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Efektifitas bahan ajar elektronika digital berbasis multimedia di Jurusan Pendidikan Teknik Elektronika Universitas Negeri Makassar Mahmud Mustapa; Ummiati Rahmah
Seminar Nasional LP2M UNM Prosiding Edisi 3
Publisher : Seminar Nasional LP2M UNM

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Abstract

The purpose of this study was to determine the effectiveness of the use of multimedia-based digital electronics teaching materials in the electronics engineering department of Makassar State University. This type of research is a type of research experiment. Data is collected by the method of observation, testing and documentation. Techniques for analyzing data qualitatively and quantitatively. The results of the study found that the value of learning outcomes for students using multimedia learning was higher than conventional classes. This is also proven by the results of statistical tests with the results found, namely there are differences in student learning outcomes between the experimental class and conventional classes for the theory of digital electronics. 
Application of Boarding House Rental Location Search System Based on Android Muhammad Akram Hamzah; Nur Mustika; Mahmud Mustapa; Ummiati Rahmah
Ceddi Journal of Information System and Technology (JST) Vol. 1 No. 2 (2022): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v1i2.23

Abstract

Boarding houses have become a fairly important need for many people, especially for students studying outside the area who choose boarding houses as temporary housing, and students whose homes may be quite far from the campus, who rent boarding houses near their campus so as not to spend a lot of energy and time traveling. The boarding house route search information system has benefits for users who will search for the nearest boarding house from various features, such as finding boarding house routes and viewing detailed boarding house information. ease of boarding house owners to manage data allows information to be continuously updated. This study aims to create an Android-based boarding house location information system. The research stage starts from the design of a system that has been built using a Use Case Diagram that has three actors, including the admin, the boarding house owner, and the tenant/user. Each of these actors has different roles and access rights. At the implementation stage of the system creation process, using the Android Studio application, the system is tested using the Black Box method. Based on the results of system tests that have been carried out, obtaining good results, or in other words, the system can run as expected.
Information System for Personnel at the South Sorong District Regional Personnel Agency Office Ummiati Rahmah; Mahmud Mustapa; Wulansari, Lusiana; Mansyur; Harpa Pali
Ceddi Journal of Information System and Technology (JST) Vol. 3 No. 1 (2024): April
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v3i1.48

Abstract

Due to the increasing complexity of globalization and technological advancements, the adoption of HRIS (Human Resource Information System) has become a key priority for government bodies and similar organizations. HRIS plays a vital role in effectively managing the workforce, particularly in the public sector. This research aims to enhance the efficiency of personnel data management processes in South Sorong Regency. The primary focus is on ensuring the security of employee data storage. Extreme Programming is utilized as the system development method, encompassing design, development, coding, and testing stages. PHP is chosen as the programming language, with a MySQL database for data storage. The black box testing technique is employed to guarantee system functionality and reliability. The implementation of this application demonstrates smooth operation, with testing yielding a high satisfaction rate among respondents at 93%. Consequently, the system is deemed functionally sound in delivering the intended outcomes.
Pengembangan Modul Pembelajaran Robot Line Follower Pada Mahasiswa Pendidikan Teknik Elektronika FT UNM Mustapa, Mahmud; Akil, Muhammad; Rahmah, Ummiati
Seminar Nasional LP2M UNM SEMINAR NASIONAL 2023 : PROSIDING EDISI 8
Publisher : Seminar Nasional LP2M UNM

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Abstract

Abstrak. Penelitian ini bertujuan untuk mengembangkan modul pembelajaran Robot Line Follower yang ditujukan kepada mahasiswa Pendidikan Teknik Elektronika di Fakultas Teknik Universitas Negeri Makassar (FT UNM). Modul ini dirancang untuk memperkuat pemahaman konsep dasar robotika, keterampilan pemrograman, serta pengembangan perangkat keras, dengan fokus pada pengendalian robot Line Follower. Modul pembelajaran ini mencakup berbagai metode pembelajaran, seperti studi kasus dan proyek pengembangan robot. Hasil validasi menunjukkan bahwa modul ini dapat efektif digunakan dalam meningkatkan pemahaman konsep robotika, keterampilan pemrograman, dan kemampuan praktis mahasiswa. Modul ini juga dapat meningkatkan motivasi belajar dan keterlibatan mahasiswa dalam pengembangan robot Line Follower. Penelitian ini mendorong perkembangan program Studi Pendidikan Teknik Elektronika di FT UNM dan memberikan landasan penting bagi mahasiswa untuk mengembangkan keterampilan yang relevan dalam bidang robotika. Modul ini juga dapat menjadi model pengembangan modul pembelajaran untuk mata pelajaran teknis lainnya dalam konteks pendidikan teknik.  Kata Kunci: Modul Pembelajaran, Robot Line Follower, Pemrograman, Robotika. 
Pendampingan dan Pengembangan Kurikulum Program Studi Sarjana Terapan (D4) Teknik Elektronika FT UNM Hendra Jaya; Ummiati Rahmah; Aulia Sabril; Mustamin Mustamin; Dary Mochamad Rifqi
Journal Innovation In Education Vol. 1 No. 3 (2023): September: Journal Innovation in Education (INOVED)
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/inoved.v1i4.586

