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Pengembangan Website Sistem Persuratan Online Desa Tamban Menggunakan Framework Laravel dengan Metode Extreme Programming (XP) Rohmat Turnandhi; 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/hijm.v4i3.5458

Abstract

This study focuses on the development of an online correspondence system website in Tamban Village with the aim of facilitating more effective and efficient access to and management of administrative correspondence services for the community, village officials, and administrators. The Extreme Programming (XP) method was used, which includes the phases of planning, design, coding, and testing. To ensure that the system met user requirements, data were collected through observation, interviews, and literature review, and then analyzed using qualitative and quantitative descriptive analysis techniques to evaluate system requirements and the results of system testing. The findings show that, through an iterative development approach involving system analysis, construction, and testing, the developed website was able to improve the effectiveness and efficiency of correspondence services. As a result, this online correspondence system can meet user needs, provide practical solutions for managing village administration, and help improve the quality of public services by making them more efficient, transparent, and structured. This study is limited by the fact that system testing was conducted on a limited scale and did not include in-depth cybersecurity testing, therefore, future research is recommended to develop more comprehensive security features and conduct system testing with a larger number of users.
Pengembangan Media Pembelajaran Interaktif Berbasis Canva pada Materi Unggah-Ungguh Basa untuk SMP Kelas VII di SMPI Al-Fattahiyyah Nur Dwi Istiqomah; 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.v3i1.2177

Abstract

Indonesia’s education system faces various challenges, including low learning quality and high dropout rates, particularly in Tulungagung Regency. At SMP Islam Al-Fattahiyyah, students’ achievement in Javanese language—especially in the unggah-ungguh basa material—remains low, and many students are still unable to use the krama language properly. Therefore, engaging and interactive learning media are needed. This study aims to develop Canva-based interactive learning media for the unggah-ungguh basa material and to determine its feasibility. The research employed a Research and Development (R&D) method using the ADDIE development model (Analyze, Design, Develop, Implement, Evaluate). The material was adapted from textbooks and teaching modules for grade VII. The research subjects included two media expert lecturers, one Javanese language teacher as a material expert, and grade VII students. The instruments used were media evaluation sheets, material evaluation sheets, and student response questionnaires. The results showed that the media was considered highly feasible, with a score of 96% from media experts, 95% from the material expert, 91% from small group testing, and 90% from field testing, resulting in an average of 93%. Therefore, the Canva-based interactive learning media is feasible to be used in teaching unggah-ungguh basa to grade VII students at SMP Islam Al-Fattahiyyah.
Pengembangan Media Pembelajaran Interaktif Canva Materi Jaringan Komputer Kelas 11 MA Al Fattahiyyah Ammana Baiti Muslimah; 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.v3i1.2180

Abstract

Canva-based interactive learning media is a tool designed to create engaging and interactive learning materials using the Canva graphic design platform. This study aims to develop and determine the appropriateness of this media for the Informatics subject, Computer Networks and the Internet, for 11th-grade students of Social Sciences 1 at MA Al-Fattahiyyah. The method used was Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, and Evaluation) model. The material was adapted to the 11th-grade teaching modules at MA Al-Fattahiyyah. This study involved two lecturers, one media expert, and students as respondents. The research instruments included a media appropriateness assessment sheet, a material assessment sheet, and a student response questionnaire. The assessment results showed the media received a score of 95% from Media Expert 1, 77.5% from Media Expert 2, 89.28% from the material expert, 82% from the small group trial, and 91.48% from the large group trial. These results concluded that the media was deemed "Very Appropriate" for use in learning. Therefore, this Canva-based interactive media is effective and suitable for use to support Informatics teaching and learning activities in class XI SOSHUM 1 MA Al-Fattahiyyah.
Pengembangan Media Pembelajaran Modul Elektronik (E-Modul) Menggunakan Google Site pada Mata Pelajaran TIK di MA Al Fattahiyyah Fika Nailul Muna; 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.v3i1.2259

Abstract

Electronic modules (E-modules) are a set of digital learning media that are systematically designed to support independent learning. E-modules can be used as a complement to teaching materials in learning activities, especially in the application of electronic-based media. The purpose of this study is to develop e-module learning media in Google Site-based ICT subjects that are suitable for use at MA Al Fattahiyyah Tulungagung. This research uses a research and development approach (Research and Development) with the ADDIE (Analyze, Design, Develop, Implement, Evaluate) development model. The material developed in the e-module is adjusted to the MA Al Fattahiyyah class X syllabus, especially the material "Computer Network". The subjects of this study include 1 lecturer of media experts, 1 teacher of ICT subjects as material experts, and students of class X of MA Al Fattahiyyah. The research instrument consisted of a media feasibility assessment sheet, a material assessment sheet, and a questionnaire of students' responses to the use of e-modules. The results of the study showed that the e-module was declared suitable for use as a teaching material with scores from media experts of 87%, material experts of 93%, and the results of user trials (students) in small and large groups showed excellent results. Thus, Google Site-based e-module learning media on Computer Network materials at MA Al Fattahiyyah is included in the category of "Very Feasible" and can be used to support a more interactive and effective learning process for students.
Pengembangan Video Pembelajaran Menggunakan AVS Video Editor pada Materi Peradaban Bangsa Arab Pelajaran Sejarah Kebudayaan Islam Kelas X MA Al Fattahiyyah Ella Dwiyanti Zulfa; 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.v3i1.2293

