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Development of Game Recognition Covid-19 Variants, Symptoms, and Vaccinations Based on RPG Saputri, Fiqih Hana; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 4 (2022): Article Research: Volume 6 Number 4, October 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i4.11584

Abstract

Technology is required to support the learning process in education, especially amid the present Covid-19 pandemic, which necessitates pupils to study from home. Obviously, online learning between students and teachers requires liaison media as a means of communication to facilitate the learning process, one of which is the introduction of variation, symptoms, and Covid-19 immunization, which many youngsters do not yet comprehend. Therefore, games are required to introduce variations, symptoms, and Covid-19 vaccinations in order to provide students with the necessary information to recognize variations, symptoms, and Covid-19 vaccinations. A game created with RPG Maker MV that features characters. There are six grade levels in the game. To proceed to the next grade level, kids must answer questions within each game. Based on the questionnaire responses using the SQA measure, this game received a score of 83.6 out of a possible 100. Similarly, the feasibility of quality has a value of 82.2. The questionnaire scores varied by 2.4 points, and it was determined that the variance, symptom, and Covid-19 vaccine recognition game was usable. This game can be used as a resource for introducing and preventing Covid-19 among students.
Development of mathematics probability learning media applications in vocational school based on adobe animate Istiqomah, Pami; Tullah, Rahmat; Ferawati, Ferawati
Math Didactic: Jurnal Pendidikan Matematika Vol 8 No 3 (2022): September - Desember 2022
Publisher : Universitas PGRI Kalimantan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33654/math.v8i3.1947

Abstract

Penelitian ini bertujuan untuk membuat produk media pembelajaran pada materi peluang untuk siswa SMK. Penelitian ini yaitu penelitian pengembangan dengan model pengembangan 4D yaitu: define, design, develop and disseminate. Penelitian ini dilakukan di SMK Bina Mandiri pada siswa kelas XI. Analisis data untuk mendapatkan kelayakan media pembelajaran pada materi peluang indikator yang dinilai yaitu kevalidan dan kepraktisan pada game yang dikembangkan. Setelah dilakukan analisis data diperoleh hasil penelitian sebagai berikut: (1) hasil validasi oleh ahli menunjukkan bahwa media pembelajaran pada materi peluang yang dikembangkan termasuk dalam kategori sangat valid dengan nilai sebesar 90%. (2) hasil respon siswa didapatkan setelah media pembelajaran pada materi peluang diujicobakan sehingga dikategorikan yaitu sangat praktis dengan perolehan hasil skor respon siswa sebesar 92%. Dapat disimpulkan bahwa media pembelajaran materi peluang layak digunakan untuk siswa SMK.
Evaluasi Perbandingan Sistem Operasi Linux untuk Pemanfaatan Client-Server: Studi Kasus Ubuntu dan Debian Nasrulah, Dayu Ovtama; Hertaliando, Abdee Wahyu; Tullah, Rahmat; Ferawati, Ferawati
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 5 No. 1 (2025): MALCOM January 2025
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v5i1.1702

Abstract

Linux merupakan sistem operasi yang populer dalam lingkungan client-server karena sifatnya yang open source dan fleksibel. Namun, banyaknya distribusi Linux yang tersedia sering kali membuat pengguna bingung dalam menentukan pilihan yang paling sesuai dengan kebutuhan spesifik. Penelitian ini bertujuan untuk menganalisis dan membandingkan dua distribusi Linux, yaitu Ubuntu dan Debian, dalam konteks pemanfaatan sebagai sistem operasi client-server. Studi ini menggunakan beberapa parameter, termasuk uji stress untuk mengukur kemampuan sistem, waktu booting, waktu instalasi sistem operasi, dukungan komunitas, serta kemudahan pembaruan sistem. Hasil penelitian menunjukkan bahwa Debian lebih unggul dalam hal stabilitas dan kemampuan sistem di bawah tekanan (uji stress), namun Ubuntu menawarkan waktu instalasi dan booting yang lebih cepat serta dukungan komunitas yang lebih luas. Dalam hal kemudahan pembaruan sistem, Ubuntu juga menunjukkan keunggulan dibandingkan Debian. Penelitian ini penting untuk memberikan panduan bagi pengguna dalam memilih distribusi Linux yang sesuai, di mana Debian lebih ideal untuk server yang membutuhkan stabilitas, sementara Ubuntu lebih cocok untuk pengguna yang menginginkan kemudahan instalasi dan dukungan komunitas yang lebih baik.
Mobile Learning Application on Two-Dimensional Figure Material for Children with Intellectual Disabilities Pausi, Ahmad; Rayhan Noerfikri, Mohamad; Tullah, Rahmat; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 2 (2025): Research Articles April 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i2.14566