Abstract

The targets and outputs produced in accordance with the activity plan are as follows: 1) The creation of lecturers of the Vocational Education Study Program (D4) Electronic Engineering FT UNM can increase knowledge of developing curriculum in the Vocational Education Study Program (D4) Electronic Engineering FT UNM; 2) The completion of curriculum documents in the Vocational Education Study Program (D4) Electronic Engineering FT UNM. The method used in this community service activity is to use lectures, questions and answers, exercises and through simulations. The lecture method is used to provide theoretical information about curriculum improvement. This training can help change the mindset of lecturers majoring in electronic engineering education, by increasing their knowledge about curriculum development so that they can formulate course study materials that are in accordance with the ELOs of the applied electronic engineering undergraduate study program. In addition, this is also expected to provide solutions for study programs that have difficulty meeting product needs in the form of RPS. The training provided at this time may not be optimal in empowering lecturers in curriculum development, so more follow-up activities are needed that are organized and carried out by the head of the study program.
Development of Learning Media for Introductory Information and Communication Technology Courses Mustapa, Mahmud; Ummiati Rahmah; Muh. Asjart
Ceddi Journal of Education Vol. 1 No. 1 (2022): June
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v1i1.11

Abstract

This research aims to (1) assess the current learning conditions in the "Introduction to Technology of Information and Communication" course within the Electrical Engineering Education Department at Makassar State University; (2) outline the developmental stages of web-based learning media tailored for this course; and (3) evaluate the validity of the developed learning media based on assessments from material and media experts. The study employs the ADDIE development model, focusing on the phases of Analysis, Design, and Development. Conducted at the Electrical Engineering Education Department at Makassar State University, the research involved material and media experts as informants, with data gathered through observations and questionnaires and analyzed using descriptive techniques. The findings reveal the structured developmental process of the web-based learning media, which encompasses the Analysis, Design, and Development phases. The validation results show that the material experts rated the media's feasibility at 82.81%, while design experts gave it a rating of 89.58%, indicating a high level of effectiveness. The use of the Research and Development (R&D) approach in this study has proven successful in creating a robust educational tool that can significantly enhance the learning experience in the course. This research contributes to the broader field of educational technology by demonstrating the effectiveness of web-based learning media, particularly in technical education. Its implications extend to improving student engagement, fostering interactive learning, and providing scalable educational solutions in higher education, thereby advancing the quality of education in the digital age.
Web-Based Student Payment Administration Information System Using The Waterfall Method Mahmud Mustapa; Erwin Gatot Amiruddin; Ezra Maharani Chaniago; Ummiati Rahmah
Ceddi Journal of Education Vol. 2 No. 2 (2023): December
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/cje.v2i2.52

Abstract

This research aims to develop an Information System that can assist the school admin in providing the validation process for tuition payments, speed of access, and completeness in providing information. This research aims to overcome administrative challenges that often occur in schools, such as errors in recording payments, late payments, and the difficulty of tracking payment history to save time and effort previously spent processing payments manually. The research method used is the Waterfall method. This application will make it easier for the finance department to record student tuition payments method was chosen because of its deep capabilities and describes a flow or stages that run like a waterfall from one stage to the next. This approach relies heavily on good initial planning because changes made in the early stages may be difficult or expensive to implement in later stages. Based on the results of system design and black box testing, it can run well, and user responses also provide very good responses, with 94% of respondents giving very good responses and 0% saying good and quite good. Based on these findings is hoped that it can be used more efficiently and also ensure data security and can store the results of the data that has been processed.
PEMANFAATAN SOFTWARE PROTEUS PADA MATA PELAJARAN PENERAPAN RANGKAIAN ELEKTRONIKA DALAM MENINGKATKAN HASIL BELAJAR SISWA KELAS XI TEKNIK AUDIO VIDEO DI SMK NEGERI 2 BARRU Ummiati Rahmah; Darlan Sidik; Andi Nurfadhilah
Jurnal Elektronika Telekomunikasi & Computer Vol 9, No 2 (2024): September
Publisher : Jurnal Elektronika Telekomunikasi & Computer

