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PENGEMBANGAN BUKU BRAILLE STATISTIK DASAR PADA PROGRAM STUDI TEKNIK INFORMATIKA DI UNIVERSITAS PAMULANG Nisak Ruwah Ibnatur Husnul; Lisda Fitriana Masitoh
JURNAL SAINTIKA UNPAM Vol 3, No 2 (2021)
Publisher : Program Studi Matematika FMIPA Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jsmu.v3i2.6344

Abstract

Tunanetra yang tidak disertai dengan hambatan intelektual berhak mendapatkan pendidikan di sekolah inklusi. Saat ini pendidikan inklusi di Indonesia telah berkembang pada tingkat perguruan tinggi untuk memfalitiasi mahasiswa tunanetra belajar. Dalam perjalanannya pendidikan inklusi di perguruan tinggi menemui berbagai kendala. Salah satunya kesulitas mahasiswa tunenetra belajar matematika. Kesulitan terjadi karena pembaca layar yang digunakan mahasiswa tunanetra untuk memahami file dari dosen tidak bisa membaca persamaan atau simbol matematika. Tujuan penelitian ini adalah untuk menghasilkan buku braille statistika dasar untuk memfasilitasi mahasiswa tunanetra belajar di kelas inklusi bersama dengan mahasiswa lainnya. Penelitian ini merupakan penelitian pengembangan dengan adaptasi pengembangan model pengembangan Borg & Gall yang meliputi tahap penelitian dan pengumpulan data, perencanaan, pengembangan produk awal, uji coba terbatas, revisi produk, uji coba lapangan dan revisi akhir. Instrumen penelitian yang digunakan adalah lembar validasi, lembar observasi, pedoman wawancara dan tes statistika. Hasil dari penelitian ini telah menghasilkan buku braille statistika dasar yang layak digunakan karena memenuhi kriteria valid, praktis dan efektif berdasarkan hasil uji coba lapangan. Oleh karena itu buku braille statistika dasar dapat digunakan sebagai pilihan alternatif dalam membantu mahasiswa tunanetra belajar materi statistika dasar, khususnya di program studi Teknik informatika.
PENERAPAN METODE PROBLEM POSING UNTUK MENINGKATKAN KUALITAS PEMBELAJARAN MATEMATIKA EKONOMI PADA MAHASISWA JURUSAN AKUNTANSI, UNVERSITAS PAMULANG TAHUN AJARAN 2017/2018 Nisak Ruwah Ibnatur Husnul
Jurnal Pendidikan Matematika (JPM) Vol 6, No 1 (2020): Jurnal Pendidikan Matematika (JPM)
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (298.728 KB) | DOI: 10.33474/jpm.v6i1.2961

