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Pengembangan e-Learning Berbasis Moodle sebagai Alternatif Media Pembelajaran Digital Yuda, Yoga Prisma; Kurniawati, Inung Diah
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.4420

Abstract

Perkembangan teknologi berkembang sangat pesat. Hal ini, juga berdampak pada dunia Pendidikan. Salah satunya pada inovasi pembelajaran dalam meningkatkan kualitas pembelajaran. Salah satu inovasi yang dapat dilakukan adalah dengan mengembangkan media pembelajaran berbasis teknologi. Hai ini diharapkan mampu meningkatkan kuatas pembelajaran. Penelitian ini memiliki tujuan untuk mengembangkan inovasi media pembelajaran berbasis Moodle pada kelas VIII MTs Ma’arif Ponorogo. Penelitian ini merupakan penelitian pengembangan dengan menggnakan model ADDIE. Data kuantitatif yang didapatkan kemudian dianalisis untuk ditentukan tingkat kelayakan produk yang dihasilkan. Hasil penelitian menunjukkan bahwa hasil rata-rata persentase ahli media sebesar 80% yang menunjukkan kategori layak untuk digunkan. Selain itu, juga didaparkan data uji coba siswa dengan nilai rata-rata persentase sebeesar 81,33% yang berbarti sangat layak. Media pembelajaran yang dikembangkan layak untuk digunakan dan dapat digunakan sebagai salah satu altrenatif pemanfaatkan teknologi digital.
Pemberdayaan Masyarakat Melalui Perpustakaan Mini Sebagai Upaya Meningkatkan Minat Baca Anak Di Desa Golan Yoga Prisma Yuda; Estuning Dewi Hapsari; Dandi Widayatno; Merliya Indria Junita; Vadilla Salma Choirunisa
Jurnal Pengabdian kepada Masyarakat Indonesia (JPKMI) Vol. 1 No. 2 (2021): Agustus: Jurnal Pengabdian Kepada Masyarakat Indonesia (JPKMI)
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jpkmi.v1i2.305

Abstract

Desa memiliki peran mendukung perkembangan sumber daya manusia. Desa Golan meruapakn salah satu desa yang berada di Kecamatan Sawahan. Anak-anak usia sekolah dasar di Desa Golan lebih menyukai bermain handpone dan bermain dari membaca. Kesadaran untuk membiasakan membaca di Desa Golan cukup rendah. Maka dari itu diperlukan sebuah upaya untuk menyediakan sarana yang dapat mewadahi anak-anak untuk menyediakan tempat membaca. Maka dibuatlah perpustakaan di Desa Golan. Tahapan keaiatan terdiri dari tahap persiapan, implementasi dan evaluasi. Pada tahap persiapan tim melakukan sosialisasi dan koordinasi. Tahap implementasi berupa perwujudan perspustakaan harus ditunda karena adanya pandemi covid 19 . implememtasi yang dilakuakn berupa pembuatan desain perpustakaan. Tahap evaluasi berisi saran atau masukan dari desain yang telah dibuat. Desain perpustakaan yang telah dibuat diharapkan dapat diwujudkan setelah pandemi covid 19 dinyatakan selesai.
Pengaruh Problem Based Learning Berbantuan E-learning terhadap Kemampuan Berpikir Kritis pada Mata Pelajaran IPA: The Influence of Problem Based Learning Assisted by E-learning on Critical Thinking Skills in Science Subjects Kurniawati, Inung Diah; Yuda, Yoga Prisma
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 03 (2024): Research Articles, December 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i03.5130

