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Halaman Depan Jurnal Tekno - 29 (2) Ahmad Mursyidun Nidhom
TEKNO: Jurnal Teknologi Elektro dan Kejuruan Vol 29, No 2 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (116.774 KB) | DOI: 10.17977/um034v29i2p%p

Abstract

Halaman Depan Jurnal Tekno - 29 (1) Ahmad Mursyidun Nidhom
TEKNO: Jurnal Teknologi Elektro dan Kejuruan Vol 29, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (116.371 KB) | DOI: 10.17977/um034v29i1p%p

Abstract

PENGARUH ASPEK SOSIAL PSIKOLOGIS TERHADAP KESIAPAN MENJADI GURU SMK DI JURUSAN TE FT UM Setiadi Cahyono Putro; Hakkun Elmunsyah; Hari Putranto; Ahmad Mursyidun Nidhom
Teknologi dan Kejuruan: Jurnal Teknologi, Kejuruan, dan Pengajarannya Vol 40, No 1: Februari 2017
Publisher : Fakultas Teknik Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v40i12017p059

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Tujuan penelitian ini untuk mengungkap aspek muatan kurikulum sosial psi-kologis yang paling berpengaruh terhadap kesiapan calon guru Sekolah Menengah Kejuruan. Selain kemampuan psikologis, menurut observasi awal variabel Kemampu-an pedagogik yang selama ini menjadi salah satu prasyarat untuk guru sertifikasi juga memberikan implikasi positif kepada calon guru. Penelitian ini menggunakan pende-katan korelasional. Sampel yang digunakan sebanyak 40 calon pendidik yang diambil dengan teknik simple random sampling. Instrumen yang digunakan adalah nontest (angket) untuk menjaring variabel muatan kurikulum yang berkolerasi. Uji hipotesis menggunakan uji korelasi ganda dan regresi ganda.
Pelatihan Pemanfaatan dan Pengembangan Bahan Ajar Digital Berbasis Multimedia Interaktif untuk Menghadapi Era Revolusi Industri 4.0 Azhar Ahmad Smaragdina; Ahmad Mursyidun Nidhom; Dila Umnia Soraya; Rochmad Fauzi
Jurnal KARINOV Vol 3, No 1 (2020): Januari
Publisher : Institute for Research and Community Service (LP2M), Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um045v3i1p53-57

Abstract

Kegiatan diperuntukkan guru-guru SMP di desa Turirejo Kec Lawang, dengan tujuan utama desa ini dapat menjadi pilot project dimana nantinya program pengabdian ini dapat berlanjut di beberapa desa di kecamatan yang lain. Era revolusi industri 4.0 telah membawa banyak perubahan pada berbagai aspek kehidupan dimana teknologi memiliki peranan yang sangat besar dan menjadi motor utama perubahan di setiap aspek. Guru idealnya memiliki kemampuan untuk mengembangkan bahan ajar dan media pembelajaran yang dapat diakses melalui perangkat digital, serta mampu memanfaatkan sumber-sumber belajar lain yang sesuai dengan karakteristik digital native. Hasil kegiatan telah dapat meningkatkan kapabilitas para guru dalam memanfaatkan dan mengembangkan bahan ajar digital berbasis multimedia interaktif, hal ini berdampak pada proses pembelajaran yang menjadi semakin variatif. Kata kunci— bahan ajar digital, literasi digital, multimedia interaktif, pelatihan, revolusi industry 4.0. Abstract The activity is aimed at junior high school teachers in Turirejo village, Lawang district, with the main objective of this village being a pilot project where this community service program is needed to be continued in several villages in other sub-districts. The era of the industrial revolution 4.0 has brought many changes to various aspects of life while technology has a very big role and is the main motor of change in every aspect. The teacher ideally has the ability to develop teaching materials and learning media that can be accessed through digital devices, and be able to use other learning resources that are compatible with the original digital characteristics. The results of the activities have improved the ability of teachers to develop and develop interactive multimedia-based digital teaching materials, this has improved the learning process which has become increasingly varied. Keywords— digital teaching materials, digital literacy, interactive multimedia, training, industrial revolution 4.0
Contribution of TPACK for a Pedagogical Capability in the Vocational Pre-service Teachers for Electrical Engineering Education Setiadi Cahyono Putro; Wahyu Nur Hidayat; Mahfud Jiono; Ahmad Mursyidun Nidhom; Junaidi Syarif
Jurnal Pendidikan Teknologi dan Kejuruan Vol 26, No 2 (2020): (October)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jptk.v26i2.29926