Abstract

Penelitian ini dilakukan karena pembelajaran yang biasa diterapkan selama ini masih konvensional yang cenderung berpusat pada dosen, mahasiswa pasif dan kurang terlibat dalam proses pembelajaran, sehingga diperlukan metode pembelajaran yang banyak melibatkan mahasiswa. Salah satu metode pembelajaran yang dapat memotivasi mahasiswa dalam belajar adalah metode problem posing. Penelitian ini bertujuan untuk mengetahui apakah penerapan metode problem posing dalam pembelajaran matematika ekonomi lebih efektif dari pada pembelajaran konvensional.Populasi dalam penelitian ini adalah semua mahasiswa reguler B semester I (satu) jurusan akuntansi Universitas Pamulang tahun ajaran 2017/2018. Sampel diambil 2 kelas menggunakan teknik random sampling, diperoleh kelas 01SAKM008 sebagai kelas eksperimen dan kelas 01SAKM012 sebagai kelas kontrol. Metode pengumpulan data yang digunakan adalah metode dokumentasi dan tes. Teknik analisis data yang digunakan untuk uji prasyarat meliputi uji normalitas dengan rumus chi-kuadrat, uji homogenitas dengan rumus uji bartlet, dan uji hipotesis dengan uji-t dengan bantuan aplikasi program SPSS.Hasil penelitian pada taraf signifikan 5% dan db = 56 menunjukan bahwa: (1) ada perbedaan rata-rata kualitas pembelajaran matematika ekonomi mahasiswa dengan metode problem posing dibandingkan pembelajaran konvensional. Hal ini dapat dilihat dari nilai thitung = 3,55 > ttabel = 2,004 maka H0 ditolak H1 diterima. Dan (2) kualitas pembelajaran matematika ekonomi mahasiswa dengan menggunakan metode problem posing lebih efektif daripada pembelajaran matematika ekonomi menggunakan model pembelajaran konvensional. Hal ini dapat di lihat dari nilai thitung = 2,65 > ttabel = 1,673 maka Ho ditolak H1 diterima.
PENGENTASAN BUTA HURUF ANAK JALANAN MELALUI PROGRAM BACA DI BAMBU PELANGI LAPAK SARMILI BINTARO Lisda Fitriana Masitoh; Yenny Merinatul Hasanah; Weni Gurita Aedi; Nisak Ruwah Ibnatur Husnul
JAMAIKA: JURNAL ABDI MASYARAKAT Vol 1, No 2 (2020): JUNI
Publisher : Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (579.414 KB)

Abstract

Buku adalah gudang ilmu dan membaca dapat membuka wawasan seseorang. Membaca adalah salah satu cara untuk mendapatkan informasi dari sesuatu yang ditulis. Semakin banyak membaca, semakin banyak pula informasi yang didapatkan. Oleh karenanya hobi gemar membaca harus ditanamkan sejak dini bagi anak-anak. Namun sangat disayangkan, pada zaman sekarang ini, jarang kita temukan generasi muda yang gemar membaca. Kenyataannya, minat baca anak-anak sekarang ini sangatlah rendah. Padahal, banyak manfaat yang dapat diperoleh dari membaca. Banyak faktor yang menjadi penyebab rendahnya minat baca anak-anak. Salah satunya adalah karena masih ada sebagian warga negara Indonesia yang buta huruf. Pengabidan kepada masyarakat (PKM)  ini bertujuan untuk melakukan upaya pengentasan buta huruf untuk-anak  yang kurang beruntung di Bambu Pelangi, Lapak Sarmili, Bintaro melalui program gemar membaca. Anak-anak di Bambu Pelangi menjadi objek dari kegiatan pengabdian kepada masyarakat karena mereka membutuhkan perhatian dari pihak eksternal untuk membina mereka. Kegiatan PKM ini terlaksana sesuai dengan perencanaan. Hasil dari kegiatan PKM ini adalah bertambahkan pemenuhuan buku bacaan serta meningkatnya kemampuan baca dan mint baca  anak-anak di  Bambu Pelangi, Lapak Sarmili.
Analisis Kebiasaan Belajar Mahasiswa yang Aktif Organisasi Maupun Bekerja dengan IPK Cumlaude di Perguruan Tinggi Jakarta dan Depok Fery Citra Febriyanto; Nisak Ruwah Ibnatur Husnul
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 6, No 3 (2020): November
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (99.027 KB) | DOI: 10.33394/jk.v6i3.2964

