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Pengaruh Media Pembelajaran Digital Base Learning Berbasis Game terhadap Motivasi Belajar Anak PAUD pada Pembelajaran Agama Islam Ninik Rahayu Ashadi
Information Technology Education Journal Vol. 3, No. 3, September (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

Tujuan Penelitian ini yaitu untuk mengetahui besarnya pengaruh media pembelajaran digital base learning berbasis games pada kognitif anak PAUD pada pembelajaran agama islam islam kelompok anak PAUD  perumahan kalegowa blok C 17. Jenis penelitian ini adalahjenis penelitian Kuantitatif deskriptif dengan menggunakan metode  korelasional. tujuan menggunakan metode ini untuk mengidentifikasi serta memperoleh data dan informasi yang terkait pengaruh media pembelajaran digital base learning berbasis game terhadap motivasi belajar anak Paud terhadap agama islam. Teknik analisa data penelitian yang digunakan adalah (1) uji validitas serta reabiltas, (2) menghitung persentase rata – rata, (3) uji regresi ganda, (4) Uji Hipotesis.  Kesimpulan dari hasil penelitian menyatakan bahwa adanya pengaruh signifikansi antara Pengaruh media pembelajaran digital base learning berbasis game terhadap Motivasi belajar anak PAUD pada pembelajaran Agama Islam di kelompok anak PAUD perumahan kalegowa blok C 17. Berdasarkan hasil dapat disimpulkan bahwa adanya pengaruh signifikansi antara Pengaruh media pembelajaran digital base learning berbasis game terhadap Motivasi belajar anak PAUD pada pembelajaran Agama Islam di kelompok anak PAUD perumahan kalegowa blok C 17. Adapun besar Pengaruh media pembelajaran digital base learning berbasis game terhadap Motivasi belajar diperoleh hasil nilai sebesar  1,5 % dan selanjutnya sisa nilai persentase lainnya dipengaruhi oleh variable-variable tidak dijelaksan pada penelitian
Assessing Teaching Factory Implementation through Students’ Perceptions: A CIPP Model Approach Sanatang; Dwi Rezky Anandari Sulaiman; Ninik Rahayu Ashadi; Muh. Ihsan Zulfikar
Information Technology Education Journal Vol. 4, No. 4, November (2025)
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/intec.v4i4.10530

Abstract

This study aims to assess the implementation of the Teaching Factory (TeFa) program through students’ perceptions using the CIPP (Context, Input, Process, Product) evaluation model. The evaluation focused solely on students’ viewpoints as direct beneficiaries of production-based vocational learning, excluding teachers’ and industry partners’ perspectives. A quantitative survey method was employed, involving 70 students from SMKN 10 Makassar, who completed a 12-item questionnaire with high internal reliability (Cronbach’s α = 0.894). Data were analyzed descriptively and through Spearman’s rank correlation to examine the relationships among the CIPP dimensions. The results indicate that students’ perceptions of TeFa implementation were within the “fair to good” range: Context (47.14% fair, 28.57% good, 24.29% very good), Input (41.43% fair, 38.57% good, 18.57% very good), Process (40% fair, 42.86% good, 14.29% very good), and Product (40% fair, 30% good, 24.29% very good). All dimensions showed positive and significant correlations (ρ = 0.619–0.794, p < 0.001), with the strongest relationship between Process and Product (ρ = 0.794), indicating that better learning processes are closely linked to improved learning outcomes. In conclusion, the Teaching Factory program is perceived as moderately effective by students. Improvement efforts should prioritize the Input dimension such as facilities, learning materials, and industrial engagement—and strengthen the Process dimension through enhanced mentoring and integration of production activities. Future research should involve teachers and industry partners to provide a more comprehensive CIPP-based evaluation.
PKM Pelatihan Penulisan Penelitian Tindakan Kelas terhadap Guru SMP Negeri 3 Pattallassang Ninik Rahayu Ashadi; Shabrina Syntha Dewi; Dwi Rezky Anandari Sulaiman; Andi Muhammad Taufik Ali; Wirawan Setialaksana; Irwansyah Suwahyu; Muhammad Asriadi
Vokatek: Jurnal Pengabdian Masyarakat Volume 1: Issue 2 (Juni 2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/vokatekjpm.v1i2.113

