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Pengembangan Modul Pemrograman Visual berbasis Project Based Learning Hasanah, Fitria Nur; Untari, Rahmania Sri; Aulina, Choirun Nisa; Ramadhan, Syahrul
Edu Komputika Journal Vol 9 No 1 (2022): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v9i1.56857

Abstract

Mahasiswa seringkali kurang kreatif mengembangkan contoh dalam modul praktikum yang ada pada modul mata kuliah Pemrograman visual pada era post covid, sehingga hasil produk yang dihasilkan selalu monoton dan sekedar meniru modul praktikum. Tujuan penelitian ini adalah mengembangkan modul berbasis project based learning serta mengetahui kelayakan modul. Penelitian ini merupakan jenis penelitian dan pengembangan (Research and development). Pengembangan modul menggunakan model pengembangan 4D (Define, Design, Develop, and Disseminate) yang mengadopsi dari Thiagarajan . Modul divalidasi oleh 2 ahli yaitu ahli materi dan ahli media pembelajaran dan diujicoba pada kelompok terbatas sejumlah 10 responden. Instrumen yang digunakan adalah angket dengan skala likert. Teknik analisis data menggunakan analisis deskriptif statistik. Berdasarkan hasil uji kelayakan yang telah dilakukan pada ahli materi dan ahli media secara berturut-turut diperoleh persentase sebesar 80,33% dengan kriteria sangat layak dan 87,5% dengan kriteria sangat layak, hasil ujicoba kelompok terbatas mencapai tingkat kelayakan 86,8% dengan kriteria sangat layak. Sehingga disimpulkan bahwa modul pemrograman visual berbasis PjBL sangat layak untuk digunakan.
Pengembangan Sistem Informasi Perpustakaan Berbasis Web terhadap Kemudahan Pelayanan di Fakultas Psikologi dan Ilmu Pendidikan Hakiki, Trisna Nur; Hasanah, Fitria Nur
JURNAL TECNOSCIENZA Vol. 5 No. 1 (2020): TECNOSCIENZA
Publisher : JURNAL TECNOSCIENZA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51158/55qan166

Abstract

Penelitian ini bertujuan untuk mengembangkan sistem informasi perpustakaan berbasis web di Fakultas Psikologi dan Ilmu Pendidikan UMSIDA, mengetahui kelayakan sistem informasi perpustakaan berbasis web dan mengetahui kemudahan pelayanan dengan menggunakan sistem informasi perpustakaan berbasis web. Penelitian ini merupakan penelitian pengembangan (Research and Development) dengan menggunakan model ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). Instrumen pengumpulan data penelitian ini menggunakan angket kemudahan pelayanan. Kelayakan sistem informasi perpustakaan berbasis web dinilai oleh ahli media dengan indikator makes job easier, usefull, enchance efectiveness, improve job performance, design. Hasil validasi oleh dosen ahli media sebesar 88.42% dengan katergori sangat layak. Berdasarkan hasil angket kemudahan pelayanan yang telah diisi oleh pengguna sistem informasi perpustakaan FPIP diperoleh tingkat kepuasan terhadap kemudahan pelayanan sebesar 92.4% dengan kriteria sangat puas. Sehingga dapat disimpulkan sistem informasi perpustakaan berbasis web sangat layak digunakan dalam meningkatkan kemudahan pelayanan di FPIP UMSIDA. Kata kunci: Sistem Informasi Perpustakaan Berbasis Web, Kemudahan Pelayanan, Penelitian Pengembangan (R&D)
Analysis of Student Learning Media Needs in Object-Based Programming (PBO) Subjects Wiguna, Akbar; Astuti, Cindy Cahyaning; Hasanah, Fitria Nur; Sri Untari, Rahmania
Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika Vol. 9 No. 2 (2024): Gammath : Jurnal Ilmiah Program Studi Pendidikan Matematika
Publisher : Universitas Muhammadiyah Jember

