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PENGEMBANGAN MODUL PEMBELAJARAN BIOLOGI BERORIENTASI SIKLUS BELAJAR UNTUK SISWA KELAS XI SMA TELADAN 1 METRO Heni Wulandari; Agil Lepiyanto
Bioedukasi Jurnal Pendidikan Biologi Vol 7, No 2 (2016): November 2016
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24127/bioedukasi.v7i2.614

Abstract

Pengembangan Media Pembelajaran Aplikasi Android Interaktif Berbasis Software Ispring Suite di SMK Muhammadiyah 1 Kota Sukabumi Desi Hilwana; Heni Wulandari; Lutphi Saepuloh
Jurnal Ilmiah Wahana Pendidikan Vol 8 No 11 (2022): Jurnal Ilmiah Wahana Pendidikan
Publisher : Peneliti.net

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (110.742 KB) | DOI: 10.5281/zenodo.6830569

Abstract

Learning is all efforts made by a teacher (educator) to ensure that the learning process takes place in students. The learning process is a communication process to convey messages or materials. Learning materials require appropriate learning media so that the learning process goes well and students can understand the messages and materials conveyed by the teacher. Learning technology aims to encourage learning and improve performance by creating, using, or utilizing and managing appropriate technological processes and resources. Android devices can also develop into interactive learning media that are useful for students. This study aims to produce products in the form of interactive android application learning media that are suitable for use for learning. The type of research used is research and development of R&D with reference to research and development by Borg and Gall which consists of ten stages of data collection used by researchers are interviews with subject teachers, and through classroom observations to students. Meanwhile, the method of collecting data is through a questionnaire based on media from material experts, media and design experts, and user ratings. The results showed that the material expert validation obtained a 90% presentation in the very appropriate category. The media expert validation results obtained a presentation of 88% in the very feasible category and field trials by students scored 90% in the "very feasible" category. Thus, it can be concluded that this learning media product is said to be very suitable for use in student learning.
STRATEGI PEMBELAJARAN DENGAN MEDIA BERBASIS GOOGLE CLASSROOM TERHADAP MOTIVASI DAN HASIL BELAJAR SISWA KELAS VII DI SMP TAMANSISWA CIBADAK Racka Setya Muharam; Heni Wulandari; Dadan Rahmat
Jurnal Inovasi Penelitian Vol 3 No 4: September 2022
Publisher : Sekolah Tinggi Pariwisata Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47492/jip.v3i6.1801

Abstract

Tujuan dalam penelitian ini yaitu untuk mengetahui penerapan media pembalajaran dengan menggunakan berbasis Google Classroom di sekolah SMP Taman Siswa dan untuk mengetahui bagaimana strategi penggunaan media pembelajaran berbasis Google Classroom dalam motivasi siswa dan hasil belajar siswa. Metode yang digunakan dalam penelitian ini adalah metode eksperimen dengan model Quasi Eksperimental (Kuasi Eksperimen) dengan menggunakan pendekatan kuantitatif. Populasi dalam penelitian ini adalah kelas 7 SMP Tamansiswa Cibadak. Adapun jumlah siswa kelas 7 yaitu 127. Instrument penelitian yang digunakan yaitu uji validitas dan uji reliabilitas. Teknik Pengumpulan Data yang digunakan yaitu angket (kuesioner), dokumentasi dan wawancara. Hasil penelitian menunjukan bahwa terdapat pengaruh yang signifikan dari penggunaan Strategi Pembelajaran Google Classroom terhadap motivasi dan hasil belajar pada mata pelajaran Rekayasa Perangkat Lunak siswa kelas VII di SMP Tamansiswa Cibadak.
Optimization of Learning in Islamic Religious Education at Miftahul Ulum Vocational School, Tanjung Senang: A Review of the Influence of Problem Based Learning Strategies on Motivation and Learning Outcomes Titik Wahyuni; Imam Syafe'i; Heni Wulandari
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