Abstract

Permasalahan yang dihadapi mitra tersebut adalah kurangnya pemahaman terkait untuk melakukan penelitian dan penulisan karya ilmiah yang dipublikasikan. Hal ini merupakan satu tantangan yang dihadapi oleh guru-guru di SMP 3 pattalasang dalam meningkatkan kualitas profesionalnya. Solusi yang ditawarkan oleh tim pengabdi adalah memberikan ketrampilan melakukan kegiatan penelitian khususnya PTK dan penulisan karya ilmiah serta dan melakukan pendampingan secara daring pada guru-guru dalam menulis karya ilmiah sampai publikasikannya.. Tahap Pelaksanaan terdiri atas dua tahap. Tahap pertama, yaitu pemberian motivasi menulis. Sesi pelatihan yang menitik beratkan pada penggalian potensi dan manfaat baik dari dalam maupun luar diri guru dalam hal penulisan karya ilmiah. Kedua, sesi pelatihan yang menitik beratkan pada pemberian bekal pengetahuan sekaligus kemampuan menulis karya ilmiah berjenis artikel ilmiah, makalah, diktat dan laporan penelitian tindakan kelas ataupun lainnya meliputi teknik merumuskan topik/judul, membuat kerangka tulisan, mengumpulkan bahan-bahan tulisan, mengorganisasikan, mengonsep, menulis, dan menyunting karya tulis ilmiah.
PKM Pelatihan Pemanfaatan Literasi Digital Berbasis Android untuk Meningkatkan Hasil Belajar Siswa di SMP Negeri 4 Bajeng Ninik Rahayu Ashadi; Irwansyah Suwahyu; Muhammad Asriadi; Dwi Rezky Anandari Sulaiman; Shabrina Syntha Dewi
Vokatek: Jurnal Pengabdian Masyarakat Volume 1: Issue 3 (Oktober 2023)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/vokatekjpm.v1i3.197

Abstract

This PKM is about PKM training on the use of Android-based digital literacy to improve student learning outcomes at SMPN 4 Bajeng. The problems faced by these partners are lack of understanding of students regarding the use of Android-based digital literacy, lack of motivation to do assignments which results in poor learning outcomes, students have cellphones and laptops but they are only used as communication tools and tools for typing assignments. Based on this It seems necessary to equip students with knowledge of the use of digital literacy. The solution offered by the service team is to conduct training on the use of digital literacy. In implementing this PKM program, class X students will be invited who will later by following this training become students who are able to utilize digital literacy in the learning process. This training will present presenters who are competent in their fields. The speakers presented were from educational circles, both lecturers and teachers who are capable of developing their profession, especially the use of digital literacy: (1) Welcoming the service team from Makassar State University by the principal of SMP 4 Bajeng, (2) Activities providing materials, (3) Mentoring and evaluation of class X students at SMP 4 Bajeng. Training methods are lecture methods, question and answer methods, and training/practice methods.
Pelatihan Pembuatan Media Interaktif Berbasis Digitalisasi Menggunakan E-Learning di SMP Handayani Ninik Rahayu Ashadi; Irwansyah Suwahyu; Dwi Rezky Anandari Sulaiman; Amiruddin Hambali; Marwan Ramdhany Edy
Vokatek: Jurnal Pengabdian Masyarakat Volume 2: Issue 2 (Juni 2024)
Publisher : Sakura Digital Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/vokatekjpm.v2i2.455

Abstract

Analisis situasi atau masalah secara spesifik pada mitra SMP Handayani sebagai berikut (1) Guru masih menggunakan metode konvensional yaitu menggunakan metode ceramah sehingga proses pembelajaran masih berpusat pada guru, (2) masih minimnya pengetahuan dalam penggunaan dan pemanfaatan digitalisasi. Ketersediaan sarana dan prasarana namun pemanfaatan nya sebatas diakses saat ujian. Sehingga solusi yang ditawarkan untuk menyelesaikan masalah mitra yaitu (1) memberikan pelatihan pembuatan kepada klompok guru untuk memanfaatkan digitalisasi, (2) melakukan pelatihan kepada kelompok guru dengan mengundang pemateri yang kompeten dalam pembelajaran berbasis E-learning. Berdasarkan hasil Pelaksanaan kegiatan workshop atau pelatihan selama 2 hari dengan metode praktikum diperoleh kesimpulan yaitu kelompok guru mata pelajaran atau peserta pelatihan mampu membuat media interaktif digitalisasi dengan memanfaatkan media pembelajaran berbasis E-leaning. sehingga dengan adanya media interaktif digitalisasi, ilmu kelompok guru yang diperoleh akan semakin luas dan menambah pengetahuan siswa yang tidak hanya didapat di kelas.
Pengembangan Sistem Informasi Berbasis Android pada SMA Negeri 17 Gowa M. Nurmuhajirin Surahman; Muhammad Yusuf Mappeasse; Ninik Rahayu Ashadi
Progressive Information, Security, Computer, and Embedded System Vol. 3, No. 2 September (2025)
Publisher : Sakura Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61255/pisces.v3i2.557

