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Pengembangan Media Pembelajaran Berbasis Video Tutorial Mata Pelajaran Dasar Desain Grafis Pada Kelas X Multimedia di SMK Negeri 1 Sakra Giana, Gebi Juan; lutfi, Samsul; Jamaluddin, Jamaluddin
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 1 (2019): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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Abstract

This study aims to development of tutorial video-based learning media on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra,  The level of video-based learning media feasibility tutorial on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra, and Students' response to video-based learning tutorial on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra. The study method used was R & D (Research and Development) with the development model of ADDIE. The instrument of data collection used a questionnaire with a Likert scale. The data used was qualitative data and quantitative data. Data collection used was observation, interview, and questionnaire. The analysis technique used was through the feasibility test of media expert and material expert. The result showed that the video tutorial-based learning media developed were feasible to use with the result of the feasibility of media experts 70% with eligible criteria, while the material expert 78% with eligible criteria. Meanwhile, the product trial obtained a percentage score of 65%. Thus this video tutorial based learning media is worthy of being used as a learning medium for the student of the tenth grade of the multimedia major for Photoshop material on Basic Graphic Design subject.
Penerapan Model Pembelajaran Kooperatif Tipe Murder terhadap Keaktifan dan Hasil Belajar Desain Grafis Iptihani, Huril; Lutfi, Samsul
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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Abstract

This study aimed  to determine: The Effect of the Implementation of the Murder Type Cooperative Learning Model Against Student Activities and Learning Outcomes in Graphic Design Subjects Tenth Grade of  TKJ in SMK Bajang NW Ajan 2019/2020 Academic Year. This type of research was quantitative with experimental methods. The research design used was pre-experimental design in the form of one group pretest posttest design. The population of this research was   the entire Tenth Grade of TKJ SMK Bajang NW Ajan. The sample in this study was Tenth Grade of  TKJ, amounting to 30 students. Data colleting used tests and observation. Tests were used to measure student learning outcomes and observation sheets were used to measure student learning activities. Data analysis used was the Paired Sample T Test with SPSS software. The results show  that: (1) there is an influence of the murder type cooperative learning model on student activity (with a significance value ρ < 0,05); (2) there is an influence of the murder type cooperative learning model on student learning outcomes (with a significance value ρ < 0,05).
Persepsi Milenial Terhadap Kelestarian Lingkungan Dalam Proposisi Bahasa Indonesia Berbasis Pengelolaan Sampah Nahdi, Khirjan; Marzuki, Muh.; Lutfi, Samsul; Ramdhani, Sandy; Wijaya, Herman
RESEARCH AND DEVELOPMENT JOURNAL OF EDUCATION Vol 7, No 2 (2021)
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/rdje.v7i2.8982

Abstract

Kajian ini menguji keberadaan teori relativisme dan determinisme Safir-Whorf tentang konstruksi kognitif penutur bahasa yang dipengaruhi oleh konteks budaya. Konstruksi kognitif melahirkan persepsi penutur melalui bentuk bahasa. Melalui survei, kajian ini bertujuan menggambarkan persepsi milenial terhadap pelestarian lingkungan melalui pengelolaan sampah. Data dianalisis secara deskriptif kuantitatif skala  Guthman dalam tiga langkah:  menghitung jumlah responden memilih deskripsi skala dan persepsi; menghitung skor masing-masing skala dan persepsi;  dan  menginterpretasi hubungan jumlah responden pada masing-masing deskripsi. Hasil kajian menunjukkan dua kelompok persepsi milenial atas realitas pelestarian lingkungan dan hubungannya dengan sampah. Persepsi pertama pada skala SS (sangat setuju) hingga STS (sangat tidak setuju). Kelompok ini ditunjukkan pada persepsi atas deskripsi nomor 2, 5, dan 6. Persepsi kedua pada skala SS (sangat setuju) hingga CS (cukup setuju). Kelompok ini ditunjukkan pada persepsi atas deksripsi nomor 1, 3, 4, 7, 8, 9, dan 10. Kedua kelompok persepsi  ini membutkikan, konstruksi kognitif penutur bahasa dipengaruhi oleh konteks budaya yang melingkupinya (relativisme). Konstruksi kognitif akan melahirkan persepsi penutur bahasa yang ditunjukkan melalui bentuk bahasanya (determinisme)
Pengembangan Media Pembelajaran Berbasis Video Tutorial Mata Pelajaran Dasar Desain Grafis Pada Kelas X Multimedia di SMK Negeri 1 Sakra Gebi Juan Giana; Samsul lutfi; Jamaluddin Jamaluddin
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 1 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v3i1.1390