This research is motivated by the need for effective learning strategies in increasing student motivation and learning outcomes in Islamic Religious Education (PAI) subjects at Vocational High Schools (SMK). As an integral part of the curriculum, PAI has a central role in shaping students' character, morals and religious values. However, its implementation is often faced with challenges, mainly related to a lack of student involvement and a lack of variety in teaching strategies. Therefore, this research aims to evaluate the effectiveness of implementing the Problem Based Learning (PBL) strategy in increasing student motivation and learning outcomes in PAI subjects at Miftahul Ulum Vocational School, Tanjung Senang. Using a quantitative approach and associative verification method, this research involved class X OTKP and RPL students as research subjects. The research results show that there is a significant relationship between the use of PBL strategies and student learning motivation and learning outcomes, with the PBL variable making a significant contribution in increasing student learning motivation and learning outcomes. The conclusion of this research highlights the importance of implementing innovative learning strategies such as PBL in the context of Islamic religious education in vocational schools, while considering the need for support and attention to challenges that may arise in the implementation process.
A Developing A Website For Reporting Internship Participants' Activities At The Medan City Communication And Information Service Heni Wulandari; Suherman, Suherman; Muhammad Irfan Dzaky; Zahra Balqis
INFOKUM Vol. 13 No. 01 (2025): Infokum
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58471/infokum.v13i01.2751

Abstract

The rapid advancement of digital technology has driven government institutions to adopt efficient and transparent reporting systems. This study focuses on the development of a website for reporting internship participants' activities at the Medan City Communication and Information Service. The objective is to create a digital platform that facilitates real-time activity reporting, improves data accuracy, and enhances communication between interns and supervisors. The website is developed using a structured system development life cycle (SDLC) approach, incorporating user-friendly features such as activity logs, progress tracking, and automated report generation. The findings indicate that the implementation of this website significantly streamlines the reporting process, reduces administrative workload, and ensures better monitoring of internship activities. This research concludes that a web-based reporting system provides an effective solution for managing internship programs, improving efficiency, and supporting digital transformation in government institutions. The study offers insights for further advancements in digital reporting systems to enhance operational effectiveness in public sector organizations.
Perancangan Ui/Ux Sistem Penjualan Sepeda Motor Yamaha Dengan Metode Prototyping Berbasis Website Pada PT Alfa Scorpii Gatot Subroto Medan Shafhany, Tanwinna; Heni Wulandari; Sri Wahyuni
Jurnal Mahajana Informasi Vol 9 No 2 (2024): JURNAL MAHAJANA INFORMASI
Publisher : Universitas Sari Mutiara Indonesia Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51544/jurnalmi.v9i2.5683

Abstract

In the era of technological development, this study aims to design a user interface (UI) and user experience (UX) for a website-based motorcycle sales system. The qualitative research method used includes interviews with the marketing and operational teams of PT Alfa Scorpii Gatot Subroto Medan. The results of the study show that the design of a website-based system designed using Figma tools and prototype models. Provides user experience, makes it easier to access promotional information, and increases transaction efficiency. In conclusion, this technology-based Ui/Ux design is expected to help PT Alfa Scorpii Gatot Subroto Medan in increasing competitiveness and ease of understanding products.
PENYEBAB KETERLAMBATAN KLAIM BPJS DI RSU BAHTERAMAS PROVINSI SULAWESI TENGGARA Heni Wulandari; Yusuf Sabilu; Suhadi Suhadi
Jurnal Kendari Kesehatan Masyarakat Vol. 1 No. 1 (2021): Jurnal Kendari Kesehatan Masyarakat (JKKM)
Publisher : Program Studi S2 Kesehatan Masyarakat Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37887/jkkm.v1i1.6