Abstract

The young generation plays a vital role in the government's program towards a golden Indonesia. Therefore, it is necessary to prepare a superior generation to achieve this; improvements are needed in the learning process. Improve the learning process using an appropriate learning model to develop students' critical thinking skills. The learning model chosen in this study is problem-based learning (PBL), assisted by e-learning. Implementing PBL assisted by e-learning in learning is expected to facilitate students in developing critical thinking skills. This study is part of a quasi-experimental study with one group pretest-posttest design. This study was conducted at MTs Ma'arif Ponorogo using a sample of 20 students. The data analysis techniques were the prerequisite test (normality) and the paired t-test difference test. The prerequisite test showed that the data was normally distributed, so further testing was carried out (paired t-test difference test). Based on the results of the data analysis, was the significance value of the related t-test difference test 0.000? 0.05. This result shows a significant difference in the average value of students' critical thinking skills before and after the treatment was given. The students' posttest scores were better than the pretest scores given. This data can be seen from the average pretest score of 52.25 and the average posttest score of 60.00. This shows that PBL effectively develops students' critical thinking skills in collaboration with e-learning users.
Prediksi Beban Daya Listrik (W) Menggunakan Metode Support Vector Machine (SVM) Pada Listrik Token Rumah Tangga Dwi cahyo, Andika; Anardani , Sri; Yuda , Yoga Prisma
Jurnal Sains dan Teknologi (JSIT) Vol. 4 No. 1 (2024): Januari - April
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jsit.v4i1.1543

Abstract

Electricity is an essential need that cannot be separated from daily human life, especially in the modern era where many devices require electrical energy. The demand for electrical energy is increasing over time, thus the electricity providers must have sufficient capacity to meet the demand. However, there is still a lot of wasted energy due to the mismatch between the demand and the supplied amount of electricity, leading to significant electricity wastage. In this regard, appropriate calculations are needed to determine the amount of electrical power required, hence the need for a prediction method to determine the required power in real-time. The Support Vector Machine method is expected to predict the electrical load accurately, enabling users to determine the required load for the next period. It is hoped that this prediction will achieve an accuracy rate above 85%.
PERANCANGAN DAN IMPLEMENTASI GAME RPG CERITA RAKYAT SI PITUNG (REWRITE STORYLINE PERJUANGAN SI PITUNG) Alvin, Rimbayanto; Yoga, Prisma Yuda; Alim, Citra Aria Bima
Jurnal Rekayasa Sistem Informasi dan Teknologi Vol. 2 No. 3 (2025): Februari
Publisher : Yayasan Nuraini Ibrahim Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70248/jrsit.v2i3.1927

Abstract

Penelitian ini membahas pengembangan game Rewrite Storyline Perjuangan Si Pitung menggunakan metode Game Development Life Cycle (GDLC). Metode ini terdiri dari tiga tahap utama, yaitu pre-produksi, produksi, dan pasca-produksi. Tahap pre-produksi meliputi pengembangan ide dan pembuatan prototyping. Tahap produksi mencakup desain dan pengembangan game, pemrograman, serta pengujian (alpha dan beta). Sementara itu, tahap pasca-produksi terdiri dari perilisan dan pembaruan game. Dalam pengembangan game ini, digunakan flowchart dan storyboard untuk merancang alur permainan dan skenario interaktif. Game ini mengisahkan perjuangan Si Pitung melawan penjajahan dan ketidakadilan, dengan mekanisme role-playing game (RPG). Implementasi sistem mencakup pengembangan halaman judul, halaman permainan, serta halaman pertarungan yang menghadirkan tantangan bagi pemain. Pengujian dilakukan menggunakan metode System Usability Scale (SUS), yang menghasilkan skor 72. Hasil ini menunjukkan bahwa game memiliki tingkat kegunaan yang baik dan memberikan pengalaman bermain yang positif bagi pengguna. Dengan demikian, game Rewrite Storyline Perjuangan Si Pitung dapat menjadi media interaktif yang edukatif dan menghibur dalam mengenalkan sejarah lokal kepada pemain. Kata Kunci: Game Development Life Cycle, RPG, Rewrite Storyline Perjuangan Si Pitung, SUS, Edukasi Interaktif
Pengaruh Problem Based Learning Berbantuan E-learning terhadap Kemampuan Berpikir Kritis pada Mata Pelajaran IPA: The Influence of Problem Based Learning Assisted by E-learning on Critical Thinking Skills in Science Subjects Kurniawati, Inung Diah; Yuda, Yoga Prisma
Edu Cendikia: Jurnal Ilmiah Kependidikan Vol. 4 No. 03 (2024): Research Articles, December 2024
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/educendikia.v4i03.5130