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This study aims to determine the study habits of students who are active in organizations and works with a GPA of 3.75 (cumlaude) in universities in Jakarta and Depok. The research method used a descriptive qualitative. The subjects of this research were 12 students, i.e. four students were each from the UI, UNJ, AL-Azhar and UNPAM campuses. The selection of sources was categorized as students having a GPA of 3.75 while working or being active in organizations. The instrument used was an interview guide validated by a reviewer and the data collection technique was through interviews. The data analysis technique used source triangulation technique. The results of the study founded that students who studied while working or participating in an organization with a GPA of 3.75 had learning habits such as the followings: 1) Students must have good time management in utilizing soft skills and hard skills by setting a priority scale in the learning process, active organization and work. 2) Students must create habits with certain patterns for the goals to be achieved, by adjusting each individual's ability to study, organize and work. 3) Students must know the strengths and weaknesses of each to find out what supports and hinders the learning process, organization or work.
Upaya Meningkatkan Produktivitas dan Kreativitas dalam Menerapkan Manajemen Waktu Pasca PPKM di Karang Taruna Ikatan Remaja Nurul Hidayah Heny Ratnasari; Nisak Ruwah Ibnatur Husnul; Pasrah DS Emma Sihombing; Intan Mulyadi; Ayu Sri Manggiasih
ABDIPRAJA (Jurnal Pengabdian kepada Masyarakat) Vol 3, No 1 (2022): Maret
Publisher : Universitas Tidar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31002/abdipraja.v3i1.5306

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Tujuan pengabdian ini adalah untuk memberikan pengetahuan, wawasan dan pemahaman terhadap remaja Karang Taruna Ikatan Remaja Nurul Hidayah. Metode kegiatan ini dengan sosialiasi melalui zoom meeting (online) untuk memberikan pemaparan materi, diskusi, serta pelatihan tentang upaya meningkatkan kreativitas dan produktivitas dalam menerapkan manajemen waktu pasca PPKM pandemi covid-19. Hasil dari kegiatan tersebut menunjukkan bahwa pandemi Covid-19 tidak hanya berdampak kepada sektor ekonomi, tetapi juga berimplikasi pada pola pembatasan sosial yang menghambat pengembangan untuk menjadi kreatif dan produktif di lingkungan masyarakat. Untuk menumbuhkan mental dan tekad agar bisa menjadi kreatif dan produktif dibutuhkan penerapan manajemen waktu yang baik dengan cara mengasah kemampuan menulis dan menyampaikan serta menuangkan ide, mencari pengalaman, mencari relasi, dan mencari support system di lingkungan, membantu membangun masyarakat dan remaja setempat melalui ide-ide kreatif yang dimiliki.
GAMIFICATION-BASED ASSISTED LEARNING VIDEO DEVELOPMENT IN BASIC STATISTICS FOR DEAF STUDENTS Nisak Ruwah Ibnatur Husnul; Vivi Iswanti Nursyirwan
Daya Matematis: Jurnal Inovasi Pendidikan Matematika Vol 10, No 3 (2022): Desember
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/jdm.v10i3.37853

Abstract

This study aims to produce gamification-based video assisted learning in basic statistics for deaf students whose validity and reliability have been tested. This research is a development research using the ADDIE model. The subjects in this study were 2 statistical material experts, 2 learning video media experts, 2 practitioners and 15 student responses. The data collection method used an instrument in the form of a rating scale with a gamification-based video-assisted learning validity assessment sheet. The data analysis technique used is the ADDIE method in development research. The data were analyzed using the mean formula to obtain the average score. The average score of material experts is 4.7, media expert is 4.6, practitioner response is 4.66, and response is great 4.72 students with an overall qualification of "very good" and the reliability test obtained results from material experts, namely 98.6%, media experts 96.3%, practitioners 92.9% and student responses 92.5% with overall qualifications "very high " This research produces gamification-based video assisted learning that has been tested for validity and reliability so that it is suitable for use in the learning process. The results of the scores of deaf students obtained an average of more than 80.
Eduwall Android App Development Superapps-Based for Simplicity Learning for Deaf Students Mawardi Nurullah; Nisak Ruwah Ibnatur Husnul
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 4 (2023): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i4.9057

