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WORKSHOP PEMBUATAN MEDIA PEMBELAJARAN MGMP PPKN MANDIRI SMP KABUPATEN KUBU RAYA 2018 Danar Santoso; Nurbani Nurbani; Henny Puspitasari; Chandra Lesmana; Ratih Widya Nurcahyo; Sri Koriaty; Ardian Arifin; Ferry Marlianto; Umi Liwayanti; Isnania Lestari; Ryan Permana; Ridho Dedy Arief Budiman
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol 3, No 1 (2019): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v3i1.1196

Abstract

Abstrak Tujuan dari kegiatan pengabdian adalah untuk mengetahui bagaimana hasil dari pelaksanaan kegiatan workshop tentang pembuatan media pembelajaran terhadap pengetahuan, keahlian, dan respon guru MGMP PPKN Mandiri di SMP N 1 Kubu Raya. Kegiatan pengabdian yang dilakukan meningkatkan pengetahuan maupun keahlian guru, khususnya dalam pembuatan media pembelajaran menggunakan aplikasi presentasi yaitu Power Point  dalam menunjang kinerja guru MGMP PPKN Mandiri di SMP N 1 Kubu Raya. Metode yang digunakan adalah presentasi, diskusi, latihan, dan evaluasi. Kegiatan pengabdian yang dilakukan memperoleh respon yang positif. Hal tersebut ditunjukkan dengan antusias peserta guru MGMP PPKN untuk mengadakan pelatihan lanjutan mengenai materi pembuatan media pembelajaran. Dengan dilaksanakannya workshop, para peserta memiliki keterampilan dalam pembuatan media pembelajaran menggunakan Power Point.
Pelatihan pembuatan media evaluasi menggunakan aplikasi Quiziz Vindo Feladi; Henny Puspitasari; Ferry Marlianto; Ratih Widya Nurcahyo
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol 5, No 3 (2021): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v5i3.2265

Abstract

Guru belum memanfaatkan teknologi informasi dengan optimal untuk media evaluasi. Salah satunya adalah pemanfaatan media evaluasi dengan menggunakan online, khususnya dalam hal ini adalah media evaluasi Quizizz. Permasalahan yang dialami adalah: (1) minimnya pengetahuan guru tentang pembuatan media evaluasi menggunakan Quizizz; dan (2) respon guru setelah mengikuti pelaksanaan pembuatan media evaluasi menggunakan Quizizz. Metode yang digunakan dalam pelaksanaan PKM ini adalah seminar dan pelatihan. Luaran yang dihasilkan yaitu: (1) berhasil dilatihkan beberapa keterampilan pembuatan media evaluasi berbasis Quizizz; (2) setiap guru mampu membuat media evaluasi berbasis Quizizz untuk menunjang pembelajaran; (3) guru-guru dapat mempraktekkan langsung dalam pembuatan media berbasis Quizizz; (4) menjadikan guru-guru terampil dalam pembuatan media evaluasi yang menarik dan menyenangkan; dan  (5) respon guru-guru sangat baik dan memiliki antusias yang luar biasa sepanjang kegiatan berlangsung.
A PENGEMBANGAN GAME EDUKASI PAKAIAN TRADISIONAL INDONESIA BERBASIS ANDROID Ardian Arifin; Ferry Marlianto; Aris Budiman
Journal of Computer Networks, Architecture and High Performance Computing Vol. 1 No. 2 (2019): Computer Networks, Architecture and High Performance Computing
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnapc.v1i2.99