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Abstract

Object-Oriented Programming (OOP) is a fundamental course in computer science, particularly in software and application design. However, programming is often perceived as challenging by many students. Effective learning should stimulate creativity, actively engage students, achieve learning objectives effectively, and occur in conducive environments. One strategy to achieve this is by utilizing learning media tailored to students' needs. This study aims to analyze university students' needs in learning Object-Oriented Programming. A qualitative approach was employed using a case study method. The study examined students' perceptions of pair programming in OOP courses at the University of Muhammadiyah Sidoarjo (UMSIDA) within the Information Technology Education (PTI) program. The findings indicate that students predominantly use PCs or laptops for programming and require digital learning media to enhance their learning experience. They prefer materials that provide clear instructions and commands and are more comfortable with media that integrate text and visual elements. The analysis reveals a need for e-modules designed specifically for laptops/PCs, incorporating images, text, and detailed instructions for effective programming learning.
PENGEMBANGAN SISTEM INFORMASI BERBASIS WEBSITE UNTUK PENINGKATAN POTENSI DESA JEMIRAHAN Astuti, Cindy Cahyaning; Mulyanto, Angga Dwi; Wiguna, Akbar; Hasanah, Fitria Nur; Untari, Rahmania Sri; Nugroho, Oktavianto Ashror
JRCE (Journal of Research on Community Engagement) Vol 5, No 2 (2024): Journal of Research on Community Engagement
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jrce.v5i2.26238

Abstract

Village website development is the process of designing, creating and maintaining a website specifically to represent and serve the needs of a village. Websites generally aim to provide an information and communication platform that can be accessed by members of the village community as well as other people interested in the village. . On the Jemirahan Village website, there are several menus, including village structure notifications, news information linked to Facebook, and a suggestion and complaint box menu. In the complaints menu, Jemirahan village residents can provide suggestions or criticism regarding the services provided by Jemirahan village officials. Creating a website for village communities brings various significant benefits, both in social, economic and educational aspects. The website is not only a communication tool, but also a strategic platform for development and empowerment of village communities in various fields.
Development of the Android-based "Misi Gimako" Game as a Class High School Learning Media: Pengembangan Game “Misi Gimako” Berbasis Android Sebagai Media Pembelajaran SMA Sofi, Angelia; Hasanah, Fitria Nur
Inquest Journal Vol. 2 No. 1 (2023): November
Publisher : Wadah Inovasi Indonesia

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Abstract

This research explores the potential of Android-based educational games in enhancing learning experiences for high school students, focusing on informatics subjects. Employing the ADDIE development model—comprising Analysis, Design, Develop, Implement, and Evaluate—the study aims to assess the efficacy of these games as learning media. Research involves 10 randomly selected students, evaluating both randomly chosen and expert-validated educational games. Utilizing the Cocket as the research instrument, the findings aim to bridge existing knowledge gaps in educational technology, offering insights into optimizing technology for educational purposes.
Analisis Implementasi Kurikulum Merdeka dalam Proses Pembelajaran Kegiatan P5 Berbasis Teknologi Informasi dan Komunikasi di SMK Negeri 2 Buduran Dwi Alfina, Irma Agustin; Hasanah, Fitria Nur
Physical Sciences, Life Science and Engineering Vol. 1 No. 2 (2024): March
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/pslse.v1i2.195