Abstract

This research aims to develop an Android application called Eduwall based on the SuperApps framework for facilitating the learning process for deaf students. This study used a research and development (R&D) method, employing data collection techniques such as surveys, observations, interviews, and questionnaires to inform the development of the Eduwall application. The subjects in this research were deaf students at Pamulang University. The data analysis process encompassed six stages: concept development, design, material collection, assembly, product test and distribution. The research findings showed that the Eduwall application, based on the superapps model, was deemed suitable for use. This had been tested by IT experts, media experts, disability experts, lecturers, and students. The feasibility of this application means that the Eduwall application was practical, effective, efficient, and fun for students, especially deaf students. This Eduwall application was also equipped with a sign language dictionary to facilitate users in understanding the conditions of deaf students.
The Development of The English Language Learning Videos Through Role Playing Based on Personalization Through A Data Driven Approach for Deaf Students Listiya Ike Purnomo; Fitriyah Fitriyah; Yuliana Friska; Nisak Ruwah Ibnatur Husnul
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 4 (2023): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i4.9058

Abstract

This study aims to produce English language learning videos through role-playing based on personalization through a data-driven approach for deaf students. This research method used research and development with the ADDIE model, namely analysis, design, development, implementation, and evaluation. The subjects in this study were 2 material experts, 2 learning video media experts, 2 practitioners, and 20 student responses. The results showed that the English language learning video through role-playing based on personalization through a data-driven approach had been tested for validity and reliability, so it is feasible to use in the learning process. The implementation results of this innovation on 3 deaf students obtained scores above 80. This research implies that deaf students find it easier to understand English language material, especially prepositions, comparisons, and subject-verb agreement.
Developing Inclusive Learning Environments : Collaborative Learning Innovations for Students with Disabilities in Higher Education Nisak Ruwah Ibnatur Husnul; Nani Rusnaeni
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 10, No 4 (2024): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i4.13294

Abstract

This research aims to develop of an inclusive learning environment for students with physical disabilities through learning innovations using collaborative learning methods. The method of research used is research and development (R&D), with the ADDIE model research design, which consists of five stages: analysis, design, development, implementation and evaluation. The population in this study were all students with physical disabilities at Pamulang University, with samples taken using a purposive sampling technique, so that representative students with physical disabilities were obtained for this research. Data was collected through interviews, questionnaires and observation methods to get a comprehensive picture of students' learning needs and experiences. The data analysis technique is carried out descriptively qualitatively, which includes needs analysis, learning design, collaborative learning video development, and evaluation of the effectiveness of the learning implemented. The results of this research show that the application of the ADDIE model in video development through collaborative learning methods succeeded in creating a more supportive learning environment for students with physical disabilities, as well as providing a more meaningful and interactive learning experience, so that student learning outcomes increased from a score of 6 to 8.
Developing TalkBuddy : An Inclusive Android Application for Deaf Students' English Learning and Statistical Support Yuliana Friska; Nisak Ruwah Ibnatur Husnul; Gigih Amrillah Ibnurhus
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 11, No 2 (2025): June
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v11i2.15589

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This study aims to develop the Android-based application Talkbuddy as an inclusive communication medium for teaching English and Statistics to deaf students at Universitas Pamulang. The application is designed to address communication challenges in learning by incorporating features such as speech-to-text transcription, group discussion forums, access to learning modules, educational videos, the latest news in education, and a space for sharing experiences. This research adopts the Research and Development (R&D) method using the Luther-Sutopo model, which includes the stages of concept, design, material collecting, assembly, testing, and distribution. The trial was conducted with two deaf students who participated in a series of application usage tests to evaluate the effectiveness and practicality of the developed features. Data collection techniques included interviews, observations, and questionnaires throughout the trial process. Data analysis was conducted through expert validation (content and media), alpha testing, and beta testing. The results indicate that the Talkbuddy application enhances communication accessibility and supports inclusive learning processes in English and Statistics courses, with average scores in alpha and beta testing exceeding 80, indicating a high level of feasibility. This application offers an innovative solution to the academic communication barriers faced by deaf students and is expected to contribute to the advancement of inclusive learning technology in higher education.