Abstract

The This study aims to develop an instructional video using the AVS Video Editor application on the topic of Arab Civilization in the Islamic Cultural History subject for Grade X students at MA Al Fattahiyyah. The background of this research is based on the need for engaging and interactive learning media to improve students’ understanding of historical content.The research employs a Research and Development (R&D) method using the ADDIE development model, which consists of five stages: Analyze, Design, Develop, Implement, and Evaluate. Data collection techniques include questionnaires, observations, and documentation. Questionnaires were distributed to media and content experts to assess the quality and feasibility of the video, and to students to gather their responses to the developed media. Observations were carried out to examine student engagement during the learning process, while documentation was used to collect supporting evidence throughout the development process.The results show that the instructional video developed in this research is considered "highly feasible" with a feasibility score of 86%. This indicates that the instructional video using AVS Video Editor is effective in helping students better understand the topic of Arab Civilization in an appealing and accessible way.
E-Learning Website Development at the Tulungagung Regency BNN Using the Laravel Framework with an Extreme Programming (XP) Approach Ardana Halim Wiradhika; Fahrur Rozi; Taufiq Agung Cahyono
Jurnal Teknologi Informatika dan Komputer Vol. 12 No. 1 (2026): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v12i1.3415

Abstract

Drug misuse in Indonesia continues to pose a significant and far-reaching challenge, influencing multiple sectors of society, including the Tulungagung region. The National Narcotics Agency (BNN) of Tulungagung encounters various obstacles in delivering traditional outreach programs, notably constraints in manpower and infrastructure, the extensive geographical scope, and limited public engagement. In response to these issues, this research focuses on designing and developing a web-based e-learning platform to provide organized and easily accessible education on the dangers of drug abuse. The system is built using the Laravel framework and adopts the Extreme Programming (XP) approach, involving iterative cycles of planning, designing, coding, and testing.The resulting platform incorporates several key features, including user administration, pre-assessment, instructional content delivery, post-assessment, remedial modules, learning progress monitoring, digital certification, and an administrative dashboard for system oversight. Findings from the study demonstrate that the application performs in accordance with the defined functional specifications and effectively facilitates a structured learning process. Therefore, this e-learning platform is anticipated to enhance the efficiency of P4GN educational initiatives while also broadening the scope of digital outreach efforts conducted by BNN Tulungagung.
THE EFFECT OF JIGSAW-TYPE COOPERATIVE LEARNING ON MOTIVATION AND ACADEMIC ACHIEVEMENT IN INFORMATICS EDUCATION: A QUASI-EXPERIMENTAL STUDY AT VOCATIONAL HIGH SCHOOL Fahrur Rozi; Erma Rohmawati
JoEICT (Jurnal of Education And ICT) Vol 8, No 1 (2024)
Publisher : STKIP PGRI TULUNGAGUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/joeict.v8i1.10207

Abstract

Conventional lecture-based instruction in vocational Informatics education frequently leads to passive engagement and suboptimal learning outcomes among students. Objective: This study investigates the effect of the Jigsaw-type cooperative learning model on students' learning motivation and academic achievement in the Informatics subject at State Vocational High School 2 (SMK Negeri 2) Tulungagung, Indonesia. Methods: A quasi-experimental design with a Non-equivalent Control Group pre-test/post-test structure was employed. The experimental group (Class X-A, n = 30) received Jigsaw-based instruction over four weeks, while the control group (Class X-B, n = 30) continued with conventional lecture-based learning. Learning motivation was assessed using a validated Likert-scale questionnaire (Cronbach's α = 0.87), and academic achievement was measured through pre-test and post-test instruments. Data were analyzed using the Independent Sample T-Test following normality (Kolmogorov-Smirnov) and homogeneity (Levene's) prerequisite tests. Results: The analysis revealed significant differences between groups for both motivation (sig. = 0.001, t = 3.412, Cohen's d = 0.78) and learning outcomes (sig. = 0.000, t = 4.186, Cohen's d = 0.91), with the experimental group demonstrating substantially higher post-test scores (M = 82.4, SD = 6.3 vs. M = 71.6, SD = 7.1). Conclusion: The Jigsaw cooperative learning model significantly enhances both motivation and academic achievement in Informatics education at the vocational level. The peer-teaching mechanism inherent in the Jigsaw structure reduces learning anxiety and promotes active knowledge construction, particularly effective in technical subjects such as Microsoft Excel. These findings provide empirical support for the pedagogical shift from teacher-centered to student-centered instruction in vocational ICT education in Indonesia.