Abstract

Kurikulum mandiri diperkenalkan untuk mengatasi krisis belajar (learning loss) akibat pandemi Covid-19. Tujuan dari penelitian ini adalah untuk implementasi kurikulum merdeka dalam proses pembelajaran kegiatan P5 berbasis teknologi informasi dan komunikasi, dan tingkat kepuasan peserta didik terhadap kurikulum merdeka dalam kegiatan Projek Penguatan Profil Pelajar Pancasila (P5). Penelitian ini merupakan jenis penelitian deskriptif kuantitatif dengan menggunakan variabel tunggal yaitu pelaksanaan kurikulum merdeka kegiatan P5. Populasi penelitian ini mencakup seluruh peserta didik kelas X SMK Negeri 2 Buduran. Dalam menentukan jumlah sampel penelitian ini, penulis menggunakan rumus slovin kemudian dihitung didapatkan jumlah sampel sebanyak peserta didik 189 dan fasilitator 14, dengan menerapkan teknik simple random sampling. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah angket, wawancara, dan dokumentasi. Teknik analisis data yang digunakan adalah analisis deskriptif dengan persentase menghitung jawaban responden dengan menggunakan program komputer yaitu excell. Hasil penelitian ini adalah pemanfaatan teknologi komunikasi dan informasi (TIK) dapat meningkatkan kualitas pengajaran, kualitas peserta didik, minat peserta didik, dan serentak menaikkan nilai pendidik dibidang kemajuan teknologi. Kepuasan peserta didik tentang kegiatan P5 (Projek Penguatan Profil Pelajar Pancasila) yaitu menunjukkan bahwa 89% peserta didik sangat puas dengan adanya kurikulum merdeka memberikan kesempatan kepada peserta didik untuk mengembangkan, bakat dan minat mereka secara lebih luas dan terbuka sesuai prinsip perbedaan individu.
Penerapan Teknologi Real Time Computer Vision pada Robot Cerdas Penyeleksi dan Pemungut Bola Berdasarkan Warna Hasanah, Fitria Nur; Dzikrillah, Ahmad Rizal; Wiranata, Ade Davy; Rahardjo, Rafi Diandra Dani
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 16, No 1 (2025): JURNAL SIMETRIS VOLUME 16 NO 1 TAHUN 2025
Publisher : Fakultas Teknik Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simet.v16i1.13722

Abstract

Visi komputer merupakan salah satu teknologi terbaru dalam kecerdasan buatan yang banyak digunakan dalam bidang otomasi, deteksi objek, dan robotika. Penelitian ini bertujuan untuk mengembangkan robot cerdas berbasis visi komputer real-time yang mampu mendeteksi, memilah, dan memungut bola berdasarkan warna pada kontes ABU Robocon 2024. Sistem robot ini dirancang dengan menggunakan kamera Pixy CMUCam5 yang dilengkapi algoritma Color Connected Component (CCC) untuk mendeteksi objek berwarna merah dan biru sesuai dengan standar bola kontes. Robot beroda yang dikendalikan oleh mikrokontroler Arduino Uno, memanfaatkan roda mechanum untuk manuver, sementara mekanisme pemungut bola menggunakan silinder karet yang digerakkan motor DC. Pengujian dilakukan melalui dua skenario: deteksi bola yang bergerak dan pengambilan bola yang diam di beberapa jarak. Hasil penelitian menunjukkan bahwa robot mampu mendeteksi dan merespon objek berwarna dalam jangkauan tertentu. Namun, kamera Pixy memiliki keterbatasan dalam mendeteksi bentuk atau pola objek, hanya mendasarkan seleksi pada warna. Penelitian ini berhasil menunjukkan implementasi algoritma deteksi warna berbasis visi komputer pada robot cerdas, meskipun masih perlu peningkatan dalam kemampuan pengenalan bentuk.Computer vision is one of the latest technologies in artificial intelligence, widely used in automation, object detection, and robotics. This study aims to develop an intelligent robot based on real-time computer vision that can detect, sort, and pick up balls based on color for the ABU Robocon 2024 contest. The robot system is designed using the Pixy CMUCam5 camera, equipped with a Color Connected Component (CCC) algorithm to detect red and blue objects according to the contest's ball standards. The wheeled robot, controlled by an Arduino Uno microcontroller, utilizes mechanum wheels for maneuvering, while the ball-picking mechanism uses rubber cylinders driven by DC motors. Testing was conducted through two scenarios: detecting moving balls and picking up stationary balls at various distances. The results indicate that the robot can detect and respond to colored objects within a certain range. However, the Pixy camera has limitations in detecting the shape or pattern of objects, only basing selection on color. This study successfully demonstrates the implementation of a color-detection algorithm using computer vision in an intelligent robot, although improvements in shape recognition are still needed.
Pengembangan Mobile Learning “Detektif Siput” Kelas X SMK Rindiani, Rindiani; Hasanah, Fitria Nur
Media Penelitian Pendidikan : Jurnal Penelitian dalam Bidang Pendidikan dan Pengajaran Vol 16, No 2 (2022)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/mpp.v16i2.13183