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The objective of this study was to reveal the correlation and contribution of Technological Pedagogical Content Knowledge (TPACK) for a pedagogical capability of vocational preservice teachers. The research method used quantitative with a descriptive correlational research design. The research sample consisted of electrical engineering undergraduate students in the Faculty of Engineering at Universitas Negeri Malang. The total samples implemented in this study were 135 students. The data collection used a questionnaire and documentation technique. The reliability of the TPACK questionnaire instrument was 0.972 (Alpha Cronbach). The analysis data technique used the analysis of simple regression. The results of the study revealed a positive correlation and a significant correlation between TPACK and Pedagogical Capability with R = 0.757 (psig 0.000 0.05). The contribution of TPACK to Pedagogical Capability in the Vocational Preservice Teacher was R2 = 0.573.
Developing an LMS-Based Cross-Platform Web Application for Improving Vocational High School Students’ Competitiveness in ASEAN Economic Community Hary Suswanto; Ahmad Mursyidun Nidhom; Andika Bagus Nur Rahma Putra; Jehad A.H. Hammad
Jurnal Pendidikan Sains Vol 5, No 3: September 2017
Publisher : Pascasarjana Universitas Negeri Malang (UM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (841.19 KB) | DOI: 10.17977/jps.v5i3.9694

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Abstract: This study aimed at developing a cross-platform (CPL) web application of Learning Management System (LMS) for English lessons in vocational high school. The development was also an attempt to overcome students’ problems such as lack of independence and low achievement in English lesson, contrast with ASEAN Economic Community (AEC) expectation. The developed LMS-based web application could be accessed using computers or mobile devices running different operating systems (BlackBerry OS, Android, IOS). The LMS portal used artificial intelligence to detect the type of device accessing the web app and automatically adapt screen parameters of the device used. This research adapted the 10-step R&D model proposed by Dick and Carey. The research participants were two educational media experts, one subject-matter expert, and students. The data was collected through observation and closed-ended questionnaire. After the data was obtained, it was analysed, and the product was revised to comply with the criteria of acceptability for an effective learning platform.Key Words: cross, platform, AECAbstrak: Penelitian ini bertujuan untuk mengembangkan aplikasi web Learning Management System (LMS) lintas platform untuk pembelajaran Bahasa Inggris di Sekolah Menengah Kejuruan. Pengembangan media juga bertujuan mengatasi masalah siswa yang berkaitan dengan rendahnya kemandirian belajar serta pencapaiannya yang rendah dalam pembelajaran Bahasa Inggris, yang berseberangan dengan harapan Masyarakan Ekonomi ASEAN (MEA). Aplikasi LMS berbasis web yang dikembangkan dapat diakses melalui perangkat komputer atau telepon genggam dengan sistem operasi yang berbeda (Blackberry OS, Android, IOS). Portal LMS menggunakan kecerdasan buatan untuk mendeteksi tipe perangkat yang mengakses aplikasi web tersebut yang dapat secara otomatis beradaptasi dengan parameter layar perangkat yang digunakan. Penelitian pengembangan ini menggunakan 10 langkah model R&D yang disarankan oleh Dick dan Carey. Dua ahli media pendidikan, ahli pembelajaran, dan siswa mengambil bagian dalam penelitian ini. Data penelitian didapatkan melalui observasi dan kuesioner pertanyaan tertutup. Setelah data didapatkan, data dianalisis dan produk direvisi berdasarkan kriteria platform pembelajaran yang efektif.Kata kunci: lintas, platform, AEC
Educational Platformer Game (OOP-EduGame) to Enhance Student Motivation and Understanding in the Object Oriented Programming Subject Azhar Ahmad Smaragdina; Ahmad Mursyidun Nidhom; Dila Umnia Soraya; Gres Dyah Kusuma Ningrum; Muhammad Iqbal Akbar
International Journal of Applied Business and Information Systems Vol. 4 No. 2 (2020)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijabis.v4i2.446

