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PENGEMBANGAN MEDIA PEMBELAJARAN DENGAN APLIKASI AUGMENTED REALITY DALAM ORIENTASI DASAR TEKNIK JARINGAN KOMPUTER DAN TELEKOMUNIKASI Fahrur Rozi; Yandria Elmasari; Bian Dwi Pamu; Ahmad Khoirul Latif Ansori
JoEICT (Jurnal of Education And ICT) Vol 6, No 2 (2022)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v6i2.9287

Abstract

Manfaat yang dapat diambil dari keberadaan teknologi smartphone adalah dapat digunakan sebagai media pembelajaran interaktif bagi penggunanya. sehingga media perangkat lunak pembelajaran interaktif ini dapat terus dikembangkan salah satunya adalah teknologi Augmented Reality (AR). Mengembangkan  sebuah aplikasi media pembelajaran pengenalan Orientasi Dasar Teknik Jaringan Komputer Dan Telekomunikasi berbasis augmented reality agar bisa dipakai oleh siswa kelas X di SMK Negeri 1 Rejotangan. Metode pengembangan perangkat lunak yang digunakan adalah metode penelitian Analysis, Design, Development, Implementation and Evaluation (ADDIE) untuk menghasilkan produk tertentu dan menguji keefektifan produk tersebut. Pada tahap analisis , peneliti menganalisis permasalah dan kebutuhan siswa melalui kegiatan observasi dan wawancara ,Tahap Design adalah tahap dimana peneliti membuat gambaran produk serta alur pembuatanya. Tahap Development yaitu tahap dimana produk di hasilkan seperti media pembelajaran yang di harapkan. Tahap implementation yaitu tahap  uji ahli media sebesar 92% dengan kriteria Sangat Layak,  Tahap uji ahli materi sebesar 84% dengan kriteria Sangat Layak, hasil uji kelompok kecil sebesar 98% dengan kriteria Sangat Layak dan hasil uji kelompok besar sebesar 88;73% dengan kriteria Sangat Layak jika dijumlahkan hasil keseluruhan uji coba yang telah dilakukan adalah sebesar 91%. Jika disesuaikan dengan rating scale maka hasil tersebut dikatakan “Sangat Layak”.  digunakan sebagai media pembelajaran
AN SVM-BASED APPROACH FOR DETECTING DATA DEFINITION LANGUAGE OPERATIONS IN INDONESIAN NATURAL LANGUAGE Yayak Kartika Sari; Fahrur Rozi; Agung Prasetya
JoEICT (Jurnal of Education And ICT) Vol 8, No 2 (2024)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i2.1649

Abstract

Text-to-SQL is an approach that enables users to interact with data-bases using natural language, eliminating the need to understand SQL syntax. However, most existing approaches translate input sentences directly into final SQL queries without explicitly identifying the type of SQL operation involved. This may obscure the distinction between structural and manipulative commands and increase the risk of execut-ing unintended or destructive queries. This study proposes separating the identification of SQL operation types—specifically Data Definition Language (DDL) commands—as a standalone classification task using the Support Vector Machine (SVM) algorithm. Indonesian-language sentences are preprocessed through tokenization, stopword removal, and stemming, then transformed into feature vectors using TF-IDF with unigram and bigram representations. Experiments were conducted on a dataset of 800 Indonesian sentences covering four DDL operations: CREATE, ALTER, DROP, and TRUNCATE. The results show that the proposed SVM model achieved an average accuracy of 93.05%, out-performing baseline models such as Naive Bayes and Random Forest. These findings indicate that early identification of SQL operation types can enhance the accuracy, efficiency, and safety of Text-to-SQL sys-tems. This work also highlights the importance of developing NLP ap-proaches tailored for the Indonesian language in the context of data-base querying.
GAUSSIAN NAIVE BAYES FOR EARLY DIABETES PREDICTION: A COMPREHENSIVE EVALUATION OF CLASSIFICATION PERFORMANCE ACROSS VARYING TRAINING TEST PROPORTIONS Fahrur Rozi; Bian Dwi Pamungkas; Vertika Panggayuh; Feraldy Satria Putra
JoEICT (Jurnal of Education And ICT) Vol 8, No 2 (2024)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i2.9282

