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AN EVALUATION ON ONLINE LEARNING BY DATA VISUALIZATION: A CASE STUDY FROM INFORMATION TECHNOLOGY EDUCATION PROGRAM Fitri, Sulidar; Lubis, Maesaroh
Jurnal Penelitian Humaniora Vol 25, No 2: Agustus 2024
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/humaniora.v25i2.23687

Abstract

The result of learning process can be seen using scores from the exam as a result for evaluating the learning quality. This study focused on comparing the learning outcomes in Universitas Muhammadiyah Tasikmalaya (UMTAS) students especially one class in Information Technology Education Program between face-to-face learning and online learning. The learning process is observed in order to gain some insight about the difference number of academic performance and student’s perception between face-to-face online learning. The comparative results of this research will be described through data visualization using R programming language. Data visualization using R programming language will result in form of numbers summary data and graphics. The results of this study showed that the exam score and student’s perception after face-to-face learning is higher than online learning. This study shows around 93% students from Information Technology Education Department demanded more face-to-face in class than online learning.
INDOOR ACTIVITY RECOGNITION AND DEMENTIA RISK DETECTION USING Wi-Fi RECEIVED SIGNAL STRENGTH INDICATOR (RSSI) AND NAIVE BAYES CLASSIFICATION Rubiani, Hani; Samsoleh, Eddy; Fitri, Sulidar; Taufiq, Muhammad; Amir Fazamin, Wan Mohd
BAREKENG: Jurnal Ilmu Matematika dan Terapan Vol 20 No 1 (2026): BAREKENG: Journal of Mathematics and Its Application
Publisher : PATTIMURA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/barekengvol20iss1pp0465-0480

Abstract

Increasing life expectancy has resulted in a growing elderly population, making neurodegenerative conditions such as dementia a major global health issue. One of the main behavioral symptoms of dementia is wandering, which is characterized by repetitive and purposeless movement. Activity Recognition (AR) technologies, particularly those based on Wireless Sensor Networks (WSN), have gained attention for monitoring human behavior. Among these, Wi-Fi-based tracking using the Received Signal Strength Indicator (RSSI) offers a promising method for indoor activity monitoring and localization. This study aims to monitor the daily routines of elderly individuals, classify their current activity patterns by comparing them with previously recorded behaviors, and track their locations using Wi-Fi RSSI. A Naïve Bayes algorithm is proposed for activity classification and location tracking, while a time-based behavior graph is used to detect potential wandering behavior, aiding in early dementia risk assessment. The research utilizes primary data, which were collected directly through experiments in a controlled indoor environment. The data source comprises RSSI signals obtained from elderly participants. A purposive sampling method was employed to select participants aged 60 years and above, who were physically capable of performing the required tasks. A total of 4150 RSSI data samples were collected and analyzed. The proposed Naïve Bayes model achieved a classification accuracy of 64.60% using cross-validation, with a minimum average localization error of 0.7 meters, demonstrating the potential of this approach for early detection of dementia-related wandering behavior.
Rancang Bangun Game Edukasi Pemilahan Sampah Berbasis Unity Untuk Sarana Dalam Pembelajaran Memilah Sampah Alfikri, Afiv Kaizen; Fitri, Sulidar; Taufiq, Muhammad
AR-RUMMAN: Journal of Education and Learning Evaluation Vol 2, No 2 (2025): Desember 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/arrumman.v2i2.7360

Abstract

AbstrakPenelitian ini bertujuan untuk mengembangkan game edukasi pemilahan sampah berbasis Unity sebagai media pembelajaran interaktif yang dapat meningkatkan kesadaran siswa terhadap pentingnya memilah sampah sejak dini. Penelitian menggunakan metode Research and Development (RD) dengan model pengembangan ADDIE yang terdiri atas tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Populasi penelitian adalah siswa kelas VII MTsN 2 Tasikmalaya dengan sampel sebanyak 23 siswa. Instrumen penelitian meliputi lembar validasi ahli bahasa, ahli media, dan ahli materi, serta kuesioner pre-test, post-test, dan angket respon siswa. Analisis data dilakukan secara deskriptif kuantitatif berdasarkan persentase kelayakan dan peningkatan hasil belajar siswa. Hasil validasi menunjukkan persentase 88% oleh ahli bahasa, 84% oleh ahli media, dan 88% oleh ahli materi yang seluruhnya termasuk kategori layak hingga sangat layak. Nilai rata-rata kesadaran siswa meningkat dari 60,74% menjadi 87,30% dengan peningkatan sebesar 26,57%, serta respon siswa mencapai 88,70% (kategori sangat baik). Dengan demikian, game edukasi pemilahan sampah berbasis Unity dinyatakan layak dan efektif digunakan sebagai media pembelajaran interaktif.
Rancang Bangun Website Penerimaan Murid Baru Berbasis Extreme Programing Untuk Layanan Administrasi Sekolah Tapjani, Aceng; Taufiq, Muhammad; Fitri, Sulidar
QISTINA: Jurnal Multidisiplin Indonesia Vol 4, No 2 (2025): December 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v4i2.6905

