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DESIGN OF EXPERT SYSTEM FOR IDENTIFY OF ANXIETY DISORDERS USING FORWARD CHAINING Finanta Okmayura; Vitriani Vitriani; Melly Novalia
Jurnal Riset Informatika Vol. 3 No. 3 (2021): June 2021 Edition
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34288/jri.v3i3.90

Abstract

Anxiety is an excessive anxiety disorder in psychology. People are basically not aware that they may have symptoms of this anxiety disorder in each of them. And if not treated as soon as possible can interfere with a person's psychological condition. It may seem trivial but this disorder can reduce performance so that it has an impact on a person's life. To overcome this problem, we need an expert system that can identify anxiety disorders using a forward chaining algorithm. This system is designed using UML (Unified Modeling Language) diagrammatic modeling. The purpose of this UML modeling is to describe the user's needs for the system and what things can be done by the system, so that with this UML modeling the entire system picture can be seen. The UML modeling for the expert system for early identification of anxiety disorders with the forward chaining algorithm is expected to be a tool that can assist the system creation process, where people can check whether they suffer from anxiety disorders or not to consult a psychologist.
Perancangan Sistem Informasi Absensi Siswa Menggunakan QR Code Berbasis Web Vitriani; Gunawan Ali; Wahyu Nur Rohman; Melly Novalia
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 5 (2023): April 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i5.752

Abstract

The attendance system in education field is generally done manually, including school attendance, where this is very inefficient because there are often errors during the recapitulation process of student attendance data. The aim of this study is to design a Student Attendance Information System Using a Web Based QR Code to provide convenience in managing student attendance data. The type of research was Research and Development (R&D) with a Waterfall development model consisting of several stages, which are: Needs Analysis, System Design, Implementation, Testing, and Maintenance. The resulting system tested by using Black box test and validated by a system expert with the result is "Excellent" category which is validated by using usability aspect analysis through a questionnaire and the result of calculating the converted value is "Very Good". It shows that the Student Attendance Information System by using this Web-Based QR Code can provide convenience in managing data efficiently and make the attendance process more practical
Persepsi Kesiapan Kerja Mahasiswa Setelah Melaksanakan Pengenalan Lapangan Persekolahan (PIP) Pada Fakultas Keguruan dan Ilmu Pendidikan Simatupang, Putri; Melly Novalia; Vitriani
EduTeach : Jurnal Edukasi dan Teknologi Pembelajaran Vol. 5 No. 1 (2024): Edisi Januari 2024
Publisher : Unit Pelaksana Praktik Kependidikan Terpadu Fakultas Keguruan dan Ilmu Pendidikan Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/eduteach.v5i1.6730

Abstract

Student work readiness is a condition that must be prepared by students and universities before students complete their studies. So that after graduation they will work and can create their own jobs in a relatively short time. The lack of work readiness of students is due to the Introduction of the School Field has not been applied optimally due to the lack of skills and strong mentality when dealing with students, lack of personality as a prospective educator, and lack of opportunities to explore with the knowledge provided by field supervisors and lecturers. This study aims to examine and describe the work readiness of students after implementing the Introduction to the School Field (PLP). This research is a quantitative study with a population of 2019 Faculty of Teacher Training and Education students. The sampling technique used in this study was total sampling with 92 student respondents. The results of this study indicate that the work readiness of FETT students at Muhammadiyah Riau University is influenced by the Introduction of the School Field, this can be proven by the R - Square value of 0.638 (64%).
Rancang Bangun Sistem Penjadwalan Pembelajaran Menggunakan Metode Algoritma Genetika Di Smk Multi Mekanik Masmur Taufik, Irfan; Benny Herlandy, Pratama; Novalia, Melly
Computer Science and Information Technology Vol 5 No 1 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i1.6887