Abstract

Diabetes mellitus is a chronic metabolic disorder whose global prevalence continues to rise at an alarming rate, imposing substantial burdens on public health systems worldwide. Early and accurate prediction of diabetes risk is critical to enable timely clinical intervention and to mitigate life-threatening complications such as cardiovascular disease, nephropathy, and retinopathy. Machine learning algorithms have emerged as promising tools for automated diabetes risk classification; however, the comparative stability of probabilistic classifiers across varying data-partitioning strategies remains insufficiently studied. This study presents a systematic evaluation of the Gaussian Naive Bayes (GNB) algorithm for binary diabetes prediction using a publicly available dataset sourced from Kaggle (n = 768 instances; 9 clinical and demographic features). The experimental protocol includes a standard 75:25 training–test split and a sensitivity analysis spanning ten training–test ratio configurations (10%–100%). Under the canonical split, the GNB model attained an overall accuracy of 78.89%, with precision of 64.29%, recall of 67.74%, and F1-score of 66.00%. Cross-partition sensitivity analysis demonstrated that classification accuracy remained relatively stable in the range of 71–76% across all ratio configurations, with the 50% training proportion yielding the most balanced performance (accuracy = 76.30%, F1-score = 67.20%). These findings confirm that GNB constitutes a computationally efficient and interpretable baseline for diabetes screening, while simultaneously revealing limitations in sensitivity that motivate the integration of feature selection and ensemble learning strategies in future research. The novelty of this work lies in its structured cross-partition stability analysis, which provides empirically grounded guidance for dataset splitting decisions in small-scale clinical prediction tasks.
DEVELOPMENT OF A WEB-BASED POINT OF SALE (POS) SYSTEM APPLICATION FOR MRS. SULASMI'S GROCERY STORE Bian Dwi Pamungkas; Hendra Adi Saputra; Fahrur Rozi; Abdul Haris Indrakusuma
JoEICT (Jurnal of Education And ICT) Vol 7, No 2 (2023)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v7i2.4491

Abstract

    Mrs. Sulasmi grocery store is a grocery store that shells various types of goods. Mrs. Sulasmi grocery store has been established since 1998, and for almost 25 years or running the business, the store has not utilizied a supporting system for inventory recording and financial reporting. Due to the absence of such a system, store owners often face various fifficulties as monitoring inventory, calculating profit, lack of supervision over the security of good, and sometimes forgetting about product prices. ack of supervision over the security of goods, and sometimes forgetting about product prices. This research aims to develop a web-based point-of-sale (POS) system application that is suitable to assist Mrs. Sulasmi, the owner of the grocery store, in overcoming these challenges. The research methodology used is Research and Development (RnD) with a prototype development model consisting of 7 stages: (1) gathering requirements, (2) creating a prototype, (3) evaluating the prototype, (4) coding the system, (5) system testing, (6) system evaluation, and (7) system utilization. The assessment results from expert evaluators indicate that the developed product has achieved a very suitable criteria with a percentage of 100% for compatibility aspect and 100% for functional suitability aspect. Meanwhile, the field trial results indicate that the developed product has achieved a very satisfactory criteria with a score of 96.67. Based on the research findings, it can be concluded that the web-based point-of-sale system application for Mrs. Sulasmi grocery store is highly suitable for use.                                                                                                 Keywords: Web, Point of Sale, Grocery store
DEVELOPMENT AND FEASIBILITY EVALUATION OF AN ANDROID-BASED ELECTRONIC MODULE FOR MATHEMATICS LEARNING IN JUNIOR SECONDARY EDUCATION Abdul Haris Indrakusuma; Vertika Panggayuh; Fahrur Rozi; Richo Prastianto
JoEICT (Jurnal of Education And ICT) Vol 8, No 2 (2024)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i2.9286

Abstract

The integration of mobile technology into formal education has generated substantial interest in the development of Android-based learning media, particularly in subjects that students traditionally find challenging. This study addresses the limited availability of interactive, portable learning tools for eighth-grade mathematics specifically on the topic of three-dimensional flat-sided geometric solids at SMP Negeri 6 Tulungagung, where mathematics consistently recorded the lowest average scores among twelve subjects. The primary objective was to develop and evaluate the feasibility of an Android-based electronic module (e-module) built with Construct 2, following the four-stage 4D (Define, Design, Develop, Disseminate) research and development model. The e-module was systematically validated through two media experts, one content expert, and field-tested with 74 students across small-group and large-group trials. Validation and user-response data were collected via structured questionnaires and scored against a five-tier eligibility rubric. Results indicate that media expert validation yielded scores of 84% and 99%, respectively; content expert validation returned 90.9%; and student user trials recorded 92% and 94.5% for small and large groups, respectively. The overall mean feasibility score was 92.1%, falling within the Very Eligible category. These findings confirm that the developed e-module meets the pedagogical, technical, and usability standards required for deployment in classroom and independent learning contexts. The study contributes a replicable development framework for mobile-based mathematics learning media in resource-constrained secondary school environments and highlights directions for future work, including cross-platform deployment and integration of adaptive assessment features.
PENGEMBANGAN MEDIA AUGMENTED REALITY UNTUK PENGENALAN KOMPONEN JARINGAN KOMPUTER PADA SISWA KELAS X TKJ SMK Tegar Senja Kurniawan; Fahrur Rozi; Bian Dwi Pamungkas
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.11435

