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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.
PENGEMBANGAN SISTEM INFORMASI PERPUSTAKAAN DI SD NEGERI 72 PONTIANAK BARAT Marlianto, Ferry; Feladi, Vindo
Jurnal Khatulistiwa Informatika Vol 12, No 1 (2024): Periode Juni 2024
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/jki.v12i1.20420

Abstract

Penelitian ini bertujuan untuk, mengetahui : (1) pengembangan sistem informasi perpustakaan di SDN 72 Pontianak Barat, (2) kelayakan sistem informasi perpustakaan di SDN 72 Pontianak Barat, (3) respon pengguna terhadap sistem informasi perpustakaan di SDN 72 Pontianak Barat. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan dengan rancangan Model ADDIE. Subjek uji coba produk dalam penelitian ini dimana untuk subjek uji cobanya adalah siswa SDN 72 Pontianak Barat. Prosedur pengembangan sistem informasi sekolah berbasis website terdiri dari 4 (empat) tahap, yaitu analysis, design, development, implementation, evaluation. Teknik pengumpulan data yang digunakan adalah teknik komunikasi langsung dan tak langsung. Kesimpulan dari penelitian ini adalah, (1) Produk yang berhasil dikembangkan dalam pengembangan ini adalah website perpustakaan, dengan memanfaatkan smartphone maupun komputer. Dalam website ini terdapat fitur yang telah disesuaikan dengan kebutuhan yaitu fitur input data anggota, data buku, data peminjaman dan pengembalian denda; (2) Pengembangan sistem informasi perpustakaan SD Negeri 72 Pontianak Barat telah teruji kelayakannya oleh ahli sistem ini dikategorikan sangat layak, hasil yang diharapkan dalam validasi konten ini dikategorikan sangat layak, dan hasil yang diharapkan dalam validasi pustakawan ini dikategorikan sangat layak; (3) Adapun respon hasil uji kelayakan oleh siswa adalah 87,55% yang termasuk dalam kategori “Sangat Setuju”. Sehingga secara keseluruhan dapat disimpulkan bahwa sistem informasi perpustakaan yang dikembangkan sangat layak digunakan.
Pengembangan E-Komik sebagai Media Pembelajaran Materi Dampak Sosial Informarika Kelas X di SMK Negeri 1 Putussibau Firanda, Yagi; Marlianto, Ferry; Liwayanti , Umi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 3 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i3.3228

Abstract

Flip PDF Professional is a desktop application for creating interactive learning media in flipbook format that can be published on computers, Android, and iOS. This study uses the Research and Development (R&D) methodology. The steps to develop E-Comic-based learning media use the ADDIE model which stands for Analysis, Design, Development, Implementation, Evaluation. This study aims to: (1) Determine the Development of Interactive Learning Media Based on E-Comics in Informatics Subjects for Class X at SMK Negeri 1 Putussibau. (2) Determine the Feasibility of the product on Interactive Learning Media Based on E-Comics in Informatics Subjects for Class X at SMK Negeri 1 Putussibau. (3) Determine the Student Response to Interactive Learning Media Based on E-Comics in Informatics Subjects for Class X at SMK Negeri 1 Putussibau. The results obtained from the media expert test obtained a score of 81% with the category of "very feasible", based on the material expert test obtained a score of 80% with the category of "feasible" for the results of the student response trial of 31 students obtained a result of 85.0% with the category of "very feasible"
PENGEMBANGAN SISTEM E-VOTING UNTUK PEMILIHAN KETUA OSIS SMA WISUDA PONTIANAK Feladi, Vindo; Marlianto, Ferry
Jurnal Khatulistiwa Informatika Vol 13, No 1 (2025): Periode Juni 2025
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/jki.v13i1.24588