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The Object-Oriented Programming (OOP) course aims to impart understanding and knowledge to students regarding basic-level object-oriented programming concepts and the implementation of inheritance, encapsulation, and polymorphism. This subject contains abstract concepts that require a high level of understanding and also a sufficiently strong memory which often makes students feel bored. We consider the need for a learning innovation that can boost student learning motivation and also make it easier for them to understand and remember abstract concepts in OOP material. Based on these problems, we plan to use games in learning activities. Games are a potential tool to support learning activities [1], where games can provide great motivation for students to play [2]. Furthermore, games are one of the 3 most popular applications in Southeast Asia[3], where this data is also confirmed by the Global Mobile Consumer Survey which shows that 47% of the population in Southeast Asia play games through their smartphones. Mobile game applications are also proven to be able to contribute to learning outcomes and student learning motivation. After conducting a review of the literature and analyzing related research, we think that the educational game application can be used theoretically as a solution to the problems we have described. This application is available anytime and anywhere that allows students to look deeper into the materials and to offer a virtual learning environment that is not restricted by the time and place to work together and share ideas for solving programming problems. The educational game that we developed is called OOP-EduGame, this game is a platformer game genre that is one of the most popular game genres. The development method for this application uses the ADDIE model. The results of validation from experts and the responses from users as a basis for measuring the readiness of the application for use in learning activities are also presented.
Pengembangan Produk Wall Decor Interaktif dengan Pendekatan Edusociopreneurship: Studi Kasus Madrasah Aliyah (MA) Ibadurrochman Abdul Rahman Prasetyo; Joko Sayono; Ahmad Mursyidun Nidhom; Ilham Fatkhu Romadho; Nila Rahmawati; Mohamad Firzon Ainur Roziqin; Alby Aruna; Eka Putri Surya
Prosiding Seminar Nasional Unimus Vol 6 (2023): Membangun Tatanan Sosial di Era Revolusi Industri 4.0 dalam Menunjang Pencapaian Susta
Publisher : Universitas Muhammadiyah Semarang

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Abstract

Kegiatan ini mempunyai tujuan dalam pengembangan produk wall decor interaktif. Prosesnya, dilakukandi Madrasah Aliyah (MA) Ibadurrochman. Pengabdian ini bertujuan untuk menganalisis potensi pasar sertastrategi pengembangan produk yang dapat meningkatkan kualitas pembelajaran dan partisipasi siswa.Melalui pendekatan berbasis aset (aset based comunnity development). Kegiatan ini mengimplementasikanpendekatan edusociopreneurship dalam membantu mengidentifikasi peluang pasar, menciptakan modelpengembangan produk wall decor interaktif, dan mengembangkan sistem pemasaran yang inovatif.Hasilnya, sinergi antara pendidikan, inovasi, dan kewirausahaan dalam konteks pengabdian kepadamasyarakat berasis melakukan pengembangan produk edukatif yang berkelanjutan dan inovatif melaluiproduk unggulan wall decor interaktif.Kata Kunci: Pengembangan, Walldecor, Interaktif, MA Ibadurrochman
Pengembangan Media BISA RAKIT Berbasis Web yang Dipadukan dengan Simulasi Materi Perakitan Komputer Mata Pelajaran D2TJK1 SMK Kelas X Kusuma Ningrum, Gres Dyah; Prayoga, Adie; Patmanthara, Syaad; Nidhom, Ahmad Mursyidun
Belantika Pendidikan Vol 6, No 2 (2023)
Publisher : Kayon Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47213/bp.v6i2.293

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Pengembangan media pembelajaran diharapkan menyesuikan perkembangan teknologi yang efektif dan efisien. Tujuan pengembangan ini adalah merancang, mengembangkan, menguji kelayakan. Model pengembangan ADDIE. Pengujian validasi melipatkan validator ahli materi dan ahli media. Media digunakan pada siswa SMK TKJ kelas X. Uji yang digunakan yaitu perseorangan, uji coba skala kecil dan uji coba skala luas. Hasil penelitian menunjukkan bahwa validasi ahli materi dan ahli media pada pada kriteria sangat valid; uji perseorangan menghasilkan kriteria sangat valid; uji skala kecil menghasilkan kriteria sangat valid; uji skala luas menghasilkan kriteria sangat valid. Dari hasil tersebut pengembangan media valid dan dapat digunakan siswa
Optimizing AWS lambda code execution time in amazon web services Arifin, Muh Awal; Satra, Ramdan; Syafie, Lukman; Nidhom , Ahmad Mursyidun
Bulletin of Social Informatics Theory and Application Vol. 7 No. 1 (2023)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/businta.v7i1.609

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One of the problems in providing infrastructure is the lack of interest in managing infrastructure. AWS Lambda is a FaaS (Function as a Service) service that allows users to run code automatically in an environment managed by Amazon Web Services. In this study, the method used is to collect data on code execution time at various input sizes, then perform an analysis of the factors that affect execution time. Furthermore, optimization is carried out by selecting the appropriate memory size and proper coding techniques to improve performance. The results show that optimizing memory size and coding can improve code execution time performance by up to 30%, depending on the type of service used. This can help AWS Lambda users improve code performance and save on operational costs.