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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH 8 PADA MATA PELAJARAN SIMULASI KOMUNIKASI DIGITAL Yanti, Fitri; Fauziah, Fauziah; Ridoh, Ahmad; Tris Susanti, Desi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1874

Abstract

Based on field observations, classroom learning was conducted using a blackboard and simple PowerPoint. From there, researchers came up with the idea to develop learning media using Macromedia Flash 8 to overcome students' boredom and boredom in learning. The type of research conducted is Research and Development (R&D) with the ADDIE development model, consisting of stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. However, this research only reached the implementation stage, so the evaluation was conducted as part of the implementation activities. This development research has passed several tests, namely: (1) Validity test, with results of 0.86 (software engineering aspects), 0.79 (visual communication aspects), and 0.88 (learning aspects) with valid categories. (2) Practicality test, based on teacher and student responses with a percentage value of 92.59% and 96.02% respectively, with a practical category. (3) Effectiveness test, classical test results reached 85% above the KKM, and paired t test data analysis showed an increase between pretest and post-test of 2.299. Based on the test results, it can be concluded that Macromedia Flash 8 learning media is valid, practical, and effective, and can be used to improve student learning outcomes.
SOSIALISI PEMANFAATAN PLATFORM DIGITAL UNTUK MENINGKATKAN EKONOMI MASYARAKAT DI DESA DATAR Yanti, Fitri; Sabir, Arisman; Ridoh, Ahmad; Fauziah; Pilitan, Raja Bani; Putra, Thomas Adrino
BESIRU : Jurnal Pengabdian Masyarakat Vol. 1 No. 10 (2024): BESIRU : Jurnal Pengabdian Masyarakat, Oktober 2024
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/t0qbc308

Abstract

Pada era digital saat ini, teknologi informasi memainkan peran penting dalam menggerakkan pertumbuhan ekonomi, khususnya di wilayah pedesaan. PKMini bertujuan untuk menganalisis dampak sosialisasi pemanfaatan platform digital terhadap peningkatan ekonomi masyarakat di Desa Datar. Sosialisasi dilakukan melalui pelatihan dan pendampingan penggunaan berbagai platform digital seperti e-commerce, media sosial, dan aplikasi finansial untuk memperluas akses pasar, meningkatkan keterampilan digital, dan memperkenalkan konsep ekonomi digital. Metode PKMyang digunakan adalah pendekatan kualitatif dengan teknik wawancara dan observasi. Hasil PKMmenunjukkan bahwa pemanfaatan platform digital mampu meningkatkan pendapatan masyarakat dengan memperluas jaringan pemasaran produk lokal, meningkatkan efisiensi usaha, serta membuka peluang kerja baru di sektor digital. Namun, terdapat tantangan dalam hal literasi digital dan akses infrastruktur yang perlu diatasi agar manfaat teknologi digital dapat dirasakan secara merata. Dengan demikian, diperlukan dukungan berkelanjutan dari pemerintah dan pihak terkait untuk memastikan keberhasilan program ini dalam jangka panjang.
BUDIDAYA TOGA SEBAGAI UPAYA PENGEMBANGAN DESA DALAM BENTUK TAMAN TEMATIK DI KELURAHAN SEPINGGAN BALIKPAPAN Afrizal, Fandi; Gesan Prabawa Anwar, Putri; Arham Pratikno, Faishal; Davito Prabandewa Hertadi, Christopher; Ridoh, Ahmad; Putri Anggraeni, Indah; Novita Kallolangi, Mardalina; Nur Indha Suryani, Ade
Jurnal Berdaya Mandiri Vol. 5 No. 1 (2023): JURNAL BERDAYA MANDIRI (JBM)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v5i1.4203

Abstract

The outbreak of several diseases in the community makes it uncomfortable to live. One of them is dengue fever (DHF) which is currently being felt by the people of Sepinggan Village, RT. 33 Balikpapan. The origin of the emergence of mosquitoes is due to people's lifestyles that are not clean, such as puddles/floods, lack of lighting, messy and dirty goods. Based on the SWOT analysis conducted by the team together with the Sepinggan village head, the planting of TOGA creates many future opportunities that can be widely applied, especially in tackling DHF. Thematic parks here are more focused on making TOGA places with attractive and beautiful designs. Besides that, in order to complete the thematic garden, a hydroponic pakcoy planting medium is also made that can be used by the community or commercialized. The purpose of this activity is to make efforts to reduce dengue cases by using TOGA as a mosquito repellent plant. In addition, the benefits of TOGA can also be directly used as a kitchen spice and health. Moreover, when the product is worthy of sale, the product can be sold by the public. In addition, RT 33 of the Sepinggan sub-district can also be better known by the public thanks to mass media articles, seminars and aftermovie videos. Keywords: TOGA, Thematic Park, Sepingan Village
The Role of Information Technology Education in Improving Human Resource Quality in the Technology Sector Agustino, Padjri; Ridoh, Ahmad; Putra, Yogi Irdes
Jurnal Ilmiah Global Education Vol. 7 No. 1 (2026): JURNAL ILMIAH GLOBAL EDUCATION
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v7i1.4751