Abstract

Limited computer networking practice facilities in vocational schools often make it difficult for students to understand the structure, functions, and operation of network devices effectively. This condition highlights the need for learning media that can provide more concrete and interactive visualizations. One promising technology is Augmented Reality (AR), which enables the visualization of three-dimensional objects through smartphones that are easily accessible to students. This study aimed to develop an Augmented Reality-based learning media for the Basic Computer Network and Telecommunications Engineering subject for Grade X students of the Computer and Network Engineering program at SMK Sore Tulungagung and to determine the feasibility of the developed media. The study employed a Research and Development (R&D) approach using the ADDIE model. The findings indicate that the developed Augmented Reality-based learning media achieved a very high level of feasibility based on expert and user evaluations. The media provides realistic and interactive visualization of computer network devices, making learning materials easier to understand and increasing student engagement during the learning process. These findings suggest that Augmented Reality-based learning media can serve as an effective alternative for supporting the teaching of computer network device concepts in vocational education. ABSTRAK Keterbatasan sarana praktik jaringan komputer di Sekolah Menengah Kejuruan menyebabkan peserta didik kesulitan memahami bentuk, fungsi, dan cara kerja perangkat jaringan secara optimal. Kondisi tersebut menunjukkan perlunya media pembelajaran yang mampu menyajikan visualisasi objek secara lebih konkret dan interaktif. Salah satu teknologi yang berpotensi digunakan adalah Augmented Reality (AR) karena mampu menampilkan objek tiga dimensi secara virtual melalui perangkat smartphone yang mudah diakses peserta didik. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis Augmented Reality pada mata pelajaran Dasar-Dasar Teknik Jaringan Komputer dan Telekomunikasi bagi siswa kelas X Teknik Komputer dan Jaringan (TKJ) di SMK Sore Tulungagung serta mengetahui tingkat kelayakan media yang dikembangkan. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis Augmented Reality memiliki tingkat kelayakan yang sangat tinggi berdasarkan penilaian ahli maupun pengguna. Media yang dikembangkan mampu menyajikan visualisasi perangkat jaringan komputer secara lebih nyata, interaktif, dan mudah dipahami sehingga meningkatkan keterlibatan peserta didik dalam proses pembelajaran. Temuan ini menunjukkan bahwa media pembelajaran berbasis Augmented Reality dapat menjadi alternatif pembelajaran yang efektif untuk mendukung pemahaman materi perangkat jaringan komputer pada pendidikan kejuruan.
Analisis Usability dan User Experience Sistem Informasi Primary Care BPJS Kesehatan di Puskesmas Karanganyar Menggunakan Metode System Usability Scale (SUS) dan User Experience Questionnaire (UEQ) Malfiana Rizqina Luthfillah Sya’bana; Fahrur Rozi; Mohamad Khoirul Ansor
HORIZON: Indonesian Journal of Multidisciplinary Vol. 4 No. 3 (2026): HORIZON: Indonesian Journal of Multidisciplinary
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/gzqch503

Abstract

Penelitian ini bertujuan menganalisis tingkat usability dan user experience Sistem Informasi Primary Care (P-Care) BPJS Kesehatan di Puskesmas Karanganyar, Kecamatan Gandusari, Kabupaten Trenggalek. P-Care adalah aplikasi berbasis web yang wajib digunakan seluruh fasilitas kesehatan tingkat pertama (FKTP) dalam mengelola pelayanan peserta Jaminan Kesehatan Nasional (JKN). Penelitian menggunakan pendekatan kuantitatif deskriptif dengan dua instrumen standar: System Usability Scale (SUS) untuk mengukur usability dan User Experience Questionnaire (UEQ) untuk mengukur user experience pada enam dimensi. Teknik total sampling diterapkan dengan melibatkan seluruh 33 pengguna aktif yang terdiri dari petugas administrasi, perawat, bidan, dan tenaga medis. Hasil SUS menunjukkan skor rata-rata 64,39 (kategori OK/Acceptable). Hasil UEQ menunjukkan seluruh enam dimensi berada pada kategori Baik: Attractiveness (1,37), Perspicuity (1,37), Novelty (1,34), Dependability (1,33), Efficiency (1,29), dan Stimulation (1,27). Penelitian merekomendasikan penyederhanaan navigasi, optimasi server, fitur auto-save, perpanjangan sesi aktif, serta pembaruan desain antarmuka.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO MENGGUNAKAN ADOBE EXPRESS UNTUK MENINGKATKAN MENGHAFAL KOSA KATA BAHASA ARAB SISWA KELAS X MA AL FATTAHIYYAH Tri Wahyuning Sari; Fahrur Rozi
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 13 No 1 (2026): in Press
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v13i1.1958