Abstract

Mobile learning apps are widely acknowledged for their effectiveness in enhancing learning results. This study aims to develop and validate an mobile learning app for computer two dimensional figure. Using the userfriendly App figma platform known for visual programming, it integrates interactive modules and multimedia for diverse learning styles. The study adopted a Research and Development approach following the ADDIE model (analysis, design, development, implementation, and evaluation). The research was conducted at SKh YKDW 02 Tangerang and involved 6 students. The outcomes pertaining to validation experts percentage scores are as follows: The aspect of media and design received a score percentage of 91,25%, affirming its very valid. Students responses the average percentage for the four assessment aspects clarity of material, motivation, interest, and easy of use navigation reached 91,10%, placing it in the very good category. The development of this mobile learning application for two dimensional figure material for children with intellectual disabilities material demonstrates significant potential as an innovative educational tool.
Development of RPG-Based Mathematics Educational Games with the Waterfall Method on Fraction Material for Elementary School Students Satriyo, Azis; Azis, Abdul; Saputri, Fiqih Hana; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 2 (2025): Research Articles April 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i2.14600

Abstract

Mathematics is one of the subjects that plays an important role in everyday life and in developing logical thinking and problem-solving skills. One of the topics that often poses a challenge for elementary school students is fraction numbers. Fractions are often considered an abstract and difficult concept to understand because they involve numerical representations that differ from whole numbers. This difficulty frequently leads to a lack of interest in learning mathematics, ultimately affecting students' academic performance. The data collection stages applied include interviews, observations, and the distribution of questionnaires. The development of this learning media follows the Waterfall model, which aims to design improvements to the existing system. The results of the User Acceptance Test reveal that this game received a user perception score of 90.5%, categorizing it as "very good," indicating that students find it both enjoyable and effective as a learning tool. This suggests that the game is not only engaging but also effective in helping students understand fraction concepts in a more interactive and enjoyable way. With the presence of story elements, challenges, and engaging game mechanics, students can learn in a more immersive manner compared to conventional methods. Therefore, this game is suitable for use as a mathematics learning tool, particularly in understanding fraction operations such as addition, subtraction, multiplication, and division.
Development of Augmented Reality-Based Learning Media for Solid Geometry for Elementary School Students Saputra, Ricky Aditya; Alfarizi, Muhammad; Saputri, Fiqih Hana; Ferawati, Ferawati
Sinkron : jurnal dan penelitian teknik informatika Vol. 9 No. 2 (2025): Research Articles April 2025
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v9i2.14601

Abstract

AR-based media is expected to create a more interactive and engaging learning experience, enhance students’ understanding, and motivate them to learn independently and actively in the digital era. The data collection stages applied include testing, observations, and the distribution of questionnaires. The development of this learning media follows the MDLC model, which aims to design improvements to the existing system. The results of the blackbox testing, the "Bangun Ruang" application is proven to be valid and successfully used, with excellent results in the SUS test, where the Ease of Use score reached 86%, Efficiency 88%, Effectiveness 90%, and Satisfaction 87%. This indicates that the application has high levels of usability, efficiency, and effectiveness, while also providing a satisfying user experience. The application not only operates according to the designed specifications but also provides a positive user experience. Thus, it can be widely used, especially in educational environments, to help students understand geometric concepts in a more interactive and engaging way. Developers can continue maintaining and improving the application based on user feedback to ensure it remains optimal and aligned with users' needs in the future.
Peningkatan Produktivitas Guru SMK melalui Kreativitas Pembuatan Bahan Ajar E-Learning Ferawati Ferawati; Fiqih Hana Saputri; Nunung Nurmaesah
Sasambo: Jurnal Abdimas (Journal of Community Service) Vol. 4 No. 4: November 2022
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/sasambo.v4i4.858