Abstract

Culture in Indonesia has a lot of diversity. Indonesia which has many provinces also has many cultures. One of the cultures that exist in Indonesia is raditional clothing. Traditional clothing, a characteristic of adat and culture in each region and also used in each traditional ceremony. Along with the development of the times, the concern for the preservation of national culture, especially traditional clothing, was very minimal. For example, the lack of recognition and socialization of Indonesian culture in the community is one of the important factors why people's interest is lacking in traditonal clothing. This study aims to develop the development of an Android-based educational game on traditional Indonesian clothing. The method used in this study uses Research and Development methods. The results of this study were developed an educational game "Introduction to Traditional Clothing in Indonesia" on the Android platform that provides information to users about any traditional musical instruments in Indonesia. Educational games are expected to help in the introduction of existing cultures and can be used as a way to provide insight to children. From the results of testing carried out with the black box method, it can be concluded that this application can function well. And can provide users of Android smartphone games that are educational.Keywords: Educational Games, Traditional Clothing, Android Smartphones
Pengembangan Media Pembelajaran Berbasis E-Learning Pada SMK di Pontianak Aris Budiman; Ardian Arifin; Ferry Marlianto
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 2, No 2 (2019): OKTOBER 2019
Publisher : Program Studi Teknik Informatika, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (110.834 KB) | DOI: 10.32672/jnkti.v2i2.1556

Abstract

Pengembangan Media Pembelajaran Berbasis E-learning Pada SMK di Pontianak. Penelitian ini bertujuan untuk mengetahui: (1) Analisis kebutuhan media pembelajaran berbasis e-learning pada SMK di pontianak, (2) Rancangan media pembelajaran berbasis e-learning pada SMK Di pontianak, (3) Uji kelayakan media pembelajaran berbasis e-learning pada SMK Di pontianak, (4) Respon guru dan siswa menggunakan media pembelajaran berbasis e-learning pada SMK Di pontianak. Subjek uji coba produk dalam penelitian ini adalah guru yang berjumlah 13 orang dan siswa 30 orang. Kesimpulan dari penelitian ini adalah sebagai berikut: Rancangan media pembelajaran berbasis e-learning pada SMK Di pontianak diawali dengan pembuatan Storyboard, flowchart, DFD, ERD dan yang terakhir pembuatan media pembelajaran berbasis e-learning menggunakan moodle. Kelayakan media pembelajaran berbasis e-learning diperoleh nilai rata-rata 85,79% dengan kata lain media pembelajaran ini sangat layak digunakan. Respon guru dan siswa  terhadap media pembelajaran berbasis e-learning pada SMK Di Pontianak mendapat respon yang baik dari guru dan siswa dibuktikan dengan prolehan angket uji coba terbatas 78,38% dengan kategori setuju dan uji coba lapangan utama 79,45% dengan kategori setuju.
Pengembangan Media Pembelajaran Berbasis E-Learning Pada SMK di Pontianak Aris Budiman; Ardian Arifin; Ferry Marlianto
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 2, No 2 (2019): OKTOBER 2019
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v2i2.1556

Abstract

Pengembangan Media Pembelajaran Berbasis E-learning Pada SMK di Pontianak. Penelitian ini bertujuan untuk mengetahui: (1) Analisis kebutuhan media pembelajaran berbasis e-learning pada SMK di pontianak, (2) Rancangan media pembelajaran berbasis e-learning pada SMK Di pontianak, (3) Uji kelayakan media pembelajaran berbasis e-learning pada SMK Di pontianak, (4) Respon guru dan siswa menggunakan media pembelajaran berbasis e-learning pada SMK Di pontianak. Subjek uji coba produk dalam penelitian ini adalah guru yang berjumlah 13 orang dan siswa 30 orang. Kesimpulan dari penelitian ini adalah sebagai berikut: Rancangan media pembelajaran berbasis e-learning pada SMK Di pontianak diawali dengan pembuatan Storyboard, flowchart, DFD, ERD dan yang terakhir pembuatan media pembelajaran berbasis e-learning menggunakan moodle. Kelayakan media pembelajaran berbasis e-learning diperoleh nilai rata-rata 85,79% dengan kata lain media pembelajaran ini sangat layak digunakan. Respon guru dan siswa  terhadap media pembelajaran berbasis e-learning pada SMK Di Pontianak mendapat respon yang baik dari guru dan siswa dibuktikan dengan prolehan angket uji coba terbatas 78,38% dengan kategori setuju dan uji coba lapangan utama 79,45% dengan kategori setuju.
Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Materi Pengenalan Perangkat Lunak Kelas VIII di SMP Negeri 4 Singkawang Ferry Marlianto; Dini Oktarika; Bagus Rasyid; Ray Fajar Friandi; Adrian Mardinata; Desvian Ananto Putra; Egi saputra
Mutiara: Jurnal Ilmiah Multidisiplin Indonesia Vol. 2 No. 2 (2024): JIMI - APRIL
Publisher : PT. PENERBIT TIGA MUTIARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61404/jimi.v2i2.236