Abstract

This study aims to development of tutorial video-based learning media on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra,  The level of video-based learning media feasibility tutorial on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra, and Students' response to video-based learning tutorial on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra. The study method used was R D (Research and Development) with the development model of ADDIE. The instrument of data collection used a questionnaire with a Likert scale. The data used was qualitative data and quantitative data. Data collection used was observation, interview, and questionnaire. The analysis technique used was through the feasibility test of media expert and material expert. The result showed that the video tutorial-based learning media developed were feasible to use with the result of the feasibility of media experts 70% with eligible criteria, while the material expert 78% with eligible criteria. Meanwhile, the product trial obtained a percentage score of 65%. Thus this video tutorial based learning media is worthy of being used as a learning medium for the student of the tenth grade of the multimedia major for Photoshop material on Basic Graphic Design subject.
Penerapan Model Pembelajaran Kooperatif Tipe Murder terhadap Keaktifan dan Hasil Belajar Desain Grafis Huril Iptihani; Samsul Lutfi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v3i2.1652

Abstract

This study aimed  to determine: The Effect of the Implementation of the Murder Type Cooperative Learning Model Against Student Activities and Learning Outcomes in Graphic Design Subjects Tenth Grade of  TKJ in SMK Bajang NW Ajan 2019/2020 Academic Year. This type of research was quantitative with experimental methods. The research design used was pre-experimental design in the form of one group pretest posttest design. The population of this research was   the entire Tenth Grade of TKJ SMK Bajang NW Ajan. The sample in this study was Tenth Grade of  TKJ, amounting to 30 students. Data colleting used tests and observation. Tests were used to measure student learning outcomes and observation sheets were used to measure student learning activities. Data analysis used was the Paired Sample T Test with SPSS software. The results show  that: (1) there is an influence of the murder type cooperative learning model on student activity (with a significance value ρ 0,05); (2) there is an influence of the murder type cooperative learning model on student learning outcomes (with a significance value ρ 0,05).
Critical Discourse of Discursive Pluralism and Inclusivism of Islamic Leadership in the Local-National Context Khirjan Nahdi; Muhamad Juaini; Hamzani Wathoni; Danang Prio Utomo; Muhammad Sururuddin; Aswasulasikin; Samsul Lutfi; Muh. Fahrurozi; Muh. Taufiq
International Journal of Qualitative Research Vol. 1 No. 1 (2021): July
Publisher : CV. Literasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.314 KB) | DOI: 10.47540/ijqr.v1i1.292

Abstract

This study aims to find the value of pluralism and inclusivism in the discursive leadership of Islam. The data was collected through the recording of documents from the discursive leader of the Islamic organization Nahdlatul Wathan (abbreviated NW), as well as the governor of West Nusa Tenggara (NTB abbreviated), Indonesia, namely Mr. Guru Bajang (abbreviated as TGB). Data is in the form of thought texts, statements, TGB actions, and other parties' statements as discursive. TGB is positioned as a discursive storyteller as well as a guide in its transformation. Data were analyzed according to the communication function in functional grammar and Critical Discourse Analysis component analysis. Through this study, it was found that the discretion of the TGB was related to optimism, alignment of Islamic values, safeguarding the Unitary Republic of Indonesia, caring for diversity, and building the nation as a discursive common property and needs as a plural society and transformed inclusively. As an ideational communication function, discursive becomes TGB aspirational form of contextual dynamism, as an instrument of accelerating interpersonal development agenda, and textual future historical responsibility. The five discursive TGB in this study belong and jointly guide the dynamics of the future. TGB as a storyteller has a reciprocal relation to the five discourses and has shown results through development progress in the context of NTB and Indonesia.
E-MODUL INTERAKTIF MATA PELAJARAN SUSUNAN HURUF KOMPUTER DI SEKOLAH MENENGAH KEJURUAN Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita; Samsul Lutfi; Baiq Desi Dwi Arianti; Yosi Nur Kholisho; Nurmayana .
Jurnal Education and Development Vol 9 No 3 (2021): Vol.9.No.3.2021
Publisher : Institut Pendidikan Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (816.206 KB) | DOI: 10.37081/ed.v9i3.2758

