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PERANCANGAN ABSENSI PEGAWAI ENGINEERING COFFEE BERBASIS IOT (INTERNET OF THINGS) Alfarandi Rozul Dwi Arlovi; Firman Firman; Sahiruddin Sahiruddin
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1466

Abstract

This study aims to design an Internet of Things (IoT)-based attendance system to enhance efficiency, accuracy, and employee discipline at Engineering Coffee. The research employed the Research and Development (R&D) method with the Waterfall model, encompassing the stages of needs analysis, system design, implementation, and testing. Data were collected through observation, interviews, literature review, documentation, and user surveys. The attendance system is equipped with ESP32Cam devices integrated with a mobile application and Google Spreadsheet for real-time recording. The testing results showed a 100% validation rate for all system components, including IP/WiFi connectivity, data processing, and application interface. Evaluation through user questionnaires revealed an average user satisfaction score of 83.75%, categorized as “Highly Feasible.” The system successfully addresses the limitations of manual attendance methods, which were previously inaccurate and inefficient, providing a practical solution that can be applied to various work environments.
THE IMPACT OF ARDUINO CODING LEARNING ON COMPUTATIONAL THINKING SKILLS OF JUNIOR HIGH SCHOOL STUDENTS Rahmat Setiawan; Sahiruddin Sahiruddin; Firman Firman; Endra Putra Raharja
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 2 (2026): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i2.8446

Abstract

This study aimed to examine the effect of Arduino-based coding learning on junior high school students' computational thinking skills. A quasi-experimental method with a pretest-posttest control group design was employed. Twenty junior high school students participated in the study and were divided into two groups: 10 students in the experimental group received Arduino-based coding instruction, while 10 students in the control group received conventional coding instruction. Data were collected using a computational thinking skills test administered before and after the intervention. The data were analyzed using descriptive statistics, normality and homogeneity tests, paired-samples t-tests, and an independent-samples t-test. The results showed that the experimental group's mean score increased from 58.40 to 84.60, whereas the control group's mean score increased from 57.90 to 68.30. The independent-samples t-test revealed a significant difference between the two groups (t = 6.02, p < 0.001). Furthermore, students in the experimental group achieved higher scores across all computational thinking dimensions, including decomposition, pattern recognition, abstraction, and algorithmic thinking. These findings indicate that Arduino-based coding learning is more effective than conventional coding instruction in improving junior high school students' computational thinking skills.
The Use of Educational Games to Improve Understanding of Islamic Religious Education Materials at MI Roudlotul Khuffadz Sorong Nur Janah; Budi Santoso; Firman Firman
Literasi: Jurnal Pendidikan Guru Indonesia Vol. 5 No. 2 (2026): Juni
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to analyze the effect of using educational game media in improving the understanding of Islamic Religious Education material in MI Roudlotul Khuffadz Sorong students. The study used a quantitative approach with a quasi-experimental design of the nonequivalent control group design. The research sample consisted of 20 students divided into an experimental group and a control group. Data collection techniques used tests, observation, and documentation. The research instrument has met the validity test with 22 valid questions and high reliability with a Cronbach Alpha value of 0.87. Data analysis was carried out through normality tests, homogeneity tests, t-tests, and N-Gain calculations. The results showed that the average posttest of the experimental group was 82.6, higher than the control group at 68.3. The N-Gain value of the experimental group was 0.68 in the medium category, while the control group was 0.29 in the low category. The t-test results showed a significance value of 0.003 <0.05, which means there is a significant effect of the use of educational game media on student understanding. In addition to improving learning outcomes, educational game media also increases student learning activities in the good to very good category. Thus, educational game media is effectively used in Islamic Religious Education learning in elementary schools.
DIGITALISASI LAYANAN ADMINISTRASI KEPENDUDUKAN MELALUI PERANCANGAN SISTEM INFORMASI BERBASIS WEB Eriska Iqhmalul Banowati; Firman Firman; Indri Anugrah Ramadhani
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 4 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i4.9275

Abstract

Layanan administrasi kependudukan seperti Kartu Tanda Penduduk (KTP), Kartu Keluarga (KK), dan dokumen catatan sipil merupakan bagian penting dari pelayanan publik di Indonesia. Namun, di banyak daerah, layanan tersebut masih dilakukan secara manual sehingga menyebabkan inefisiensi, antrean panjang, serta potensi kesalahan dalam pengelolaan data. Penelitian ini bertujuan untuk mengembangkan sistem informasi administrasi kependudukan berbasis web guna mendukung transformasi digital layanan publik. Metode penelitian yang digunakan adalah Research and Development (RD) dengan pendekatan System Development Life Cycle (SDLC) model Waterfall yang mencakup tahap analisis, perancangan, implementasi, verifikasi, dan pemeliharaan. Sistem dibangun menggunakan framework Laravel dengan basis data MySQL, serta memiliki fitur registrasi, login, pengajuan dokumen, unggah berkas, dan verifikasi admin. Pengujian menggunakan metode black-box menunjukkan bahwa seluruh fungsi berjalan sesuai kebutuhan. Penerapan sistem ini meningkatkan kemudahan pengguna, efisiensi verifikasi dan pengelolaan data, efektivitas layanan, ketepatan data, serta transparansi administrasi kependudukan di tingkat pemerintah daerah.