Abstract

Bertujuan untuk mengetahui factor penyeba bketerlambatan klaim JKN di RSU Bahtermas Provinsi Sulawesi Tenggara ditinjau dari aspek ketidaklengkapan berkas klaim, kepatuhan pada standard operasional prosedur, sumber daya manusia kesehatan dan teknologi informasi. Jenis penelitian kualitatif dengan desain deskriptif, dengan teknik purposive sampling.Dilakukan dengan cara wawancara, studi pustaka dan observasi. Penelitian ini dilakukan pada bulan Januari-Februari 2021. Hasil penelitian menunjukkan bahwa terjadi keterlambatan klaim JKN di Rumah sakit Umum Bahteramas Provinsi sulawesi tenggara, terutama jika ditinjau dari aspek kelengkapan berkas yang tidak ada kepastian batas waktu klaim, terjadi ketidaktahuan dan ketidakpatuhan terhadap standar operasional prosedur, tidak adanya penghitungan proporsi beban kerja SDMK pengelola klaim JKN, dan keberadaan teknologi informasi yang tidak merata.Untuk itu disarankan kepada RSU Bahteramas meningkatkan performa dalam menangani keterlambatan pengajuan klaim yang terjadi, dalam hal batasan waktu untuk melengkapi berkas klaim JKN, menempatkan Tenaga BPJS di Rumah Sakit untuk memaksimalkan arus pemberkasan.
Desain User Interface dan Experience Untuk Aplikasi E-Tiket Bus Di PT.Satunusa Lintas Persada Dengan Metode Design Thinking Lubis, M.Zein Ali; Randi Rian Putra; Heni wulandari
Jurnal Nasional Teknologi Komputer Vol 5 No 2 (2025): April 2025
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v5i2.174

Abstract

Satunusa Lintas Persada is an Inter-City Inter-Provincial (AKAP) bus company located in Medan City. Currently, the ticket sales system at Satunusa Bus still uses conventional methods. With the rapid progress of information technology and innovation in the smartphone sector, various human activities are becoming easier, including ordering tickets via e-ticketing applications which allow passengers to choose tickets according to their needs. Application development begins with interface design, which is the first step to realizing the concept as well as designing the flow and work mechanism of the application. The method used in this process is design thinking, consisting of five stages: empathize, define, ideate, prototype, and test. Based on system design testing using the System Usability Scale (SUS), an average score of 91.5 was obtained which is included in the "very good" category (B scale).
Perancangan UI/UX Aplikasi Mobile Penjualan Kue dan Roti Menggunakan Metode Design Thinking (Studi Kasus: UMKM Ghonim Kue) Nayaka Fajrina Soraya Rangkuti; Heni Wulandari; Randi Rian Putra
Jurnal Nasional Teknologi Komputer Vol 5 No 3 (2025): Juli 2025
Publisher : CV. Hawari

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

Abstract

MSMEs are the backbone of the national economy, but many have yet to adapt to digital technology. MSMEs “Ghonim Kue” face challenges in reaching a wide range of customers because they still rely on conventional sales systems. This research aims to design the user interface (UI) and user experience (UX) of Ghonim Kue mobile application using the Design Thinking method. With several processes in it, among others, empathize, define, ideate, prototype, and testing are processes in implementing the design thinking method. The creation of this application uses Figma software as a mobile display designer and is tested using the System Usability Scale (SUS). The test results of 26 users showed a SUS score of 66.15 which is included in the “Adjective scale Good and Accepbility Marginal High” category. This design is expected to be a digital solution that can increase the competitiveness of Ghonim Kue MSMEs in the era of digital transformation.
Desain dan Pembangunan Aplikasi Augmented Reality untuk Pengenalan Huruf Alphabet secara Interaktif pada Siswa dan Siswi Raudhatul Athfal Al Hasan Kota Binjai Astria Dwi Yanti; Heni Wulandari; Ruly Dwi Arista
Jurnal Nasional Teknologi Komputer Vol 5 No 3 (2025): Juli 2025
Publisher : CV. Hawari

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

Abstract

Humans today are very dependent on technology. Technology is a basic need of every individual. Raudhatul Athfal Al-Hasan has not utilized technology optimally in the teaching and learning process. Researchers have a goal to design and build Augmented Reality (AR) applications for interactive introduction of alphabet letters. The method used is Marker Based Tracking. This application is designed so that children can understand the material and use it easily in classroom learning activities. The focus of the research lies on the design and development of Augmented Reality (AR) applications. The users gave a positive assessment. The average System Usability Scale (SUS) score reached 80.8. The value is equivalent to Grade B. The application quality assessment is in the Excellent category. The level of user acceptance is in the Acceptable category. The results show that the application provides significant benefits in the learning process.