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PENGEMBANGAN APLIKASI PENCARIAN HADIST RIYADHUS SHALIHIN IMAM NAWAWI JILID II PILIHAN BERBASIS ANDROID Dwi Sakethi; Rangga Firdaus; Harjo Apkuanbo
Jurnal Komputasi Vol 2, No 2 (2014)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v2i2.1120

Abstract

Some muslims had so many reason not to learning Hadist, The statement and activity of Phophet Muhammad that used to guide the life of muslim. The objective of this research was to develop Android based application contains Hadist in Riyadhus Shalihin book vol. 2 by Imam Nawawi. In English Riyadhus Shalihin also known as Field of Meadow. Android Developer Tools by Eclipse and Droid draw for button placement is used by developer to create the application. The application used Java and XML as a programming language. The application is made to be used on Mobile phones based on Android operating system. Some features of the application is ability to choose theme based 100 themes in Riyadhus Shalihin book vol. 2, basic knowledge about Hadist, who is Imam Nawawi that contain Imam Nawawi biography, About Developer and an exit menu to exit the application.Keywords: Riyadhus Shalihin vol. 2,Field of Meadow vol. 2, Imam Nawawi, Android Application,Android Mobile, Android Developer Tool, Droid Draw, Java, XML.
Developing of Inquiry-Based Interactive Edpuzzle Media to Improve Students' Mathematics Learning Outcomes Ernawati Ernawati; Rangga Firdaus; Sugeng Sutiarso; Karwono Karwono
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol 8, No 2 (2023): April
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v8i2.7971

Abstract

Teaching materials and media are one of the important components in a learning process. The lack of teaching materials is one of the impacts of the teacher-centered learning process, so students do not have a culture of independent learning. This study aims to determine the effectiveness of the development of inquiry-based Edpuzzle interactive learning media. This research is a research and development study using a mixed approach (Mixed Method) which aims to determine the effectiveness of edpuzzle product development. By using the ADDIE model, analysis, design, development, implementation and evaluation of the development of a product. The sample of this study amounted to 30 students. The research technique uses an assessment instrument technique. And data analysis using quantitative data from pretest and posttest scores which are then tested using the N-Gain statistical formula. The effectiveness of the development of inquiry-based edpuzzel interactive media products in math number pattern material has a high level of effectiveness with 71.2% results with a very high level of effectiveness, and the Sig. (2-tailed) is 0.000