Abstract

Perkembangan materi e-learning yang mengikuti perkembangan teknologi yang masih terbatas dan materi yang digunakan guru dalam kegiatan pembelajarannya terbatas pada buku untuk siswa dan buku untuk guru. Hal ini berdasarkan hasil survei yang telah dilakukan di SMK Bina Mandiri bahwa belum menggunakan e-learning.  Upaya dan tindakan yang sesuai dengan situasi saat ini diperlukan berupa pelatihan dan pendampingan yang harus diberikan untuk mengatasi permasalahan mitra. Kegiatan ini bertujuan agar para guru dapat membuat materi e-learning berdasarkan keahliannya. Metode dalam pelaksanaan pengabdian ini terdiri dari tahap perencanaan, pelaksanaan dan evaluasi. Kegiatan pengabdian ini diikuti oleh 13 guru-guru di SMK Bina Mandiri dan dilaksanakan pada tanggal 15 sampai 20 Agustus 2022 selama 5 (lima) hari secara luring berupa suatu pelatihan dan pendampingan. Hasil kegiatan pengabdian ini pendampingan dan pelatihan untuk menggunakan aplikasi e-learning. Kegiatan pengabdian ini terlaksana dengan baik berdasarkan hasil Kegiatan pengabdian ini terlaksana dengan baik terbukti dengan adanya pengabdian setelah kegiatan selesai. Selain itu, peserta kegiatan masih membutuhkan pelatihan serupa dengan menggunakan aplikasi e-learning jenis lain. Increasing the Productivity of Vocational High School Teachers to Increase Potential in Facing the Digital Economy through Creativity in Making E-Learning Teaching Materials  The competence of teachers in developing current e-learning teaching materials following technological developments is still very limited, and the teaching materials used by teachers in learning activities are only limited to student books and teacher books. Efforts and actions following the current situation are needed in the form of training and assistance as a form of community service that needs to be done to bridge the existing problems. This community service activity has the aim that teachers can make e-learning teaching materials based on their expertise. The method of implementing this service consists of the planning, implementation and evaluation stages. This service activity was attended by 13 teachers at Bina Mandiri Vocational School and was held from 15 to 20 August 2022 for 5 (five) days offline in the form of training and mentoring. The results of this service activity include: 1) Providing training so that teachers know the competence of their respective fields to develop e-learning teaching materials according to competencies. 2) Can guide teachers to create e-learning teaching materials concepts according to their field of expertise. 3) Assist teachers in making e-learning teaching materials following the concepts that have been made. 4) Can provide knowledge about any platforms used as e-learning teaching materials. This service activity was carried out well, as evidenced by the service participants' reactions after completing it. In addition, activity participants still need similar training using other media or e-learning applications.
Evaluasi Penggunaan Teknologi Informasi DAPODIK dengan Metode DeLone dan McLean Arwin, Achmad Rofiqi; Ferawati, Ferawati; Laela, Neng Linda Badratul
JSAI (Journal Scientific and Applied Informatics) Vol 8 No 2 (2025): Juni
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v8i2.8405