Abstract

The rapid development of information technology requires human resources (HR) who are adaptive, competent, and competitive. This study analyzes the role of information technology education in improving HR quality in the technology sector through a systematic literature review of Indonesian studies. The findings show that IT education, in both formal settings (schools and universities) and non-formal programs (courses, certifications, and industry-based training), significantly enhances technical skills such as programming, cybersecurity, and data analysis, while also developing non-technical skills like communication, collaboration, and problem-solving. Technology-based learning models, including e-learning, blended learning, and project-based learning, have proven to expand access, increase effectiveness, and foster innovation in learning. Collaboration between educational institutions, industry, and government is essential to align curricula with workforce needs. Despite challenges such as limited infrastructure, unequal internet access, and varying educator capacities, the study confirms that investing in IT education is a strategic approach to developing high quality human resources and supporting national competitiveness in the digital era.
PELATIHAN MEDIA PEMBELAJARAN BERBASIS MOBILE LEARNING MENGGUNAKAN APLIKASI GOOLE SITES DI SMK NEGERI 4 BUNGO Hakiki, Muhammad; Sabir, Arisman; Putra, Yogi Irdes; Ridoh, Ahmad; Fauziah, Fauziah
Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Vol 3 No 2 (2022): Jurnal Pengabdian Pendidikan Masyarakat (JPPM) Volume 3, No 2 Oktober 2022
Publisher : LPPM UNIVERSITAS MUHAMMADIYAH MUARA BUNGO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jppm.v3i2.791

Abstract

Para guru di SMK Negeri 4 Bungo belum mengoptimalkan dan memanfaatkan media pembelajaran berbasis mobile learning menggunakan google sites dalam proses pembejarannya, pembelajaran yang terjadi saat ini masih terbatas dan bersifat umum dengan bergantung pada aplikasi online yang gratis dan media sosial serta belum bisa memungkinkan untuk dilaksanakan pembelajaran online yang baik dan berkualitas. Pengabdian ini dilaksanakan di SMK Negeri 4 Bungo dengan metode praktek dan demonstrasi yang dilengkapi dengan pengerjaan tugas oleh peserta. Hasil yang diperoleh dari pelatihan ini adalah meningkatnya kompetensi guru SMK Negeri 4 Bungo dalam merancang media pembelajaran daring yang dibuktikan dengan hasil rancangan media pembelajaran berbasis mobile learning menggunakan aplikasi google sites masing-masing peserta PKM sesuai dengan mata pelajarnnya masing-masing dan juga meningkatnya keyakinan dan kepercayaan diri guru-guru SMK Negeri 4 Bungo dalam mengintegrasikan teknologi ke dalam layanan digital pembelajaran. Kegiatan ini akan terus dilanjutkan sesuai dengan masukan dari peserta terkait tema selanjutnya adalah menggunakan jenis media interaktif lainnya. Kemudian, untuk kegiatan selanjutnya diharapkan jumlah peserta dapat ditingkatkan dan sebaiknya pelatihan juga diberikan kepada siswa SMK 4 Bungo.
EVALUASI PELAKSANAAN PROGRAM PRAKTEK KERJA INDUSTRI SISWA KELAS XI DI SMK NEGERI 3 PAYAKUMBUH TAHUN AJARAN 2017/2018 zi, fauziah; Hakiki, Muhammad; Putra, Yogi Irdes; Ridoh, Ahmad
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 1 No. 1 (2020): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v1i1.300

Abstract

This study aims to evaluate the implementation of work practices Industry SMK N 3 Payakumbuh. The evaluation of the work practices of the industry (Prakerin) viewed from component design, Installation, and Cost, Product Procces faced in implementing Prakerin. Research results show that implementation of work practices in the industry of SMK N 3 Payakumbuh Computer Network Engineering program as a whole include: (1) evaluation of Goal Indicators of program design: prakerin acquire standard score 81.5% good. Then for the Preparatory Program indicators Prakerin earn standard scores 80.25%. (2) evaluation of Installation: indicator of the readiness of Teachers Supervising earn standard scores 85.33% good. then the instructor Readiness for DU/received 73% of the score is pretty standard. Next on the supporting facilities and infrastructure indicators obtained standard score 82% good. Next on the indicators of Source Funds obtain standard scores 83.33% good. Next on the relevance of the indicator Program with the needs of the Students acquire standard score 80,53% good. (3) the evaluation Process: preparation of Indicators gained 85.6% score is stdandar good. indicators for Program execution then Prakerin gained 75.83% score is fairly standard. (4) the evaluation of the Product: Indicators of Learning Assessment Participants Prakerin gained 69.75% score is fairly standard
PENGEMBANGAN MEDIA INTERAKTIF PADA MATA PELAJARAN KOMPUTER DAN JARINGAN DASAR DI SMKN 5 BATANGHARI Putra, Yogi Irdes; Ridoh, Ahmad; Zi, Fauziah; Fadli, Radinal
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 1 No. 1 (2020): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v1i1.309

