research on Community Engagement) Vol 5, No 2 (2024): Journal of Research on Community Engagement
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jrce.v5i2.26238

Abstract

Village website development is the process of designing, creating and maintaining a website specifically to represent and serve the needs of a village. Websites generally aim to provide an information and communication platform that can be accessed by members of the village community as well as other people interested in the village. . On the Jemirahan Village website, there are several menus, including village structure notifications, news information linked to Facebook, and a suggestion and complaint box menu. In the complaints menu, Jemirahan village residents can provide suggestions or criticism regarding the services provided by Jemirahan village officials. Creating a website for village communities brings various significant benefits, both in social, economic and educational aspects. The website is not only a communication tool, but also a strategic platform for development and empowerment of village communities in various fields.
Pengembangan Website Sebagai Peningkatan Penyebaran Informasi di Era Digital di Raudhatul Athfal (RA) Cahaya Insani Sidoarjo Astuti, Cindy Cahyaning; Yusrinda, Rahma; Al Qur’ani, Adisti; Untari, Rahmania Sri
JRCE (Journal of Research on Community Engagement) Vol 6, No 2 (2025): Journal of Research on Community Engagement
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jrce.v6i2.29901

Abstract

RA Cahaya Insani Sukodono faces the problem of a lack of students due to limited funds for promotion and the lack of innovation in school promotion efforts. This study aims to develop the official website of RA Cahaya Insani Sukodono as a more effective medium for disseminating information and promoting the school. In the current digital era, RA Cahaya Insani needs a more efficient way to spread information, as traditional media such as pamphlets and brochures have limitations. Using the SDLC model with a waterfall approach, the development of this website involves several steps, such as requirements analysis, system design, implementation, testing, and maintenance. The resulting website is designed to provide key information such as the school profile, activities, photo gallery, and online registration, while ensuring user-friendly features, an attractive appearance, and simple navigation. It is hoped that this website will enhance the school's image and provide easier access to information for teachers, parents, and the general public, while addressing the challenges in information dissemination and promotion previously faced by the school.
EVALUASI E-LEARNING MENGGUNAKAN ANALYTICAL HIERARCHY PROCESS (AHP) Astuti, Cindy Cahyaning; Sari, Herlinda Maya Kumala; Azizah, Nuril Lutvi
BAREKENG: Jurnal Ilmu Matematika dan Terapan Vol 14 No 1 (2020): BAREKENG: Jurnal Ilmu Matematika dan Terapan
Publisher : PATTIMURA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1134.36 KB) | DOI: 10.30598/barekengvol14iss1pp001-012

Abstract

E-learning is a learning media that is being used in various universities, although it is not used 100% because some still use face to face. Because it is still new, e-learning needs to be evaluated to make it even better. The purpose of this study is to evaluate e-learning to find out how much the method can be accepted by students. The tool we use to evaluate is the Analytical Hierarchy Process (AHP). The results show that students still prefer face-to-face methods rather than e-learning because face-to-face material is more easily absorbed and interactions with lecturers are more interwoven than using e-learning. But e-learning has the advantage of being more flexible than face-to-face, and gathering tasks are easier with e-learning.