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbasis video menggunakan Adobe Express dalam meningkatkan kemampuan menghafal kosakata bahasa Arab siswa kelas X Al-Fattahiyyah. Pengembangan ini membahas tentang rendahnya minat dan motivasi siswa dalam menghafal kosakata bahasa arab yang menjadi tantangan dalam pembelajaran. Peneliti menggunakan model pengembangan ADDIE, yaitu Analyze, Design, Develop, Implement, dan Evaluate. Hasil validasi menunjukkan skor dari ahli media sebesar 88% (sangat baik), dan dari ahli materi sebesar 90% (sangat baik). Uji coba pada kelompok kecil mendapatkan skor 89%, dan uji coba kelompok besar 88% (baik kedua). Tingkat pencapaian rata-rata sebesar 89%, terklasifikasi sangat baik. Hasil ini menunjukkan bahwa media layak dan efektif untuk meningkatkan proses pembelajaran yang lebih menarik, memotivasi, ninteraktif, dan juga efisien. Kata kunci: Media Pembelajaran, Adobe Express, Kosa Kata Bahasa Arab.
Pengembangan Media Pembelajaran Berbasis Web Menggunakan Wordwall pada Materi Bangun Ruang Sisi Lengkung Feni Windiyan Sari; Fahrur Rozi
AKSIOMA : Jurnal Sains Ekonomi dan Edukasi Vol. 3 No. 1 (2026): AKSIOMA : Jurnal Sains, Ekonomi dan Edukasi
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/aksioma.v3i1.2240

Abstract

This study aims to develop web-based learning media using wordwall on the topic of curved-sided solid figures for Grade IX students at SMP Islam Al Fattahiyyah. The research was conducted in response to the limited use of interactive media and the low student motivation in mathematics learning, particularly in geometry. The development process follows the ADDIE model (Analyze, Design, Development, Implementation, and Evaluate). Validation by two media experts resulted in scores of 83% and 95% (very good), and the content expert gave a score of 82,2% (very good). Small group trials scored 74,77% and large group trials 81,29%, resulting in an overall average of 83%, which is categorized as “Highly Feasible”. The wordwall-based media enables enganging and interest in geometry, specifically in curved-sided solid figures.
Implementasi K-Nearest Neighbor (K-NN) Untuk Prediksi Kebutuhan Stok Pakan Kucing Di Ngunut Petshop Mohamad Khoirul Ansor; Fahrur Rozi; Rafif Mallow Dwi Syamsoe
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 9, No 4 (2024)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v9i4.9192

Abstract

Persaingan bisnis yang semakin ketat menuntut setiap pengusaha untuk mampu mengambil keputusan secara cepat dan tepat berdasarkan in-formasi yang akurat. Salah satu permasalahan yang dihadapi Ngunut Petshop adalah penumpukan stok pakan kucing akibat ketidaktepatan dalam memprediksi kebutuhan konsumen. Untuk mengatasi hal terse-but, penelitian ini menerapkan metode K-Nearest Neighbor (K-NN) sebagai teknik data mining guna memprediksi kebutuhan stok pakan kucing. Data yang digunakan berasal dari catatan penjualan Ngunut Petshop pada periode bulan Maret 2024 hingga Mei 2024, dengan atribut yang meliputi jenis kucing, umur kucing, jenis makanan, dan jenis kelamin. Proses penelitian dilakukan melalui tahapan data selec-tion, preprocessing, transformation, data mining, hingga interpreta-tion/evaluasi dengan menggunakan aplikasi WEKA sebagai alat bantu analisis. Hasil pengujian menunjukkan bahwa nilai k=41 dengan pro-porsi data latih 50% dan data uji 50% memberikan akurasi tertinggi sebesar 58%. Temuan ini menunjukkan bahwa meskipun metode K-NN dapat digunakan untuk membantu prediksi kebutuhan stok pakan kuc-ing, tingkat akurasi yang diperoleh masih rendah. Oleh karena itu, diperlukan penambahan jumlah data, penggunaan atribut tambahan, maupun penerapan metode klasifikasi lain sebagai pembanding agar hasil prediksi dapat lebih optimal dan mendukung pengambilan kepu-tusan manajemen stok secara lebih efektif di Ngunut Petshop.