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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): Maret
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.
Android-Based E-Module Development on Network Operating System Material: Pengembangan E-Modul Berbasis Android pada Materi Sistem Operasi Jaringan Imamah, Nur; Hasanah, Fitria Nur
Indonesian Journal of Education Methods Development Vol. 18 No. 2 (2023): May
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v22i.737

Abstract

The purpose of this study was to produce an android-based e-module learning product on the material of the class XI TKJ network operating system and to determine the feasibility of an android-based e-module. This type of research uses R & D Research and Development with the ADDIE research and development model consisting of alaysis (analysis), design (design), development (development), implementation (Implementation) and evaluation (evaluation) stages. class XII TKJ SMK Muhammadiyah 1 Taman, the implementation is in class XI TKJ students. After the development process, media experts and material experts were validated as well as small-scale trials consisting of 5 students. So it can be concluded that android-based e-modules are suitable for use as teaching materials with the results of media expert validation of 86.6% in the very feasible category, the results of material expert validation by 85% in the very feasible category and small-scale trials getting an average percentage by 83.26%.
Interactive Media Revolutionizes Education, Boosting Global Student Engagement: Media Interaktif Merevolusi Pendidikan, Meningkatkan Keterlibatan Siswa Secara Global Seto, Armanda Bayu Rangga; Hasanah, Fitria Nur
Indonesian Journal of Innovation Studies Vol. 25 No. 2 (2024): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i2.1083

Abstract

This study focuses on developing desktop-based interactive learning media, "MISTAR," to address challenges such as student boredom and comprehension difficulties in computer lab settings. Using the ADDIE method, the research involved interviews with a network systems administration teacher, observations of X-grade TKJ students, and expert validation. Results showed high feasibility (88% media expert validation, 91% subject matter expert validation, and 90.8% average from limited-scale trials), indicating strong potential for improving engagement and understanding in educational environments. Further research is recommended to explore implementation and effectiveness in schools. Highlight: Improved Learning Experience: Interactive media development enhances student engagement effectively. Expert Validation: High feasibility validated by media and subject matter experts. Educational Impact: Interactive media improves understanding in computer lab environments. Keyword: Interactive Learning Media, ADDIE Method, Feasibility Evaluation, Engagement Improvement, Educational Research
MUDIG transforms global vocational education by enhancing engagement: MUDIG mentransformasi pendidikan kejuruan global dengan meningkatkan keterlibatan Olvyya, Amaydhi; Hasanah, Fitria Nur
Indonesian Journal of Innovation Studies Vol. 25 No. 2 (2024): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i2.1097

Abstract

This research introduces MUDIG (Mobile Understanding Digital Graphic) learning media, designed to enhance class X students' comprehension of Graphic Design at Diponegoro Vocational School, Sidoarjo. Utilizing the Research and Development (R&D) methodology with the Analysis, Design, Development, Implementation, and Evaluation (ADDIE) model, the study aimed to address the lack of engaging learning materials in vocational education. Results from a small-scale trial showed positive student responses, with an average assessment of 86.6%, alongside high suitability ratings from expert validation. Student feedback emphasized increased interest, motivation, and understanding of the subject matter. These findings underscore the potential of innovative media like MUDIG to improve teaching and learning outcomes in vocational education, suggesting avenues for further exploration and implementation in broader classroom contexts. Highlight: MUDIG enhances Graphic Design learning in vocational education. Students respond positively, showing increased interest and comprehension. R&D methodology, ADDIE model ensure structured development and evaluation. Keyword: MUDIG, Graphic Design, Vocational Education, R&D Methodology, ADDIE Model
Implementation of Project-Based Visual Programming Modules on Problem-Solving Skills Information Technology Education students to Support the SDG’s Hasanah, Fitria Nur; Wiguna, Akbar; Shofiyah, Noly; Handayani, Nuri Fitri
Edu Komputika Journal Vol. 11 No. 1 (2024): Edu Komputika Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukom.v11i1.10804

Abstract

Students in the Information Technology Education program need to master programming languages as an essential part of their competencies to support educational goals. One of the courses that require programming proficiency is Visual Programming or desktop-based programming. Problem-solving skills are crucial in the development of desktop-based applications.  This study aims to analyze the visual programming problem-solving abilities of PTI students in supporting the SDGs through the implementation of the project-based visual programming module. This research employs a quantitative approach with a pre-experimental design of the One-Group Pretest-Posttest type. The sampling technique used is purposive sampling, involving 15 students currently taking the object-oriented programming course. The data used in this study consists of the test results of problem-solving abilities through the final project. Based on the analysis, the project-based visual programming module has been proven effective in improving students' problem-solving skills, as indicated by the paired sample t-test with a significance value of 0.002 < 0.05. In conclusion, there is a significant difference in students' problem-solving abilities before and after using the project-based module. The improvement in students' problem-solving skills through this module is considered high, with an N-Gain score of 0.839.
Pembuatan Video Profil SD Negeri Beji II Pasuruan sebagai Media Promosi dan Branding Sekolah Handayani, Nuri Fitri; Rambu Ayu Eryani; Hasanah, Fitria Nur; Wiguna, Akbar
BERBAKTI: Jurnal Pengabdian Kepada Masyarakat Vol. 1 No. 02 (2024): ISSUE DESEMBER
Publisher : PT. Mifandi Mandiri Digital

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

Abstract

Di era perkembangan digitalisasi yang sangat pesat, penggunaan teknologi berbasis multimedia di sektor pendidikan juga semakin meningkat, terutama dalam hal mempromosilkan kegiatan di sekolah. SD Negeri Beji II Pasuruan memiliki tantangan dalam menyebarkan informasi terkait kegiatan di sekolah terhadap seluruh lapisan masyarakat. Sehingga, untuk meningkatkan transparansi serta menarik perhatian calon peserta didik baru dan orang tua, pembuatan video profil dapat dijadikan sebagai solusi untuk menjawab tantangan tersebut. Video profil SD Negeri Beji II Pasuruan dirancang untuk menampilkan beberapa aspek kegiatan yang ada di sekolah antara lain: KBM (Kegiatan Belajar Mengajar), program unggulan, ekstrakulikuler, serta beberapa prestasi yang diraih oleh siswa. Metode yang diterapkan dalam pembuatan video ini mencakup beberapa tahap: pertama, tahap persiapan, yang melibatkan konfirmasi dengan Kepala Sekolah mengenai izin pengambilan gambar; kedua, pelaksanaan, di mana pengambilan gambar dan video dilakukan sesuai jadwal yang telah disepakati; dan ketiga, proses editing, di mana semua materi yang terkumpul diolah menggunakan aplikasi editing seperti CapCut dan VN. Akhirnya, video profil yang telah diselesaikan dipublikasikan di platform YouTube. Melalui langkah ini, diharapkan masyarakat dapat lebih mengenal SD Negeri Beji II, meningkatkan minat, dan membangun citra positif mengenai pendidikan yang diberikan di sekolah tersebut