Abstract

Penelitian ini bertujuan untuk merancang dan membangun website penerimaan murid baru berbasis metode Extreme Programming (XP) guna meningkatkan efisiensi layanan administrasi sekolah, khususnya pada proses Penerimaan Murid Baru (PMB) di SMPN Satu Atap 2 Cikatomas. Sistem dikembangkan sebagai solusi terhadap permasalahan administrasi manual yang selama ini dinilai tidak efektif, kurang transparan, dan berpotensi menimbulkan kesalahan data. Dengan mengimplementasikan pendekatan XP, proses pengembangan dilakukan secara iteratif dan kolaboratif dengan melibatkan pengguna akhir, sehingga sistem dapat disesuaikan secara cepat dan tepat. Website yang dibangun menyediakan berbagai fitur utama seperti formulir pendaftaran daring, pengelolaan data siswa, pencetakan bukti pendaftaran, dan pengumuman hasil seleksi. Pengujian dilakukan menggunakan metode Black Box Testing untuk memastikan fungsionalitas sistem berjalan dengan baik. Hasil akhir menunjukkan bahwa sistem informasi ini mampu meningkatkan kualitas layanan administrasi sekolah secara signifikan dan mendorong transformasi digital dalam lingkungan pendidikan.
Rancang Bangun Game Edukasi Drag and Drop Berbasis GDLC untuk Peningkatan Pemahaman Materi Profesi Peserta Didik Sekolah Dasar Ramdhani, Rezqi; Rubiani, Hani; Fitri, Sulidar
Computer Journal Vol. 4 No. 1 (2026): February
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v4i1.352

Abstract

This research aims to design, develop, and test the feasibility and effectiveness of a Drag and Drop educational game (ProFuzzle) for improving first-grade elementary students' understanding of professions material. The primary challenge addressed is the scarcity of interactive media aligned with children's concrete operational cognitive development stage. The study employs a Research and Development (R&D) approach with a One-Group Pretest-Posttest design, utilizing the Game Development Life Cycle (GDLC) as the development framework. Data collection instruments include expert validation questionnaires and pretest-posttest assessments. Results show that ProFuzzle is deemed highly feasible as a learning medium, with an average expert validation score exceeding 80%. Regarding effectiveness, the game demonstrates statistically significant improvement in student understanding, evidenced by a high N-Gain score and significant t-test results. Student feedback also reflects highly positive responses. The Drag and Drop educational game developed through the GDLC method proves to be an effective, feasible, and innovative alternative medium for teaching professions material to elementary school students
Development of Animation Video-Based Learning Media Using Animaker for Grade VII Informatics Subject Aulia, Nasyadila; Fitri, Sulidar; Muhammad, Taofik
Design Journal Vol. 4 No. 1 (2026): January
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/dj.v4i1.382

Abstract

This study aimed to develop and assess the feasibility of Animaker-based animated video learning media for Grade VII Informatics, specifically addressing hardware material. The research adopted a Research and Development (R&D) approach utilizing the ADDIE model—encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Twenty seventh-grade students at MTs Mathlabussa'adah participated in the study. Both material and media experts validated the developed learning media, while student feedback was gathered through questionnaires using Likert scale assessments. Material expert validation achieved 92% (highly feasible), whereas media expert validation attained 80% (feasible). Student responses yielded 86.3%, classified as excellent. The high validation scores were attributed to clear material presentation, attractive visual design, appropriate language use, and suitable video duration aligned with student concentration capacity. The findings demonstrate that Animaker-based animated video learning media proves appropriate for Informatics instruction, particularly regarding hardware topics, offering an effective alternative to conventional teaching methods such as textbooks and worksheets.
Pentingnya Literasi Teknologi Informasi Untuk Memberdayakan Perempuan Sulidar Fitri; Hani Rubiani
KARISMAS - JURNAL PENGABDIAN KARYA INOVASI MASYARAKAT Vol. 1 No. 1 (2024):
Publisher : Sahira Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70282/karismas.v1i1.4