Abstract

In building an algorithm-based automatic scheduling system that has the objectives of designing an Information System-based learning scheduling system and determining the subjects applied using genetic algorithms, using Research and Development research methods, in the field of Education, (R&D) is the process of developing and product validation. The development stage consists of several stages including the potential and problem stage, the data collection stage, the Information System product design stage, the Information System validation stage, the Genetic Algorithm validation stage, the Genetic Algorithm-based Information System revision stage and Information System testing, summary of results This scheduling system makes a Java-based scheduling information system using the NetBeans application, its components consist of input Subjects, Teachers, Classrooms and the number of Chromosomes to be, and the conclusion is that an algorithm-based scheduling system can help complete scheduling in SMK Multi Mekanik Masmur schools. Pekanbaru Keywords: Genetic Algorithm, Scheduling, R&
Pengembangan Media Pembelajaran Berbasis Game Edukasi Tema 4 Tentang Bangun Ruang Di Kelas 2 SD: PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS GAME EDUKASI TEMA 4 TENTANG BANGUN RUANG DI KELAS 2 SD Bella, Bella Fitria Sari; Melly Novalia; Edi Ismanto
Computer Science and Information Technology Vol 5 No 2 (2024): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v5i2.7529

Abstract

Learning media at SD Negeri 164 Pekanbaru City refers to blackboards and books that are already available, but do not yet have effective learning strategies. Lack of student interest in learning in the teaching and learning process which is not in accordance with the current development and needs of students. With increasingly advanced and rapid technological developments, humans can create various tools to carry out activities that support productivity. Like making educational game learning media. This research aims to produce a learning media product for the snakes and ladders educational game theme 4 about building space and to determine the feasibility test, practicality and effectiveness of the educational game snakes and ladders theme 4 about building spaces in class 2 of SD Negeri 164 Pekanbaru City. The research method used is the Research and Development (R&D) research method with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) development model. In the feasibility test, an assessment is carried out by two experts, namely a media expert and a material expert to determine the suitability of the product. Where the results of the feasibility test for media experts got a result of 82% in the "Very Good" category and for material experts a result of 93% in the "Very Good" category. In the practicality test, it was carried out by teachers and students, where the teacher got a practicality result of 93% in the "Very Practical" category and the students got a result of 80% in the "Practical" category. The effectiveness test was carried out by giving pretest and post-test questions, where the pretest got a result of 64% and the post-test got a result of 92.2%. So this learning media is feasible, practical and effective to use to support teaching and learning activities.
Pengembangan Game Edukasi Interaktif Berbasis Android Untuk Mendukung Proses Pembelajaran Siswa Sekolah Menengah An Nikmah Al Islamiyah Kamboja Herdani, Inka Friska; Ismanto, Edi; Novalia, Melly; Syahfutra, Wandi
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 4 (2025): JPTI - April 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.818

Abstract

Penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Android sebagai media pembelajaran jaringan komputer dasar di sekolah menengah An-Nikmah Al-Islamiyah Phnom Penh. Pengembangan dilakukan menggunakan model 4D yang terdiri dari tahapan Define, Design, Develop, dan Disseminate. Metode pengujian melibatkan validasi oleh ahli media, ahli materi, dan ahli bahasa serta uji coba kepada siswa dan guru untuk menilai aspek kelayakan dan praktikalitas. Data dikumpulkan melalui observasi, wawancara, dan angket, kemudian dianalisis secara kuantitatif menggunakan skala Likert untuk mengukur tingkat validitas dan efektivitas media pembelajaran.Hasil penelitian menunjukkan bahwa game edukasi yang dikembangkan memiliki tingkat kelayakan sangat tinggi dengan skor validasi ahli media sebesar 87%, ahli materi 79%, dan ahli bahasa 84%. Evaluasi praktikalitas oleh guru dan siswa juga memberikan hasil positif dengan persentase masing-masing 90% dan 81%. Penggunaan game edukasi ini meningkatkan keterlibatan siswa dalam pembelajaran serta memberikan pengalaman belajar yang lebih interaktif dan mandiri. Selain itu, game edukasi ini berkontribusi terhadap pengembangan pendidikan berbasis teknologi dengan menyediakan alternatif pembelajaran digital yang menarik dan mudah diakses.Penelitian ini memberikan dasar bagi pengembangan lebih lanjut dalam integrasi teknologi dalam pembelajaran, terutama dalam meningkatkan pemahaman siswa terhadap konsep jaringan komputer dasar. Pengujian lebih luas dan jangka panjang direkomendasikan untuk mengoptimalkan efektivitas media ini dalam berbagai konteks pendidikan.
Inquiry Learning Model in Natural Sciences Subjects at Al Amin Islamic Secondary School Kemamam Terengganu Hanafi Arbi Wiranata; Melly Novalia
Journal of Sustainable Education Vol. 2 No. 2 (2025): Juni 2025
Publisher : EL-EMIR Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63477/jose.v2i2.148