Abstract

The purpose of this study was to develoved an Interactive Media on basic computers and networks Subjects and test whether the media can better improve the basic computers and networks. A four-D Research and Development (R & D) study had been applied to develop and test the validity, practicality, and effectiveness of the Interactive Media inteaching basic computers and networks. The steps consisted of define; design; develop; and disseminate. The testing for content validity of the Interactive Media was found valid. Based on the teachers and the students response on the practicality, it was found that this media was found highly practical. Based on the learning outcomes the effectiveness of the media was found effective. Based on the data analysis, it was found that the Interactive Media can better improve the students' learning outcome on the basic computers and networks for Grade X at SMKN 5 Batanghari.
PENGGUNAAN RAD MODEL DALAM PERANCANGAN SISTEM INFORMASI PENERIMAAN MAHASISWA BARU STKIP MUHAMMADIYAH MUARA BUNGO Putra, Yogi Irdes; Sefriani, Rini; Ridoh, Ahmad; Pilitan, Raja Bani; Kurniawan, Ade
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 2 No. 2 (2021): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/pti.v2i02.612

Abstract

The purpose of this research is to produce a new admissions information system that is eligible for registration of prospective students. This research uses RAD model (Rapid Application Development) method. The research stages include requirements planning, design, and implementation. The new student admission information system that has been designed to provide convenience to prospective new students to register at STKIP Muhammadiyah Muara Bungo.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS MACROMEDIA FLASH 8 PADA MATA PELAJARAN SIMULASI KOMUNIKASI DIGITAL Yanti, Fitri; Fauziah, Fauziah; Ridoh, Ahmad; Tris Susanti, Desi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 5 No. 1 (2024): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v5i1.1874

Abstract

Based on field observations, classroom learning was conducted using a blackboard and simple PowerPoint. From there, researchers came up with the idea to develop learning media using Macromedia Flash 8 to overcome students' boredom and boredom in learning. The type of research conducted is Research and Development (R&D) with the ADDIE development model, consisting of stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. However, this research only reached the implementation stage, so the evaluation was conducted as part of the implementation activities. This development research has passed several tests, namely: (1) Validity test, with results of 0.86 (software engineering aspects), 0.79 (visual communication aspects), and 0.88 (learning aspects) with valid categories. (2) Practicality test, based on teacher and student responses with a percentage value of 92.59% and 96.02% respectively, with a practical category. (3) Effectiveness test, classical test results reached 85% above the KKM, and paired t test data analysis showed an increase between pretest and post-test of 2.299. Based on the test results, it can be concluded that Macromedia Flash 8 learning media is valid, practical, and effective, and can be used to improve student learning outcomes.
RANCANG BANGUN SISTEM INFORMASI PRESENSI MAHASISWA BERBASIS QR CODE DENGAN INTEGRASI NOTIFIKASI REAL-TIME BERBASIS WEB Ridoh, Ahmad; Irdes Putra, Yogi; Yanti, Fitri; Pitra, Dedek Helida; Selpiani, Nevi
Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI) Vol. 7 No. 1 (2026): Jurnal Inovasi Pendidikan dan Teknologi Informasi (JIPTI)
Publisher : Information Technology Education Department

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52060/jipti.v7i1.4147

Abstract

The main problem in lecture management is the efficiency and accuracy of student attendance recording. Manual methods using paper-based signatures are still prone to fraud (attendance entrustment) and require a relatively long recapitulation process. This study aims to design a QR Code-based student attendance information system with real-time notifications to improve data integrity and administrative efficiency in academic processes. The system development method used is the Waterfall model, which consists of requirements analysis, design, implementation, testing, and maintenance stages. The study was conducted at the Information Technology Education Study Program, Universitas Muhammadiyah Muara Bungo, involving 20 students as research subjects. System testing was carried out through real classroom usage scenarios. The results show a QR Code scanning success rate of 90%, with 18 successful scans out of 20 trials. The average system response time is 1.1 seconds per transaction. The real-time notification feature achieved a 100% success rate without any failures in delivering notifications to both admin and lecturer dashboards. In addition, the system achieved 100% data accuracy with no duplication or missing records. The implementation of this system significantly improves attendance processing efficiency and reduces administrative time compared to manual methods. The analysis also indicates that lighting conditions and camera quality are key factors affecting QR Code scanning success. This system provides an effective solution for digitizing attendance management in higher education institutions.   Keywords: Information Systems; Attendance; QR Code; Real-Time Notification; Waterfall.