Abstract

Proses pembelajaran tidak lepas dengan alat bantu seperti media pembelajaran. Salah satu media pembelajaran yang dapat motivasi siswa dan menumbuhkan semangat belajar mereka salah satunya adalah e-modul interaktif. Tujuan penelitian ini adalah mengembangkan e-modul interaktif dan mengetahui tingkat kelayakannya, serta respon dari pengguna media ini. Jenis penelitian ini adalah Research&Developmentdengan menggunakan model Alessi & Trolly dengan tiga tahapan: analisis, desain, dan pengembangan. Penelitian ini dilaksanakan di SMK Negeri 1 Kopang dengan jumlah subjek 20 orang. Instumen yang digunakan adalah angket dengan skala likert dan teknik analisis data yang digunakan adalah deskriptif kuantitatif. Pengujian produk digunakan alpha testing dan beta testing (respon pengguna). Hasil temuan kami menunjukkan bahwa e-modul yang dikembangkan termasuk kategori sangat layak yang dinilai oleh ahli materi (82%) dan oleh ahli media (ahli desain) sebesar 80%. Selanjutnya, hasil respon penggunakan terhadap e-modul ini memperoses hasil persetase sebesar 78% dan termasuk dalam kategori baik.
Gerakan Informatika Cerdas Berliterasi "berinovasi membangun peradaban diera 4.0 dengan budaya literasi" Kholida Ismatulloh; Jamaluddin Jamaluddin; Baiq Desi Dwi Arianti; Rasyid Hardi Wirasasmita; Yosi Nur Kholisho; Muhammad Zamroni Uska; Heri Kuswanto; Ahmad Fathoni; Samsul Lutfi
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 2 No 2 (2021): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v2i2.4333

Abstract

Literacy ability teaches students to be diligent in reading and writing. In this case, teacher creativity is needed in determining effective and efficient ways. Elementary school is the basis for learning literacy because elementary school is the beginning of a child learning to read and write. Due to the current situation of Covid-19, students have not been able to study at school effectively and regularly. The teaching-learning process is carried out online, and students are asked to understand the use of information technology such as Android cell phones. The students moved to provide teaching by increasing the literacy culture of students with the help of technology as a medium to support their learning, without having to forget the importance of reading and writing from their textbooks. The resulting activities are digital literacy activities and learning while playing, where students are tasked with connecting information to their group members. The results obtained by the students became more enthusiastic and interested in learning such as reading and writing lessons because they were presented attractively on the display of media and learning videos.
Developing Interactive Learning Multimedia for Mathematics Subject in Junior High School Grade VIII Student East Lombok Samsul Lutfi; Kholida Ismatullah; Yosi Nur Kholiso
Indonesian Journal of Innovation and Applied Sciences (IJIAS) Vol. 1 No. 2 (2021): June-September
Publisher : CV. Literasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47540/ijias.v1i2.237

Abstract

This study aims to: (1) produce interactive multimedia products for Mathematics Subject in SMP Grade VIII students (2) find out the quality of the product. This research was a research and development approach (R & D) by adapting Alessi and Trollip development model that is planning, design, and development. The validation process for the product is done by the alpha test stage, beta test, and product trial. The results of the research show that: (1) the developed product is interactive learning multimedia on mathematics subjects in the form of application with * .swf format. and * .exe, (2) Interactive learning multimedia developed is feasible to be used as a supporter of learning with an average score of 3.31 from media experts with the category of “good”, 3.6 from material experts with the category of "very good", and 3.8 from users with the category “very good”.
Article Coaching Clinic dalam Peningkatan Kapasitas Publikasi Ilmiah Dosen di Universitas Hamzanwadi Khirjan Nahdi; Sitti Rohmi Djalilah; Shahibul Ahyan; Samsul Lutfi; Danang Prio Utomo
Lentera Negeri Vol 1, No 1 (2020): Lentera Negeri
Publisher : Indonesian Institute For Counseling, Education and Therapy

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (654.348 KB) | DOI: 10.29210/9930

Abstract

Community Service entitled Article Coaching Clinic in Increasing the Capacity of Scientific Publications for Lecturers at Hamzanwadi University aims to improve the skills of lecturers in compiling scientific publications so that writing habits are created as an academic culture at Hamzanwadi University. This activity is carried out using the workshop method and online mentoring in accordance with the development of the articles on the results of the article clinic activities. Of the 114 articles that were submitted to this clinic, 108 of them were successfully submitted, and 85 of them were published. It was concluded that coaching clinic activities in encouraging the number of scientific publications were very strategic because the material was adapted to the needs of the journal. Furthermore, the activity continues by monitoring the progress of writing, until the article is declared ready to be submitted.