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Effectiveness of Wireless Network Roaming Access Point using PEAP Security System to Improve Internet Access Nugroho Saputra; Ivan Hanafi; Soeprijanto Soeprijanto; Jarudin Jarudin
JURNAL SISFOTEK GLOBAL Vol 12, No 1 (2022): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v12i1.450

Abstract

Network security was an access prevention measure taken by the network administrator to limit things that were not permitted and were dangerous to threaten the local network. This was done to keep the network working correctly, and there was no threat from anywhere. The research objective was to determine the effectiveness of wireless access point roaming networks with 802.1x security systems in increasing Internet access. The sample number in the study was 40 respondents, with details of 20 respondents from lecturers and 20 respondents from employees at university. The sampling technique was stratified random sampling by classifying the population into two strata. This study's data collection techniques were observation, interviews, and questionnaires. The method used was a mixed-method approach. The subjective test results show that the user interface of the Test ver1.0 hotspot could provide the best experience for users. The effectiveness of an Access Point roaming wireless network with an 802.1x security system as measured on the satisfaction aspect gets an average System Usability Scale score of 81.38, meaning that it could meet the satisfaction aspect and was accepted for use by users.
Pengenalan Planet-Planet Menggunakan Augmented Reality Berbasis Android Jarudin Jarudin; Fiqih Hana Saputri; Rahmad Adi Saputra
Academic Journal of Computer Science Research Vol 4, No 1 (2022): Academic Journal of Computer Science Research (AJCSR)
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (328.787 KB) | DOI: 10.38101/ajcsr.v4i1.444

Abstract

Penelitian ini menyajikan Implementasi augmented reality (AR), untuk pembelajaran interaktif tentang Tatasurya. Dengan menerapkan konsep AR pada metode pembelajaran tentang tatasurya, diharapkan dapat menciptakan suasana belajar yang menarik dan menyenangkan. Karna dengan menerapkan konsep AR pada metode pembelajaran para guru atau orang tua dapat menciptakan suasana belajar yang lebih nyata kepada siswa sekolah dengan ditampilkannya objek 3D yang mendukung suasana pembelajaran. Diharapkan dengan dibuatnya apllikasi pengenalan planet ini dapat memotivasi para pengajar untuk membuat sistem pembelajaran yang menarik belajar para siswa. Penelitian ini menggunakan marker sebagai media scaning yang nantinya menampilkan objek virtual 3D. Hasil penelitian ini adalah membuat aplikasi pengenalan planet yang tersusun di tatasurya dengan menampilkan objek virtual 3D diatas marker. Dalam mengiplementasikan aplikasi AR digunakan Illustrator, Unity3D, Blender dan Vuforia.
Pengembangan Media Game Berbasis RPG Maker MV untuk Meningkatkan Pengetahuan Flora dan Fauna Siswa SMP Sutarman Sutarman; Jarudin Jarudin; Ferawati Ferawati; Dudy Ruchyat
Academic Journal of Computer Science Research Vol 5, No 2 (2023): Academic Journal of Computer Science Research (AJCSR)
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/ajcsr.v5i2.8701

Abstract

Penelitian ini memiliki tujuan untuk menghasilkan dan menguji kelayakan game edukasi mata pelajaran Ilmu Pengetahuan Alam menggunakan software RPG Maker MV. Game ini berisi materi pelajaran Ilmu Pengetahuan Alam dimana game tersebut digunakan sebagai media pembelajaran di SMP Tahfidzul Qur’an Al Badar 2. Metode penelitian yang digunakan dalam pembuatan game RPG ini adalah Rapid Application Development (RAD) dimana tahapan penelitiannya berupa rencana kebutuhan, Proses Desain, dan Implementasi. Tahap rencana kebutuhan mencakup identifikasi tujuan dari aplikasi atau sistem serta melakukan identifikasi kebutuhan informasi untuk mencapai tujuan tersebut. Tahapan dalam proses desain mencakup proses desain dan melakukan perbaikan-perbaikan apabila masih terdapat ketidaksesuaian desain antara user dan analyst. Selanjutnya merupakan tahap implementasi, serta melakukan perbaikan-perbaikan apabila masih terdapat ketidaksesuaian desain antara user dan analyst. Langkah terakhir ialah tahap implementasi, pada tahap ini programmer mengembangkan desain menjadi suatu program yang dapat diuji. Dari hasil penelitian ini, peneliti berhasil menciptakan sebuah game edukasi Ilmu Pengetahuan Alam.
Relationships Social Environment and Self-Efficacy of Learning Results of Bugis Bridal Processes Sabet, Meli; Atmanto, Dwi; Siregar, Jenny Sista; Wastira, Jarudin
Sukma: Jurnal Pendidikan Vol. 5 No. 1 (2021)
Publisher : Yayasan Sukma Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32533/05102.2021

Abstract

The purpose of this study was to determine the relationship between social environment and self-efficacy on learning outcomes of Bugis bridal make-up. Using a quantitative approach with a correlation test. Purposive sampling technique is carried out by taking the subject not based on strata, random or regional but based on the existence of a specific goal, namely by involving 34 students who are following the subject of Bugis bridal make-up. Based on the results of the Pearson correlation test, it was shown that the relationship between social environment variables and learning outcomes of Bugis bridal make-up was obtained as ⍴-Value <Sig. 0.05 means it can be concluded that there is a relationship. The results of the correlation test for variable X2, namely ρ-value 0.247> 0.05, means that there is no significant relationship, while for the correlation test between social-environmental variables on self-efficacy it is obtained ρ-Value 402> Sig. 0.05, it can be concluded that the social environment variable has no significant relationship to the self-efficacy variable. that the social environment variables and self-efficacy together on learning outcomes of Bugis bridal make-up have no significant relationship because of ρ-Value 0.675> Sig. 0.05. This means that the social environment and self-efficacy cannot shape students to improve learning outcomes of Bugis bridal make-up.
Integrating Technology into Teaching to Foster Student Engagement and Interaction Wastira, Jarudin; Bronto Waluyo, Edy Tekad; Fajarianto, Otto
JTP - Jurnal Teknologi Pendidikan Vol. 27 No. 2 (2025): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v27i2.56835

Abstract

Rapid advances in educational technology have renewed calls for evidence-based models that translate digital tools into genuine gains in classroom engagement and peer interaction. This study investigates the impact of a purpose-built technology-integration framework in junior high school science lessons, combining a learning management system, live polling, and collaborative white-boarding. Employing a quasi-experimental, mixed-methods design, 102 students from two comparable schools were assigned to either an intervention class (n = 52) or a business-as-usual control (n = 50) for one semester. Pre- and post-test data were gathered with a validated Engagement in Learning Scale and an observation rubric tracking verbal and non-verbal interaction events. At the same time, click-stream analytics and semi-structured interviews triangulated the quantitative findings. ANCOVA results indicated a significant treatment effect on overall engagement (F(1, 98) = 15.27, p < .001, Hedges g = 0.63) and student-initiated interaction frequency (ΔM = 14.6 events per class, p = .002). Thematic analysis of 1,274 coded reflections revealed that instant feedback, visual progress cues, and low-stakes collaborative tasks were perceived as the chief motivators of participation. Collectively, the data suggest that strategically layered technologies can shift classroom dynamics from teacher-centered recitation toward student-driven discourse without extending instructional time. Limitations include single-subject focus and reliance on self-report for some measures. Future work should examine long-term retention effects and scalability across diverse curricular areas.