Abstract

Penelitian ini bertujuan untuk mengetahui : (1) Pengembangan sistem E-Voting untuk pemilihan ketua osis SMA Wisuda Pontianak., (2) Kelayakan sistem E-Voting untuk pemilihan ketua osis SMA Wisuda Pontianak., (3) Respon siswa terhadap pengembangan sistem E-Voting untuk pemilihan ketua osis SMA Wisuda Pontianak. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan dengan rancangan Model ADDIE. Dalam penelitian ini subjek pengembangan adalah para ahli sistem dan media untuk mengukur kelayakan program dari sisi tampilan, desain dan fungsi program. Subjek uji coba produk dalam penelitian ini dimana untuk subjek uji cobanya adalah siswa SMA Wisuda Pontianak. Prosedur pengembangan sistem informasi sekolah berbasis website terdiri dari 4 (empat) tahap, yaitu analysis, design, development, implementation, evaluation. Teknik pengumpulan data yang digunakan adalah teknik komunikasi langsung dan tak langsung. Kesimpulan dari penelitian ini adalah, (1) Perancangan Sistem e-voting untuk pemilihan ketua osis di SMA Wisuda Pontianak dapat dirancang dengan berbagai komponen hardware dan dukungan software sehingga dapat tersusun menjadi suatu sistem sesuai dengan apa yang dituju. (2) Kelayakan Sistem e-voting untuk pemilihan ketua osis di SMA Wisuda Pontianak termasuk kriteria interprestasi interval sangat baik dengan kategori “Layak digunakan (3) Respon pengguna setelah diimplementasikan Sistem e-voting untuk pemilihan ketua osis di SMA Wisuda Pontianak termasuk kriteria interprestasi interval sangat baik dengan kategori “Layak digunakan ”.
PENGEMBANGAN SISTEM INFORMASI SEKOLAH BERBASIS WEB DI SMA WISUDA PONTIANAK Feladi, Vindo; Marlianto, Ferry
Jurnal Khatulistiwa Informatika Vol 11, No 1 (2023): Periode Juni 2023
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/jki.v11i1.14618

Abstract

Penelitian ini bertujuan untuk, mengetahui : (1) hasil pengembangan sistem informasi sekolah berbasis web di SMA Wisuda Pontianak, (2) kelayakan sistem informasi sekolah berbasis web yang dikembangkan sesuai kebutuhan dan mudah digunakan, (3) respon siswa terhadap pengembangan sistem informasi sekolah berbasis web di SMA Wisuda Pontianak. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan dengan rancangan Model Borg & Gall. Subjek uji coba produk dalam penelitian ini siswa SMA Wisuda Pontianak. Rancangan penelitian yang digunakan dalam penelitian ini adalah Model Borg & Gall. Teknik pengumpulan data yang digunakan adalah teknik komunikasi langsung dan tak langsung. Kesimpulan dari penelitian ini adalah, (1 Produk akhir yang dikembangkan dalam penelitian ini adalah sistem informasi sekolah yang dapat digunakan dalam lingkup wilayah SMA Wisuda Pontianak yang dapat diakses secara online. (2) Kelayakan website sekolah dari aspek tampilan dikategorikan sangat baik, aspek organisasi dikategorikan baik dan aspek kebermanfaatan dikategorikan sangat baik. Kelayakan website sekolah dari aspek kemudahan informasi dikategorikan sangat baik, demikian pula dengan aspek kelengkapan data dikategorikan sangat baik. (3) Berdasarkan penilaian hasil ujicoba produk dari siswa yang diperoleh bahwa skor presentase yang diperoleh sebesar 88,08%.
Pengaruh Pembelajaran Kooperatif Tipe Team Assisted Individualization Terhadap Hasil Belajar Materi Manajemen File Marlianto, Ferry
Juwara: Jurnal Wawasan dan Aksara Vol. 1 No. 1 (2021)
Publisher : Yayasan Pendidikan dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (171.817 KB) | DOI: 10.58740/juwara.v1i1.11