Abstract

The Inquiry learning model is an approach that emphasizes the active involvement of students in the process of discovering and building understanding of scientific concepts. This study aims to analyze the effectiveness of the Inquiry learning model in improving students' understanding and critical thinking skills in Natural and Social Sciences (IPAS) subjects in Elementary Schools. The research methods used are literature studies and classroom experiments involving students as research subjects. The results of the study indicate that the application of the Inquiry model can increase students' learning motivation, strengthen critical thinking skills, and encourage in-depth exploration of concepts. In addition, this model also helps students develop problem-solving skills and group collaboration. Thus, the Inquiry learning model is recommended as an effective approach in IPAS learning in Elementary Schools to improve the quality of learning and student learning outcomes.
Compuparts Game Development as Interactive Learning Media About Computer Components Using GDLC Method Rahmat Hidayat; Rahmad Al-Rian; Pratama Benny Herlandy; Melly Novalia
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 4 (2024): Desember: Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i4.2668

Abstract

This research develops CompuParts Game, a mobile-based educational game that serves as an interactive learning media to understand computer components. The game was designed using the Game Development Life Cycle (GDLC) method which consists of six main stages, namely concept design, pre-production, production, testing, launch, and post-production. By applying gamification principles, the game features levels, leaderboards, and immediate feedback to increase user engagement in the learning process. Evaluation was conducted on 20 students, with the results showing that the game is effective in improving the understanding of the function and assembly of computer components in a more interactive and fun way. In addition, the questionnaire results showed a user satisfaction level of 85.75%, which indicates that this game is well received as a mobile-based learning media. The use of CompuParts Game is expected to be an innovative solution in improving the accessibility and effectiveness of technology learning, especially in the growing digital education environment. With an interactive approach, this game provides a more interesting learning experience and motivates students to better understand technology concepts in depth.
The Influence of the Technology-Based Mind Mapping Learning Model on Students’ Critical Thinking Abilities Reviewed from a Gander Perspective Dandi Ansyah; Melly Novalia; Pratama Benny Herlandy
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 3 (2024): September : Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i3.2671

Abstract

This study examines the effect of a technology-based Mind Mapping learning model on students' critical thinking skills, focusing on gender differences. Conducted at Al-Amin Secondary School in Malaysia with 25 eighth-grade students (13 male, 12 female), the research utilized a pre-test and post-test experimental design. Results showed that after applying the Mind Mapping model, both male and female students improved their critical thinking, with females achieving higher scores. Male students' average score increased from 7.08 to 11.38, while females' scores rose from 9.33 to 13.42. The paired sample t-test confirmed significant improvement (t = 12.860, p < 0.05). The findings highlight the positive impact of Mind Mapping in enhancing critical thinking, particularly in teaching social media ethics, with female students showing better results.
The Influence of the Technology-Based Mind Mapping Learning Model on Students’ Critical Thinking Abilities Reviewed from a Gander Perspective Dandi Ansyah; Melly Novalia; Pratama Benny Herlandy
Jurnal Riset Sosial Humaniora dan Pendidikan Vol. 3 No. 3 (2024): September : Jurnal Riset Sosial Humaniora, dan Pendidikan
Publisher : LPPM Universitas 17 Agustus 1945 Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56444/soshumdik.v3i3.2671

Abstract

This study examines the effect of a technology-based Mind Mapping learning model on students' critical thinking skills, focusing on gender differences. Conducted at Al-Amin Secondary School in Malaysia with 25 eighth-grade students (13 male, 12 female), the research utilized a pre-test and post-test experimental design. Results showed that after applying the Mind Mapping model, both male and female students improved their critical thinking, with females achieving higher scores. Male students' average score increased from 7.08 to 11.38, while females' scores rose from 9.33 to 13.42. The paired sample t-test confirmed significant improvement (t = 12.860, p < 0.05). The findings highlight the positive impact of Mind Mapping in enhancing critical thinking, particularly in teaching social media ethics, with female students showing better results.