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PELATIHAN PELAKSANAAN PENELITIAN TINDAKAN KELAS DAN TEKNIK PUBLIKASI JURNAL ILMIAH BAGI GURU SMK NEGERI 1 RENGAT Pratama Benny Herlandy; Edi Ismanto; Melly Novalia; Rahmad Alrian
Jurnal Pengabdian UntukMu NegeRI Vol 2 No 1 (2018): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1821.156 KB) | DOI: 10.37859/jpumri.v2i1.418

Abstract

Pengabdian pada masyrakat yang dilakukan bertujuan untuk mencipatakan tenaga pendidik yang mampu melaksanakan kegiatan penelitian tindakan kelas. Berdasarkan tujuan tersebut maka target konkrit yang ingin dicapai adalah membangkitkan kompetensi guru untuk dapat melaksanakan publikasi ilmiah melalui penelitian tindakan kelas. Untuk mencapai tujuan dan target dari kegiatan pengabdian maka metode yang dilakukan adalah dengan melalui kegiatan pelatihan dan pendampingan secara berkala sehingga didapatkan kompetensi yang ingin dicapai yaitu mampu melaksanakan penelitian tindakan kelas dan publikasi ilmiah.
Penerapan e-Learning pada Pembelajaran Komunikasi dalam Jaringan dengan Metode Blended learning Bagi Siswa SMK Pratama Benny Herlandy; Melly Novalia
Jurnal Pendidikan Teknologi Informatika dan Sains Vol 1 No 1 (2019): Journal of Education Informatic Technology and Science (JeITS)
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (283.447 KB)

Abstract

Tujuan dari penelitian ini adalah untuk mendeskripsikan efektifitas penggunaan media e-Learning berbasis tutorial dalam proses pembelajaran produktif SMK pada matapelajaran teknologi layanan jaringan pada materi komunikasi dalam jaringan. Populasi dalam penelitian ini adalah peserta didik kelas X SMK Negeri 3 Kota Pekanbaru. Teknik sampling yang digunakan adalah purposive sampling. Instrument penelitian yang digunakan diantaranya tes pemahaman konsep, angket motivasi dan observasi. Hasil penelitian menunjukkan bahwa terdapat perbedaan tingkat pemahaman konsep peserta didik dengan nilai rata-rata sebelum menggunakan media adalah 65,5 dan nilai rata-rata setelah menggunakan media adalah 87,5. Berdasarkan analisis inferensial, didapatkan bahwa thitung > t­, dengan nilai thitung = 3,65 dan ttabel = 2,04 pada taraf kesalahan 5%. Berdasarkan hasil analisis data, maka dapat dismpulkan bahwa pembelajaran komunikasi dalam jaringan dengan menggunakan media e-Learning berbasis tutorial sangat efektif untuk dilakukan untuk meningkatkan pemahaman konsep peserta didik.
Pemodelan Design Thinking dalam Perancangan UI dan UX Aplikasi Jasa Potong Rumput CleaningKuu Finanta Okmayura; Melly Novalia; Vitriani Vitriani
Jurnal SAINTIKOM (Jurnal Sains Manajemen Informatika dan Komputer) Vol 22, No 1 (2023): Februari 2023
Publisher : PRPM STMIK TRIGUNA DHARMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53513/jis.v22i1.7551

Abstract

A grass cutter is a tool used to cut grass or plants. At present, data and information related to lawn mower rental services are still conventional, namely obtained through word of mouth and print media such as newspapers, pamphlets, and magazines. Because the media used is limited, consumers have problems finding information about the grass cutting service assistance business. The problems experienced by consumers are the lack of various information, such as the address of the rental place, the unavailability of the process for renting the lawn mower service online, and the absence of official prices for lawn mowing services listed in newspapers and flyers so that the price can be manipulated according to the wishes of the service provider. To solve these problems, a car-based lawn mower application was designed that can make it easier for users and more efficient by using design thinking and modeling. The stages of the Design Thinking process start with the empathize, define, ideate, prototype, and test stages. After designing the user interface, testing was then carried out using the System Usability Scale (SUS) approach, and a score of 81 was obtained, which was in grade B, so it can be concluded that the design of the user interface application for mowing services is feasible to be developed into a mobile-based application.
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%).
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.
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.
Pengenalan dan Edukasi Kecerdasan Artifisial Generatif untuk Siswa Sekolah Al-Amin Terengganu, Malaysia Ismanto, Edi; Rahmad Al Rian; Vitriani; Melly Novalia; Pratama Benny Herlandy
Jurnal Pengabdian UntukMu NegeRI Vol. 9 No. 2 (2025): Pengabdian Untuk Mu negeRI
Publisher : LPPM UMRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/jpumri.v9i2.9784

Abstract

Kecerdasan Artifisial Generatif (Generative Artificial Intelligence/GenAI) merupakan salah satu inovasi teknologi yang berkembang pesat dan memiliki dampak luas di berbagai sektor, termasuk pendidikan. Kegiatan pengabdian ini bertujuan untuk memberikan pengenalan dan edukasi mengenai konsep dasar, manfaat, serta tantangan etis dari GenAI kepada siswa Sekolah Al-Amin Terengganu, Malaysia. Metode yang digunakan meliputi penyampaian materi interaktif, demonstrasi langsung penggunaan aplikasi GenAI seperti ChatGPT dan DALL·E, serta pelaksanaan pre-test dan post-test untuk mengukur peningkatan pemahaman peserta. Hasil kegiatan menunjukkan adanya peningkatan signifikan dalam pengetahuan siswa, dengan rata-rata nilai post-test meningkat sebesar 34,5 poin dibandingkan pre-test. Siswa juga menunjukkan antusiasme tinggi dalam mencoba berbagai aplikasi AI dan mampu mengidentifikasi peluang serta risiko penggunaannya secara kritis. Kegiatan ini membuktikan bahwa literasi AI dapat ditanamkan secara efektif sejak usia sekolah melalui pendekatan edukatif yang partisipatif dan kontekstual. Diharapkan kegiatan ini menjadi langkah awal dalam membentuk generasi yang siap menghadapi tantangan era digital dengan pemahaman teknologi yang mendalam dan etis.
Rancang Bangun Sistem Informasi Pimpinan Daerah 114 Tapak Suci Putera Muhammadiyah Pekanbaru Menggunakan Model Waterfall Pratama Yudha, Muhammad Ryan; Rahmad Al Rian; Melly Novalia
Computer Science and Information Technology Vol 6 No 2 (2025): 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.v6i2.9548

Abstract

In Tapak Suci, particularly in the Pekanbaru region, the organizational leadership structure in Indonesia comprises four levels: the school (perguruan), branch leadership (pimpinan cabang), regional leadership (pimpinan daerah), provincial leadership (pimpinan wilayah), and central leadership (pimpinan pusat). Currently, the management of member data, ranking data, and other related information is still conducted manually. This process is often time-consuming, inaccurate, and difficult to retrieve. Consequently, the organization's management faces challenges in obtaining fast and accurate information to support decision-making. Furthermore, manual data management is prone to human error and data loss.Information system technology offers a potential solution to these challenges. This research uses a Research and Development (R&D) methodology by using an integrated information system to enable more efficient, accurate, and structured data and information management. The development process adheres to the Waterfall paradigm, which comprises the phases of system design and requirement analysis., coding, testing, and system maintenance.The result of this research is a web-based information system for managing the activities of 114 Regional Leaderships (Pimpinan Daerah) of Putera Muhammadiyah. This data management system is designed for two types of users: PIMDA administrators and Branch administrators. The information system is expected to improve the efficiency of organizational management.