Abstract

The objective of this study is to create augmented reality educational tools for teaching software introduction topics at Singkawang 4 State Middle School. Evaluating the viability and user reception of educational content delivered through augmented reality technology. Methods of data collection involving interviews and questionnaires. The data analysis technique employs descriptive statistics. The ADDIE paradigm is employed in the research and development process. This learning media is developed through a sequential process consisting of five stages: analysis, design, development, implementation, and evaluation. The participants in this study were eighth-grade students from Singkawang 4 State Middle School. The product feasibility testing step was conducted by a pair of media specialists and one material specialist. The research findings indicated that the feasibility evaluation conducted by media specialists obtained a score of 155 out of a total possible score of 168, placing it in the “very feasible” category. The examination conducted by material experts achieved a score of 71 out of a possible 80, placing it in the “very feasible” category. The mean score attained from the extensive evaluation of 33 eighth-grade students at Singkawang State Middle School 4 was 2550 out of a possible maximum score of 3036. The assessment categorized the score as “highly appropriate” for utilization as a learning tool.
Pengembangan Media Pembelajaran Interaktif Berbasis Android pada Mata Pelajaran Informatika Kelas VII di SMP Negeri 2 Kota Pontianak Ferry Marlianto; Henny Puspitasari; Meli Hawani Septiani; Nia Naniati; Feronika Mila; Mursidarti; Kiki Rianti
Mutiara: Jurnal Ilmiah Multidisiplin Indonesia Vol. 2 No. 4 (2024): JIMI - OKTOBER
Publisher : PT. PENERBIT TIGA MUTIARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61404/jimi.v2i4.270

Abstract

The media act as a go-between for the person sending the word and the person receiving it. “Media” refers to the people, things, or events that work together to create a setting that helps students learn facts, skills, or attitudes. A Research and Development (R&D) methodology was used for this study. An R&D methodology is a set of activities or procedures that are used to make a new product or improve a current product so that it will persist in the future. The ADDIE development approach was used for the study, which combines the research and development (R&D) stages. To make learning plans for things, the ADDIE method is used. ADDIE stands for Analysis, Design, Development, Implementation, and Evaluation. What the study found the goal of making Android-based engaging learning materials for class VII Informatics topics at SMP Negeri 2 Pontianak City is to give students an interesting and useful way to learn. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful. Additionally, the portability and wide availability of Android tablets make it easy for students to access educational materials without being limited by time or space. The goal of making engaging learning materials about informatics for high school students in the seventh grade at SMP Negeri 2 Pontianak City is to make learning fun and useful. The Android operating system is based on a Graphical User Interface (GUI), which makes it easy for students to see how the system works on the outside. This makes using Android smartphones as teaching tools very helpful.
The Effect of Learning Interest and Learning Discipline on Student Learning Outcomes in Informatics Class X SMA Negeri 8 Pontianak Dewi Sulistiyarini Ismaya; Ferry Marlianto; April Hepytasa; Siti Munfarida; Nadya Aulia; Agustinus Alan Dwitama Putra; Kelvian Nandus Tijak; Estikrilasa
Mutiara: Jurnal Ilmiah Multidisiplin Indonesia Vol. 2 No. 4 (2024): JIMI - OKTOBER
Publisher : PT. PENERBIT TIGA MUTIARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61404/jimi.v2i4.273

