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Pengembangan Instrumen Penilaian Berbasis Aplikasi Kahoot pada Mata Pelajaran Informatika Nadia Izatin Nafsi; Alfadl Habibie; Milah Nurkamilah
Journal of Education Technology Information Social Sciences and Health Vol. 4 No. 2 (2025): September 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/jetish.v4i2.6838

Abstract

Penelitian ini bertujuan mengembangkan instrumen penilaian berbasis aplikasi Kahoot pada materi Sistem Komputer di kelas VIII SMP Nurul Iman Tasikmalaya. Metode yang digunakan adalah Research and Development (R&D) dengan model 4D (Define, Design, Develop, Disseminate). Instrumen yang dikembangkan divalidasi oleh ahli materi dan bahasa, serta dianalisis berdasarkan validitas isi, reliabilitas, tingkat kesukaran, dan daya pembeda. Hasil penelitian menunjukkan bahwa instrumen layak digunakan dengan validitas sangat kuat (0.687–0.994), reliabilitas tinggi (0.988), tingkat kesukaran sedang, dan daya pembeda baik hingga sangat baik. Respons siswa terhadap penggunaan Kahoot sangat positif. Hasil ini menunjukkan bahwa Kahoot efektif digunakan sebagai media evaluasi, namun perancangan butir soal tetap harus memperhatikan kualitas teknis.
Pengembangan Game Edukasi Berbasis GDevelop untuk Meningkatkan Pemahaman Murid dalam Materi Sistem Komputer Valerian Permana Sukma; Alfadl Habibie; Muhammad Taufiq
Computer Journal Vol. 4 No. 1 (2026): February
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v4i1.351

Abstract

This study aims to develop and test the effectiveness of GDevelop-based educational games in improving students' understanding of computer systems material. The research employed the Research and Development (R&D) method using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The developed product is an interactive educational game featuring a Pair Game concept, where students match computer component images with their corresponding descriptions or functions, complemented by a quiz system and immediate feedback mechanism. The research subjects consisted of grade X students from SMAN 3 Kota Tasikmalaya. Data were collected through validation by media experts and material experts, learning outcome tests (pre-test and post-test), and student response questionnaires. The findings revealed that the media obtained a feasibility score of 81% from media experts and 75% from material experts, both falling within the highly feasible category. The effectiveness test demonstrated a significant increase in student understanding with an N-Gain value of 0.73, categorized as high. The GDevelop-based educational game proved to be feasible and effective as a learning medium for enhancing students' understanding of computer systems material.
Rancang Bangun Sistem Informasi Perizinan Santri Berbasis Web di Pesantren Muhammadiyah Al-Furqon Faisal Egi Putra Sumpena; Alfadl Habibie; Taofik Muhammad
Computer Journal Vol. 4 No. 2 (2026): August
Publisher : Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58477/cj.v4i2.448

Abstract

Advances in information technology have had a positive impact on various fields, including administrative management in the educational sector. At the Muhammadiyah Al-Furqon Islamic Boarding School in Tasikmalaya—the subject of this study—the process of issuing student leave permits was previously conducted manually, often leading to challenges such as delays in record-keeping, data errors, and inefficiency. Additionally, parents had to visit the boarding school in person to request a permit, which did not always guarantee approval. As a solution, this study designed and developed a web-based student leave permit information system that can assist administrators in automatically recording and printing permission letters, as well as make it easier for parents to submit permission requests online. This study employed the Research and Development (R&D) method using the Waterfall development model. Data collection was conducted through observations, interviews, literature reviews, and questionnaires. The feasibility study results, using the TELOS method, were as follows: Technical (96.7%), Economic (100%), Legal (100%), Operational (90.1%), and Schedule (88.5%), resulting in an overall score of 95.1%. These results fall into the "Highly Feasible" category, indicating that this website is highly effective in facilitating student permission requests for both parents and boarding school administrators.
RANCANG BANGUN SISTEM INFORMASI UKK MANDIRI SMK BERBASIS WEB DENGAN INTEGRASI ADDIE DAN SCRUM Alamsyah Firdaus; Taofik Muhammad; Alfadl Habibie; Imam Amirulloh; Ilpan Rusilpan
INTI Nusa Mandiri Vol. 20 No. 2 (2026): INTI Periode Februari 2026
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/inti.v20i2.8151

Abstract

The digital transformation of vocational education necessitates competency-based assessment systems that are integrated, accountable, and data-driven. This study develops a web-based UKK Mandiri Information System through an integrative ADDIE–Scrum formulation that operationally maps the relationship between instructional design for competency assessment and iterative software engineering processes. A Research and Development (R&D) approach was employed, involving needs identification through interviews, observations, and document analysis within the implementation context of UKK Mandiri at SMK YPC Tasikmalaya. The system was developed using a three-tier architecture with role-based access control and an automated competency achievement validation mechanism. Testing results demonstrate functional conformance across all core modules, cross-browser compatibility, and baseline security validation. Expert evaluation yielded a mean score of 4.40 (SD = 0.72; α = 0.91; 95% CI [3.89–4.91]), categorized as “Highly Feasible.” The findings indicate improved administrative efficiency, consistency in score calculation, and enhanced traceability of competency assessments, while reinforcing the integration between instructional design and agile software development through a documented and replicable coordinative model