Abstract

The purpose of this study was to develop and determine the feasibility of learning media, in the form of mobile learning with the name "Snail Detective" for class X students majoring in Computer and Network Engineering at Dian Indonesia Vocational High School Sidoarjo. The development model used in this study is the ADDIE model which consists of the analysis, design, development, implementation, and evaluation stages. The subjects in this study were students of class X majoring in Computer and Networking Engineering. The research instrument used is in the form of a questionnaire. The data obtained will then be analyzed using the likert scale. “Detective Snail” mobile learning was validated by media experts, material experts, and tested on groups with a limited scale. Based on the results of the development, it was found that the development of "Snail Detective" mobile learning in class X SMK Dian Indonesia Sidoarjo was declared very feasible as a learning support tool. The validation results from media experts get a score percentage of 94% with a very decent category, the results of material expert validation get a score percentage of 87% with a very decent category and trials to students get an average score percentage of 91.2% with a very decent category . So it is concluded that the “Snail Detective” mobile learning is very feasible to use and can be implemented for the learning process.
2013 Curriculum Report Application Development at SMK DIAN Indonesia: Pengembangan Aplikasi Raport Kurikulum 2013 Di SMK DIAN Indonesia Asy’Ari, Mochammad Hasyim; Untari, Rahmania Sri; Hasanah, Fitria Nur
Indonesian Journal of Education Methods Development Vol. 3 (2018): August
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v2i0.583

Abstract

In SMA Dian Indonesia the report card data entry process is still constrained by the complexity of the application flow that is used. Each subject teacher gives a grade to the homeroom teacher to be processed into a report card. This made it difficult for the homeroom teacher to process the data provided by the subject teacher so that the process of processing report cards was hampered."This study aims to determine the process of developing the 2013 Curriculum Report Card Processing Application at Dian Indonesia High School. Based on the results of the analysis, it was obtained 90% in the very feasible category by media experts, and from the teacher the average validity was obtained 80.7% with the feasible category. So it can be concluded that the development of the 2013 Curriculum Report Card Processing Application is very suitable for use at Dian Indonesia High School.
Development of AJARKO Learning Media (Computer Network Application) Based on Android in The Information Technology Education Study Program: Pengembangan Media Pembelajaran AJARKO (Aplikasi Jaringan Komputer) Berbasis Android Pada Prodi Pendidikan Teknologi Informasi Septyanto, Fachryzal; Hasanah, Fitria Nur
Indonesian Journal of Education Methods Development Vol. 17 No. 4 (2022): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i.677

Abstract

The purpose of this study was to find out how the development of AJARKO learning media (computer network application) based on Android in the information technology education study program and to determine the feasibility of the developed media. The media was developed using Adobe Flash Professional CS6 software. The type of research used is R&D using the ADDIE (Analysis-Design-Development-Implementation-Evaluation) model. The research subjects were 4th semester PTI students. The validation results obtained from media experts amounted to 89.3% which was declared very feasible. Then from the material and question experts each got a score of 67.6% and 67.5% which were declared eligible. The assessment of the respondents got an average value of 88.4% which was declared very feasible. It is concluded that this android-based computer network learning media is feasible to be applied to the learning process.