Abstract

Kegiatan Pengabdian kepada Masyarakat mengenai pentingnya literasi teknologi informasi untuk memberdayakan perempuan ini dilakukan oleh tim dosen dari Pendidikan Teknologi Informasi dan Teknik Elektro di Universitas Muhammadiyah Tasikmalaya. Metode kegiatan yang digunakan adalah difusi ilmu pengetahuan dan teknologi yang diadakan secara tatap muka. Sasaran dari kegiatan ini adalah masyarakat umum, khususnya ibu rumah tangga. Mitra untuk kegiatan Pengabdian kepada Masyarakat ini adalah kader PDA Aisyiyah Gunungkidul Yogyakarta. Kegiatan akan dilaksanakan pada bulan Oktober 2023 dalam tiga tahap, yaitu persiapan, pelaksanaan, dan evaluasi. Kegiatan ini dilaksanakan melalui serangkaian kegiatan sosialisasi yang mengusung tema pentingnya literasi teknologi informasi untuk memberdayakan perempuan. Dengan melihat partisipasi aktif peserta dalam kegiatan yang dilaksanakan, hasil dari kegiatan menunjukkan bahwa kegiatan Pengabdian kepada Masyarakat mengenai pentingnya literasi teknologi informasi untuk memberdayakan perempuan telah dilaksanakan dengan baik.
Exploring The Final-Year Undergraduate Research Related to TikTok, Study Motivation, and Data Mining: A Bibliometric Study Fitri, Sulidar; Prangjarote, Panyaporn; Kurubanjerdjit, Nilubon
Justek : Jurnal Sains dan Teknologi Vol 9, No 1 (2026): March
Publisher : Unversitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/justek.v9i1.37012

Abstract

TikTok, as a short video-based platform, is now widely used by students to find learning motivation through content such as study tips, time management, and thesis experiences. This study aims to map the scientific literature that examines the relationship between TikTok, learning motivation, and data mining techniques in the context of final year students. The method used is bibliometric analysis with the Scopus database, covering publications between 2019 and 2025. The results showed a significant increase in publication trends in the last three years. India, the United States and China were recorded as the countries with the highest contributions on this topic. Articles with the highest citations tended to address the integration of learning technologies, the use of data mining, and the influence of social media on academic performance. Co-occurrence analysis revealed nine major thematic clusters that show close interrelationships between keywords such as student motivation, academic performance, and educational data mining. This research contributes to understanding the scientific landscape of TikTok utilization in supporting learning motivation and offers further research directions.
Co-Authors Abdul Rojak Ahmad Zaki Mubarak Ai Nurul Kausar Akasah, Muhammad Grimaldi Alfadl Habibie Alfadl Habibie Alfikri, Afiv Kaizen Amir Fazamin, Wan Mohd Ananta Putra Aulia, Nasyadila Baiduri Baiduri Budi Utami, Dinda Cecep Riki Cecep Riki Cecep Riki Darmanta Sulitya Destria Nurul Fauzia eddy samsoleh Eddy Samsoleh Elfan Fanhas Fatwa Khomaeny Epi Yulistina Fahmi Dwisep Saputra Febrian, Karien Fuadah, Hana Samrotul Gian Ramdani Habibie, Alfadl Hana Ariyani Hani Rubiani Hani Rubiani Hani Rubiani, Hani Herdiani, Ida Huda, Deyasmei Maulud Ilma Amalia Imaniar, Melsa Sagita Indah Permatasari Indradewa, Rhian Izul, Izul Ahmad Mubaroq Karien Febrian Kurubanjerdjit, Nilubon Laksito, Grida Saktian Maesaroh Lubis Mailan Fitri Mar'atu Solihah, Mailan Megantara, Tubagus Robbi Miftahul Falah Mila Karmila Milah Nurkamilah Milah Nurkamilah Muhammad Adzar Al Yaman Muhammad Taufiq Muhammad Taufiq Muhammad Taufiq Nandhini Hudha A Ninu Marlina Ninu Nishfi Rahmah Maulani Nishfi Rahmah Maulani Nita Yunitasari Nita Yunitasari Noer Laelly B.A.G Noer Laelly Baroroh TAG Novi Nurjanah Novi Nurjanah Nur Kamila, Lutfiah Syifa NURAENI, RANI Nurdianti, Dewi Nuriana, Ari Nurjanah, Novi Nurjanah, Novi Pasundani, Nita Pradana, Rizka Muhamad Prangjarote, Panyaporn Pudin, Muhammad Afip R Apip Miptahudin Raharjo, Pamuji Rahmani, Najla Mardhiyya Ramdhani, Rezqi Rani Nuraeni Restina, Tika Reva Dewari, Ayu Dyah Rifqi Aminullah Rikha Surtika Dewi Rizka Muhamad Pradana Rr. Eko Susetyarini Sagita Imaniar, Melsa Samsoleh, Eddy Saniawati Saniawati Saputro, Zufrufin Sarmidi Setiawan, Muhammad Ikhsan Shofia Rahmah Soprani Shofia Rahmah Soprani Sivaperumal Sampath Sudirman Sudirman Sulimah Sulimah Sulimah, Sulimah Sulistya, Darmanta Suprayogi Taofik Muhammad Tapjani, Aceng Tika Restina Toafik Muhammad Umar Al Faruq Utari Nur Ambiya Wahid Shafari, Taufik Nur Windi Astuti Windi Astuti