Abstract

This study aims to evaluate the Basic Education Data System (DAPODIK) based on the DeLone & McLean model using a descriptive statistical analysis approach. The evaluation results show that the Information Quality dimension received the highest score of 86.44%, reflecting users' positive perceptions of the system's data accuracy, completeness, and relevance. The Service Quality dimension scored 84.40%, indicating good responsiveness and technical support, although there is still room for improvement in communication and service continuity. The Use dimension reached 85.33%, suggesting that the system is extensively utilized in educational operational activities. User Satisfaction obtained a score of 82.83%, the lowest among the five dimensions, yet it still reflects a high level of satisfaction, with potential for improvement in technical and user experience aspects. Meanwhile, the Net Benefits dimension scored 85.33%, signifying that the DAPODIK system provides positive impacts on work efficiency, data accuracy, and administrative coordination. These findings indicate that overall, the DAPODIK system performs well and offers tangible benefits, but continuous improvements are needed to optimize user experience and system effectiveness.
AR-Math: Augmented Reality–Based Assistive Learning for Enhancing Numeracy Skills Among Students with Intellectual Disabilities Ferawati, Ferawati; Saputri, Fiqih Hana; Hidayati, Rina
Jurnal Pendidikan MIPA Vol 26, No 4 (2025): Jurnal Pendidikan MIPA
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpmipa.v26i4.pp2101-2123

Abstract

Numerical ability is essential for all students, particularly for those with intellectual disabilities who often face challenges in understanding basic mathematical concepts. This study aims to develop AR-Math, an Augmented Reality (AR)-based learning media designed to improve basic numeracy skills through an inclusive and gender-responsive approach. The development process followed the ADDIE model, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. This study employed a quasi-experimental design with a non-equivalent control group design. In this design, there were two groups, namely the experimental class and the control class. The experimental class used AR-Math as the main learning medium, while the control class continued learning with conventional methods. Data were collected using multiple instruments, including validation sheets, practicality questionnaires, pretests and posttests, classroom observation sheets, interview guides, and documentation. The sample consisted of 20 eighth-grade students with mild to moderate intellectual disabilities at SKh YKDW 01 Tangerang, divided into two groups. The results showed that AR-Math met the criteria of validity, practicality, and effectiveness. The effectiveness test revealed a significant improvement in students’ basic numeracy skills, as indicated by a n-gain score of 0.50 and categorized as medium. Beyond cognitive achievement, AR-Math enhanced student engagement, accessibility, and ease of use for students with special needs. A key finding pertains to inclusivity and gender responsiveness. Equal participation between male and female students was observed, as evidenced by comparable levels of interaction, motivation, and task completion during the learning process. This indicates that AR-Math not only strengthens basic numeracy skills but also provides fair opportunities for all learners. Thus, AR-Math can be considered a relevant and innovative tool for inclusive education, supporting both academic development and gender equity in classroom practice.    Keywords: assistive, numerical, learning, intellectual, disabilities, augmented reality.
Pengembangan Media Pembelajaran Metode Master pada Kauny Quranic School Ar-Rahman Isral, Isral; Ferawati, Ferawati; Dewi, Julita Mulya
Academic Journal of Computer Science Research Vol 6, No 2 (2024): 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.v6i2.15654

Abstract

Metode master adalah metode menghafal Al-Qur’an semudah tersenyum dengan mengimajinasikan ilustrasi visual pada setiap ayat yang dibacakan diiringi dengan gestur tubuh. Banyak siswa/i mengabaikan pembelajaran metode master tersebut, sehingga siswa/i kurang konsisten dalam berlatih atau mengulang-ngulang metode master dan mengabaikan memaknai arti dari ayat yang dihafal. Hal tersebut mengakibatkan pembelajaran metode master yang dilakukan tidak dapat maksimal. Apabila pembelajaran metode master tidak dapat maksimal, maka yang terjadi adalah siswa kurang memahami pelajaran tersebut. Oleh karena itu, penelitian ini bertujuan untuk memberikan kontribusi solusi berupa media pembelajaran yang bisa dimanfaatkan pengguna sebagai alat bantu pembelajaran untuk berlatih di mana saja terutama di rumah. Penelitian ini menggunakan metode ADDIE (Analysis -Design - Development - Implementation - Evaluation). Hasil dari penelitian ini adalah sebuah media pembelajaran yang berisikan 20 surat dalam juz amma yang terdapat video materi metode master.