Abstract

The world of education is currently developing, various kinds of innovation and renewal are carried out to improve the quality and quantity of education. Various breakthroughs have also been made both in curriculum development, learning innovation, and the provision of educational facilities and infrastructure needed to improve the quality of education itself. The method used in this study is a quantitative descriptive method with an Ex Post Facto approach. The population of this study is class X students of SMA Negeri 8 Pontianak for the 2023/2024 school year.The data collection techniques in this article are direct communication techniques and also use questionnaires. The validity test of the instrument is used to assess whether the instrument can accurately disclose the data of the variable being studied. The validity of the content and construct was assessed through expert assessment by three validators, consisting of two IT lecturers and one Informatics teacher, to evaluate the suitability of the questionnaire about learning interests and learning disciplines. The data from this research includes information about students of SMA Negeri 8 Pontianak class XA, XB, XC, XD, XE, XF, XG, XH, XI which amounted to 322 students who had previously been observed, this was done to find out the problems at SMA Negeri 8 Pontianak before a study was conducted. The research carried out included one bound variable, namely Learning Outcome (Y), and two independent variables, namely Learning Interest (X1) and Learning Discipline (X2) Variable Data for X1 and X2 was obtained from a questionnaire with a likert scale answer model of 4 (four) alternative answers that were distributed according to the sample needs to 167 students who were the research sample.
Analyzing Key Barriers to the Success of the Merdeka Belajar Campus Merdeka Program Iskandar, Iskandar; Yasin, Moh Fatah; Suhaida, Dada; Yuniendel, Ratna Kasni; Rustam, Rustam; Marlianto, Ferry
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 3 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i3.4707

Abstract

This study is grounded in the premise that the full implementation of the Merdeka Belajar Kampus Merdeka (MBKM) strategy has been hindered by challenges related to insufficient human resources and inadequate infrastructure. The research aims to identify the key factors influencing the successful implementation of the MBKM program, with a focus on State Universities in West Borneo. Employing a qualitative research approach, the study gathers data primarily through in-depth interviews. The findings reveal several critical determinants affecting the program's success. These include the commitment and strategic vision of university leadership, the establishment of a dedicated unit to oversee program implementation, strong partner support and engagement, a positive attitude within the academic community towards the MBKM initiative, active and effective participation of program supervisors, proactive and innovative student involvement, contributions from academic staff in administrative roles, the availability of standardized operating procedures, and alignment between curriculum planning and program objectives.
PENGEMBANGAN GAME EDUKASI PAKAIAN TRADISIONAL INDONESIA BERBASIS ANDROID Arifin, Ardian; Marlianto, Ferry; Budiman, Aris
Journal of Computer Networks, Architecture and High Performance Computing Vol. 1 No. 2 (2019): Computer Networks, Architecture and High Performance Computing
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnapc.v1i2.99

Abstract

Culture in Indonesia has a lot of diversity. Indonesia which has many provinces also has many cultures. One of the cultures that exist in Indonesia is raditional clothing. Traditional clothing, a characteristic of adat and culture in each region and also used in each traditional ceremony. Along with the development of the times, the concern for the preservation of national culture, especially traditional clothing, was very minimal. For example, the lack of recognition and socialization of Indonesian culture in the community is one of the important factors why people's interest is lacking in traditonal clothing. This study aims to develop the development of an Android-based educational game on traditional Indonesian clothing. The method used in this study uses Research and Development methods. The results of this study were developed an educational game "Introduction to Traditional Clothing in Indonesia" on the Android platform that provides information to users about any traditional musical instruments in Indonesia. Educational games are expected to help in the introduction of existing cultures and can be used as a way to provide insight to children. From the results of testing carried out with the black box method, it can be concluded that this application can function well. And can provide users of Android smartphone games that are educational.