Abstract

This research aims to (1) Knowing the results of testing on the development of school information systems at SMA Negeri 17 Gowa, and (2) assess the effectiveness and practicality of the developed school information system at SMA Negeri 17 Gowa. This type of research is Research & Development (R&D). The development was carried out using the prototype model. The results obtained from the research are a system that can be used by the community and students of SMA 17 Gowa. This system has undergone software testing using ISO 25010, encompassing several aspects such as (1) Functional Suitability, achieving a score of 95.83% (very suitable); (2) Performance Efficiency, based on software testing using performance overlay tools, the average GPU and UI (CPU) usage indicators showed a green line, indicating normal results; (3) Compatibility, where multiple applications running simultaneously showed that both could operate well; (4) Usability, tested with 30 respondents using a random sampling method, achieved a score of 86.58%, categorized as very good; (5) Reliability, in tests covering good operational levels of the system and ease of access; (6) Maintainability, the testing showed that the system is in a very good category; (7) Portability, in this aspect, testing on several types of smartphones with different Android versions ran well without issues; (8) Security, testing yielded a security score of 65/100. The conclusion from these results is that the software has passed system evaluation and is deemed suitable, ready to be handed over to users and put into use.
Development of a Fast Cake Ordering Mobile Application to Facilitate Cake Ordering for Customers at Cake Shops Ninik Rahayu Ashadi
Socius: Jurnal Penelitian Ilmu-Ilmu Sosial Vol 3, No 10 (2026): May 2026
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20280220

Abstract

The purpose of this study is to determine the results of developing a Fast Cake Ordering mobile application to facilitate cake ordering for MSMEs in cake shops. This study uses the Research and Development (RD) method with the ADDIE development model (Analysis, Design, Development, Implementation, Evaluation). Data collection techniques include observation, instruments, and documentation. Data analysis techniques use feasibility analysis and user response analysis. The results of the study show that the Fast Cake Ordering mobile application was successfully developed through the stages of the model. This application is equipped with main features such as a product catalog, ordering, payment, and order tracking, and is considered feasible for use based on the analyzed data, obtaining an average feasibility score of 4.4 (very good category). The Fast Cake Ordering mobile application was successfully developed through the ADDIE model stages (Analysis, Design, Development, Implementation, Evaluation). The resulting application has key features such as product catalogs, ordering, payment, and order tracking that can be used by customers and MSME business owners. The developed application was declared suitable for use, with feasibility test results obtaining an average score of 4.52, which falls into the very good category. This indicates that the application fulfills aspects of ease of use, interface design, feature completeness, system speed, and user benefits. The research instruments used were proven valid and reliable, as shown by the validity test results where all items had an r-count value greater than the r-table value, and the reliability test results with a Cronbachs Alpha value of 0.88, which is categorized as very high.
Technology Acceptance Model of Perplexity AI and Its Impact on Student Academic Achievement: A PLS-SEM Approach Muhammad Ilham Suherman; Haripuddin; Ninik Rahayu Ashadi; Wirawan Setialaksana; Muhammad Riska
Journal of Education for Creativity and Innovation Vol. 1 No. 2 (2026): Februari
Publisher : PT. Global Research Collaboration