Abstract

The young generation plays a vital role in the government's program towards a golden Indonesia. Therefore, it is necessary to prepare a superior generation to achieve this; improvements are needed in the learning process. Improve the learning process using an appropriate learning model to develop students' critical thinking skills. The learning model chosen in this study is problem-based learning (PBL), assisted by e-learning. Implementing PBL assisted by e-learning in learning is expected to facilitate students in developing critical thinking skills. This study is part of a quasi-experimental study with one group pretest-posttest design. This study was conducted at MTs Ma'arif Ponorogo using a sample of 20 students. The data analysis techniques were the prerequisite test (normality) and the paired t-test difference test. The prerequisite test showed that the data was normally distributed, so further testing was carried out (paired t-test difference test). Based on the results of the data analysis, was the significance value of the related t-test difference test 0.000? 0.05. This result shows a significant difference in the average value of students' critical thinking skills before and after the treatment was given. The students' posttest scores were better than the pretest scores given. This data can be seen from the average pretest score of 52.25 and the average posttest score of 60.00. This shows that PBL effectively develops students' critical thinking skills in collaboration with e-learning users.
Workshop Pembuatan Video Pembelajaran bagi Guru SD IT Adzkia Kare sebagai Optimalisasi Kurikulum Merdeka Yoga Prisma Yuda; Estuning Dewi Hapsari; Inung Diah Kurniawati; Ilham Ahsanuddin Ekayudha
Sasambo: Jurnal Abdimas (Journal of Community Service) Vol. 5 No. 3 (2023): Agustus
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/sasambo.v5i3.1333

Abstract

Perkembangan kurikulum, menjadi kurikulum Merdeka menuntut pemanfaatan teknologi di dalam proses pembelajaran. Berdasarkan hasil observasi, sebagian besar guru Di SD IT Adzkia Kare  mengalami kendala dalam menyajikan media pembelajaran digital. Kondisi ini berbanding terbalik dengan kondisi sekolah yang menjadi salah satu sekolah penggerak. Oleh sebab itu, perlu diadakan pelatihan pembuatan video pembelajaran di SD IT Adzkia Kare. Tujuan dari kegiatan pengabdian ini adalah untuk membekali guru-guru SD IT Adzkia Kare dalam pembuatan media pembelajaran digital berupa video membelajaran. Metode pelaksanaan pengabdian ini terdiri dari, persiapan, pelaksanaan, dan evaluasi kegiatan. Sasaran kegiatan workshop ini sebanyak 15 guru di SD IT Adzkia Kare. Hasil yang didapatkan yaitu sebagian besar guru di SD IT Adzkia Kare mampu membuat video pembelajaran dengan memanfaatkan aplikasi editor OpenShot Video Editor. Para guru-guru antusias dalam mengikuti kegiatan workshop ini. Hal ini di buktikan pada saat evaluasi kegiatan, bahwa 86,67% mampu dalam perencanaan materi, 100% mampu melakukan shooting video menggunakan HP, 80% mampu dalam penggunaan transisi, dan 93,33% mampu dalam penggunaan teks. Workshop on Making Video Learning for SD IT Adzkia Kare Teachers as the Optimization of ‘Kurikulum Merdeka’  Curriculum development, becoming an independent curriculum, demands the use of technology in the learning process. At SD IT Adzkia Kare it was found that most of the teachers experienced problems in presenting digital learning media. This condition is inversely proportional to the condition of the school which is one of the driving schools. Therefore, it is necessary to hold training on making learning videos at SD IT Adzkia Kare. The purpose of this service activity is to equip SD IT Adzkia Kare teachers in making digital learning media in the form of teaching videos. The method of implementing this service consists of preparation, implementation, and evaluation of activities. The target of this workshop activity is 15 teachers at SD IT Adzkia Kare. The results obtained are that most of the teachers at SD IT Adzkia Kare are able to make learning videos by using the OpenShot Video Editor editor application. The teachers enthusiastically participated in this workshop. This was proven during the activity evaluation, that 86.67% were capable in material planning, 100% were capable of shooting videos using HP, 80% were capable in using transitions, and 93.33% were capable in using text. .