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SPK PENERAPAN METODE SAW UNTUK PENENTUAN JUARA AUDISI SANTRI BERPRESTASI (ASPI) MA’HAD ALY SALAFIAH SYAFI’IYAH SUKOREJO epariani, Epariani; Ghofur, Abd; Azise, Nur
Prosiding Seminar Nasional Inovasi dan Adopsi Teknologi (INOTEK) Vol. 5 No. 1 (2025): Prosiding Seminar Nasional Inovasi dan Adopsi Teknologi (INOTEK)
Publisher : LPPM STMIK Rosma

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Audisi Santri Berprestasi (ASPI) merupakan audisi untuk menggali bakat santri dalam menguasai kitab kuning. Audisi ini dihelat oleh Ma’had Aly Situbondo dalam rangka mencari potensi santri yang layak dididik menjadi kader ahli fikih karena pemenang audisi ini nanti dapat masuk sebagai santri ma’had aly tanpa harus mengikuti tes masuk sebagaimana mestinya. Proses penilaian yang dilakukan secara manual rentan terhadap kesalahan manusia, baik dalam perhitungan, pencatatan, maupun pembobotan nilai. Yang dapat memengaruhi akurasi dan hasil akhir penentuan juara. Selain itu perhitunan nilai dan penentuan juara secara manual membutuhkan waktu dalam perhitunganya. Untuk permasalahan tersebut peneliti ingin membuat sistem pendukung keputusan yang dapat membantu proses penilaian dalam penentuan juara audisi santri berprestasi (ASPI) yang dapat mengurangi resiko kesalahan dalam perhitungan dan pencatatan. Sistem pendukung keputusan dibuat menggunakan Bahasa pemrograman php dan database MySQL. Metode yang digunakan dalam penelitian ini adalah Simple Additive Weight (SAW) karena motede ini dapat menentukan bobot setiap atribut kemudian dilanjutkan dengan proses perangkingan dengan memilih opsi terbaik dari kriteria yang telah ditentukan. Dengan adanya sistem pendukung keputusan ini panitia audisi santri berprestasi (ASPI) diharapkan dapat membantu proses penilaian dan penentuan juara audisi santri berprestasi (ASPI) lebih tepat dan akurat.
Improving EFL Learners’ Affective Skills Through the Use of Digital Game-Based Learning Sri Wahyuni; Irawan, Nico; Ghofur, Abd; Pramujiono, Agung
JURNAL PENDIDIKAN DAN PENGEMBANGAN MANUSIA Vol 10 No 1 (2025): Education and Human Development Journal
Publisher : Universitas Nahdatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/ehdj.v10i1.7234

Abstract

This research explores how digital game-based learning models work in EFL classrooms to develop affective competencies among learners and evaluates their effectiveness. The research also investigates the obstacles that emerged during its execution. The main objective of the game-based intervention was to develop affective competencies among students during their English language learning process. The research used classroom action research to study 36 high school students in Surabaya through interviews and questionnaires. The research shows that digital games in classroom teaching boost student affective engagement while making learning more enjoyable and motivating. The research indicates that game selection remains challenging because it requires matching games to instructional targets, and teachers need specialized training to execute the approach effectively. The research findings offer essential knowledge to educational institutions and teachers about digital games as tools to enhance emotional student involvement in language education and improve academic quality.
The Effect of the Teams Games Tournament (TGT) Model and Motivation on Understanding Pancasila Philosophy Suryanto, Hadi; Ghofur, Abd; Zaman, Akhmad Qomaru
Edunesia : Jurnal Ilmiah Pendidikan Vol. 5 No. 1 (2024)
Publisher : research, training and philanthropy institution Natural Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51276/edu.v5i1.721

Abstract

The effect of the Teams Games Tournament learning model and motivation on understanding the ideology of Pancasila in the Civics Study Program was studied using a non-equivalent group pretest-posttest research design. The PPKN study program, totalling 30 people, was the subject of this research. Questionnaires and tests are used to gather information about research findings. The research investigation was carried out using the independent sample t-test technique, with a significance level 0.05. The study's findings show that the total count is 5.509. Here, the t value exceeds the 2.048 t table value. These findings suggest that cooperative learning models of the TGT kind effect student learning motivation. Based on the Independent Samples Test on "Assumption of Equal variances," the Sig is known. (2-tailed) of 0.000 < 0.05 to be the basis for decision-making in the Independent Sample T-Test. As a result, there is a relatively significant difference in learning outcomes between students taught using the conventional learning model (control class) and students taught using the TGT learning model. The Pancasila ideology is different in applying the Teams Games Tournament learning model to the standard learning model. Second, the Teams Games Tournament learning style can increase learning motivation because of active participation.
EXPLORING ELEMENTARY SCHOOL STUDENTS’ PERCEPTION OF USING THE “GAMESTOLEARNENGLISH” WEB GAME FOR VOCABULARY LEARNING Loreana, Yurike Risa; Irawan, Nico; Ghofur, Abd; Pramujiono, Agung
Academic Journal PERSPECTIVE: Education, Language, and Literature Vol 12 No 2 (2024)
Publisher : Lembaga Penelitian (The Institute of Research) Universitas Swadaya Gunung Jati

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33603/perspective.v12i2.9985

Abstract

This study investigates elementary school students' perceptions of the web-based game “gamestolearnenglish” for vocabulary learning. The game is intended to improve vocabulary utilization, motivation, and engagement by including gamification elements. Using a qualitative study, the data was collected through interviews and observations with five fifth-grade students in Surabaya who utilized the game during English learning sessions. The results indicate that the interactive features of the game significantly enhanced student motivation and facilitated an enjoyable learning experience. On the other hand, difficulties such as inadequate material variety and technological problems associated with internet connectivity were found. The game can become a more efficient tool for learning vocabulary if developed further. This study offers valuable insights for teachers and developers of digital learning tools, enabling them to design more engaging and efficient student learning experiences.
Perancangan Sistem Informasi Geografis (SIG) Untuk Pemetaan Objek Wisata Di Kabupaten Situbondo Berbasis Qgis Muhammad Zaini Sulaiman; Ghofur, Abd; Alvianda, Ferdi
Akiratech Vol. 2 No. 3 (2025)
Publisher : CV. Akira Java Bulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63935/akiratech.v2i3.225

Abstract

Pariwisata merupakan sektor strategis yang mampu mendorong pertumbuhan ekonomi daerah. Kabupaten Situbondo memiliki potensi wisata yang beragam, namun informasi mengenai lokasi dan sebaran objek wisata tersebut belum tersaji secara sistematis. Oleh karena itu, penelitian ini bertujuan untuk merancang Sistem Informasi Geografis (SIG) berbasis QGIS guna memetakan objek-objek wisata yang ada di Kabupaten Situbondo. Penelitian ini menggunakan metode System Development Life Cycle (SDLC) dengan fokus pada tahap analisis dan perancangan. Data yang digunakan meliputi data spasial (koordinat geografis) dan data non-spasial (informasi objek wisata) yang diperoleh melalui observasi, dokumentasi, dan wawancara. Hasil dari penelitian ini berupa peta digital objek wisata yang dapat diakses dan dianalisis melalui platform QGIS, sehingga dapat membantu pemerintah daerah, khususnya Dinas Pariwisata, dalam merencanakan pengembangan dan promosi destinasi wisata secara lebih efektif. Dengan adanya sistem ini, informasi objek wisata menjadi lebih terstruktur, mudah diakses, serta mendukung pengambilan keputusan berbasis data spasial.