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Abstract

This study aims to analyze the effect of using Perplexity AI on the academic achievement of students in the Informatics and Computer Education Study Program at Makassar State University using the Technology Acceptance Model (TAM) framework. The background of this study is based on the increasing use of artificial intelligence in higher education, particularly the use of Perplexity AI, which helps students complete academic assignments and search for references. Although it offers convenience, the use of AI also poses challenges related to critical thinking and academic integrity, while research examining its influence on student academic achievement is still limited. This study uses a quantitative approach with an ex-post facto design. The research sample consisted of 249 students from the 2022–2023 cohort, determined using probability sampling techniques. Data were collected through questionnaires and analyzed using Partial Least Square–Structural Equation Modeling (PLS-SEM). The results show that Perceived Ease of Use (PEOU) has a significant effect on Perceived Usefulness (PU) with a value of β=0.800, t=27.297, p<0.001, but no significant effect on Behavioral Intention (BI) with a value of β=0.038, t=0.465, p=0.642. Furthermore, PU significantly affects BI with a value of β=0.685, t=8.724, p<0.001 and Academic Achievement (PA) with a value of β=0.368, t=4.220, p<0.001. BI significantly affects Actual System Usage (ASU) with a value of β=0.758, t=17.614, p<0.001, and ASU significantly affects PA with β=0.489, t=5.847, p<0.001. Therefore, it can be concluded that the use of Perplexity AI has a positive impact on improving student academic achievement through perceived benefits and actual usage intensity.
Implementation of a Cybergogy-Based Learning Model to Improve Learning Outcomes of Generation Z Students in the Mechanical Engineering Education Departmen Ninik Rahayu Ashadi
Madani: Jurnal Ilmiah Multidisiplin Vol 3, No 10 (2025): November
Publisher : Penerbit Yayasan Daarul Huda Kruengmane

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.17586361

Abstract

The objectives of this study are to: (1) examine the implementation of the Cybergogy-based learning model in the Mechanical Engineering Education Department, particularly in the Fabrication course; and (2) analyze students’ perceptions of its application in the learning process. This research employs a descriptive quantitative approach. Rather than testing hypotheses on relationships among variables, it aims to describe the extent to which the Cybergogy model has been implemented and how students perceive its effectiveness in learning activities. The findings reveal that: (1) the implementation of the Cybergogy model was carried out through three main stages based on the 3E Framework (Engagement, Empowerment, and Enhancement) across nine instructional steps. Each stage was evaluated in terms of student engagement, collaborative activities, and learning outcomes using observation sheets, questionnaires, and learning achievement tests. (2) Students’ perceptions of the Cybergogy-based learning model were assessed through three dimensions: (a) digital learning engagement, (b) learning autonomy (empowerment), and (c) learning improvement and satisfaction (enhancement), with an average score of 4.28. Based on the results, it can be concluded that: (1) the overall average score of 4.24 indicates that the implementation of the Cybergogy learning model falls into the good to very good category; and (2) students’ perceptions of the Cybergogy-based learning model are highly positive. Most students reported that learning became more flexible, collaborative, and motivating, encouraging them to engage in more independent learning.
Pelatihan Penulisan Puisi untuk Siswa SMP Muhammadiyah Rappang dengan Pendekatan Ekspresif Anita Candra Dewi; Sutarsi Suhaeb; Mantasia Mantasia; Saharuddin Saharuddin; Ninik Rahayu Ashadi
Jurnal Abdi Masyarakat dan Pemberdayaan Inovatif Vol 1 No 2 (2025)
Publisher : Prodi PGSD Unsultra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64690/jampi.v1i2.213

Abstract

The ability to write poetry is an important part of learning Indonesian language and literature because it supports the development of self-expression, creativity, and language skills. However, in reality, many junior high school students still have difficulty expressing their ideas and feelings in the form of communicative and meaningful poetry. This community service activity aims to provide poetry writing training to students of Muhammadiyah Rappang Junior High School through an expressive approach. This approach emphasizes students' freedom to express their thoughts, emotions, and personal experiences into poetry. The method of implementing the activity includes counseling, poetry writing practice, and joint reflection. The results of the training showed an increase in students' interest and ability in writing poetry. Students become more confident in expressing inner experiences through more varied diction, imagery, and language styles. In addition, the expressive approach encourages an inclusive and participatory learning atmosphere. Thus, this training not only improves poetry writing skills, but also builds students' emotional and aesthetic awareness. This activity is expected to be a model of literacy activities that can be applied in other schools in order to strengthen character education and artistic expression.