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Penelitian ini bertujuan untuk mengetahui: 1) Hasil belajar siswa setelah diterapkannya Software Proteus pada mata pelajaran Penerapan Rangkaian Elektronika di SMK Negeri 2 Barru, 2) daya tarik siswa dalam penggunaan Software Proteus pada mata pelajaran Penerapan Rangkaian Elektronika di SMK Negeri 2 Barru. Adapun jenis penelitian yang digunakan adalah jenis penelitian tindakan kelas (PTK). Objek penelitian ini sebanyak 17 siswa siswi SMK Negeri  2  Barru  Jurusan Teknik Audio Video  pada  mata  pelajaran  Penerapan  Rangkaian Elektronika. Teknik  pengumpulan  data menggunakan  instrumen  angket/kuisioner dan  tes objektif, penelitian ini melibatkan 2 validator instrumen. Hasil dari penelitian ini yaitu meningkatnya hasil belajar siswa pada mata pelajaran Penerapan Rangkaian Elektronika kelas XI Teknik Audio Video di SMK Negeri 2 Barru dengan tingkat ketuntasan hasil belajar siswa pada siklus I soal pretest sebesar 0% dan postest sebesar 5,88% kemudian mengalamai peningkatan pada siklus II soal pretest sebesar 29,41% dan postest sebesar 82,35%. Tingkat ketuntasan hasil belajar siswa dari siklus I dan siklus II terjadi peningkatan sebesar 76,47%. Berdasarkan hasil penelitian tersebut dapat disimpulkan bahwa proses pembelajaran dengan memanfaatkan software proteus dapat meningkatkan kualitas hasil belajar siswa pada mata pelajaran Penerapan Rangkaian Elektronika di SMK Negeri 2 Barru
PERANCANGAN APLIKASI LOTES-AR (LOGIC GATES AUGMENTED REALITY) BERBASIS AUGMENTED REALITY SEBAGAI PENGENALAN GERBANG LOGIKA Mahmud Mustafa; Ummiati Rahmah; Rahayu Anggraini
Jurnal Elektronika Telekomunikasi & Computer Vol 6, No 2 (2021): September
Publisher : Jurnal Elektronika Telekomunikasi & Computer

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Tujuan penelitian yakni (1) untuk menghasilkan desain aplikasi LOTES-AR (Logic Gates Augmented Reality) berbasis teknologi Augmented Reality (2) untuk menghasilkan rancangan aplikasi LOTES-AR (Logic Gates Augmented Reality) berbasis teknologi Augmented Reality sebagai media pengenalan gerbang logika (3) untuk mengetahui hasil uji kelayakan aplikasi LOTES-AR (Logic Gates Augmented Reality) berbasis teknologi Augmented Reality sebagai media pengenalan gerbang logika. Penelitian yang digunakan yaitu Penelitian dan Pengembangan (Research and Development atau R&D) yang bertujuan meningkatkan dan memberikan sebuah produk. Pengembangan ini menggunakan prosedur yang mengarah pada Model Pengembangan Waterfall. Subjek untuk penelitian ini adalah aplikasi pembelajaran pengenalan gerbang logika menggunakan teknologi Augmented Reality. Komposisi Penelitian memakai lembar penilaian untuk Ahli Media, Uji Marker dan Mahasiswa. Adapun hasil penelitian dalam pengembangan modul pembelajaran yaitu untuk ahli media 1 dan 2 didapatkan rata-rata 100% sangat layak. Untuk uji marker terdeteksi pada jarak 0-50, tidak terdeteksi pada jarak 70, dan terdeteksi hanya pada kemiringan 45-90, untuk respon mahasiswa diperoleh 87,55% Sangat Layak. Hasil penelitian yang dilakukan berdasarkan uji coba produk kepada ahli media, uji marker, serta respon mahasiswa maka Aplikasi LOTES-AR (Logic Gates Augmented Reality) berbasis Augmented Reality sebagai pengenalan gerbang logika sangat layak dipakai dalam pembelajaran.
PENGEMBANGAN TRAINER MICROCONTROLLER BERBASIS INTERNET OF THINGS (IOT) PADA MATA KULIAH MICROCONTROLLER DAN INTERFACE DI JURUSAN PENDIDIKAN TEKNIK ELEKTRONIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI MAKASSAR Ummiati Rahmah; Edy Sabara; Nurhayyun Dahri
Jurnal Elektronika Telekomunikasi & Computer Vol 5, No 2 (2020): September
Publisher : Jurnal Elektronika Telekomunikasi & Computer

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Penelitian ini bertujuan untuk: (1) mengetahui bagaimana cara mengembangkan trainer microcontroller berbasis internet of things (IoT) pada mata kuliah microcontroller dan interface. (2) mengetahui bagaimana kevalidan media pembelajaran trainer microcontroller berbasis internet of things (IoT) pada mata kuliah microcontroller dan interface. (3) mengetahui bagaimana kelayakan media pembelajaran trainer microcontroller berbasis internet of things (IoT) pada mata kuliah microcontroller dan interface. Model penelitian menggunakan Penelitian dan Pengembangan (Research and Development atau R&D) dengan tujuan mengembangkan dan menghasilkan sebuah produk. Prosedur yang digunakan adalah model pengembangan CAI (Computer Assisted Instruction). Subjek penelitian ini merupakan Mahasiswa Jurusan Pendidikan Teknik Elektronika FT-UNM. Data hasil uji coba didapatkan dari lembar validasi ahli media dan lembar respon mahasiswa. Lembar validasi ahli media meliputi lembar validasi untuk dua ahli media yang memberikan penilaian pada media untuk mengetahui validitas media dengan total nilai rata-rata seluruh aspek penilaian sebesar 91,17% atau masuk kedalam kategori sangat valid sedangkan total nilai rata-rata hasil seluruh uji coba adalah 93,3% atau masuk kedalam kategori sangat praktis kemudian dapat disimpulkan bahwa media trainer microcontroller berbasis IoT sangat praktis untuk digunakan oleh mahasiswa