Abstract

Abstrak Tujuan dalam penelitian ini adalah mengetahui proses pembelajaran kooperatif tipe Team Assisted Individualization Terhadap Hasil Belajar Siswa Materi Manajemen file Siswa Kelas X SMA Negeri 1 MHU Kabupaten Ketapang. Metode penelitian yang digunakan adalah metode Eksperimen dengan bentuk penelitian pre-exprimental design dengan rancangan One Group Pretest-Posttest Design. Populasi yang digunakan oleh peneliti adalah seluruh siswa kelas X SMA Negeri 1 MHU Kabupaten Ketapang yang terdiri dari 3 kelas. Teknik yang digunakan dalam penentuan sampel adalah purposive sampling. Alat pengumpul data yang digunakan adalah tes hasil belajar yang berbentuk pilihan ganda. Data hasil pretest dan posttest kelas eksperimen diperoleh informasi bahwa jumlah hasil output pengolahan data soal pretest dan posstes didapat nilai pretest mean sebesar 39,52, dan nilai post-test mean sebesar 79,19. Jadi dapat disimpulkan bahwa terdapat perbedaan hasil belajar siswa setelah diterapkannya model Team Assisted Individualization (TAI) pada materi manajemen file siswa kelas X SMA Negeri 1 MHU Kabupaten Ketapang. Abstract The purpose of this study was to determine the cooperative learning process type Team Assisted Individualization Against Student Learning Outcomes File Management Materials Class X Students of SMA Negeri 1 MHU Ketapang Regency. The research method used was the experimental method with a pre-experimental research design with a One Group Pretest-Posttest Design. The population used by the researcher was all students of class X SMA Negeri 1 MHU Ketapang Regency which consisted of 3 classes. The technique used in determining the sample is purposive sampling. The data collection tool used was a multiple choice test of learning outcomes. The data from the pretest and posttest results of the experimental class obtained information that the number of results from the data processing of the pretest and posttest questions obtained the pretest mean value of 39.52, and the mean post-test value of 79.19. So it can be concluded that there are differences in student learning outcomes after the implementation of the Team Assisted Individualization (TAI) model on the file management material for class X students of SMA Negeri 1 MHU, Ketapang Regency.
Enhancing High School Students’ Basic Programming Skills and Self-Efficacy: A Drill-and-Practice Game-Based Approach Isnania Lestari; Ferry Marlianto; Dewi Sulistiyarini; Febrianto Sabirin; Noorjima Abd Wahab
Jurnal Pendidikan Progresif Vol 16, No 1 (2026): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v16i1.pp345-366

Abstract

Drill-and-practice educational games combine repetitive practice with gamification through rewards, achievements, challenges, feedback, and progress tracking to support gradual skill development. In this study, the drill-and-practice element focuses on repeated, structured practice of basic programming exercises with immediate corrective feedback and multiple attempts until mastery. This study examined the effect of a drill-and-practice educational game on basic programming skills and programming self-efficacy among senior high school students. This quasi-experimental study used a Non-Equivalent Control Group Design. The sample comprised 179 tenth-grade students from six intact classes, selected via cluster random sampling. Three classes constituted the control group, with 89 students, and three classes constituted the experimental group, with 90 students. Students completed a basic programming pretest and posttest, as well as a self-efficacy questionnaire. Data were analyzed using descriptive statistics and MANCOVA with pretest scores as covariates. Descriptively, students’ overall basic programming scores increased from a mean of 38.70 to 70.49 in the posttest, while self-efficacy increased from a mean of 59.82 to 74.05. The multivariate test showed a significant group effect (Pillai’s Trace = 0.528; F = 97.442; p < 0.001; Partial η² = 0.528). Between-subjects tests indicated significant improvements in basic programming skills (F = 115.102; p < 0.001; Partial η² = 0.397) and self-efficacy (F = 86.697; p < 0.001; Partial η² = 0.331), with the experimental group achieving higher posttest outcomes than the control group. A drill-and-practice educational game can enhance both cognitive outcomes in basic programming and affective outcomes in self-efficacy, and can be considered an interactive learning alternative for programming topics at the high school level. Future studies should add performance-based coding tasks and broader samples to validate and extend these results. Keywords: educational games, drill and practice, basic programming skills, self-efficacy.
3D Biomechanical Analysis Application Model Of Physical Condition Training In SPOBNAS Athletes Ade Rahmat; Rio Wardhani; Ferry Marlianto
Jurnal Pendidikan Olah Raga Vol. 15 No. 1 (2026): June: Jurnal Pendidikan Olah Raga
Publisher : Universitas PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/jpo.v15i1.10869

Abstract

This study aimed to develop and test the feasibility and effectiveness of a 3D Biomechanical Analysis Application Model for physical condition training in SPOBNAS athletes aged 14–17 years. The research employed the Borg & Gall development model through 10 systematic steps, with data collected using observation, questionnaires, tests, and documentation. Validation was conducted by three experts (material, media, and measurement), while the effectiveness test applied a quasi-experimental pretest-posttest control group design involving 50 athletes divided equally into experimental and control groups.The results showed that the application model had high validity, with an average Aiken’s V of 0.95 (material experts) and 0.93 (media experts). Practicality tests indicated that athletes (mean = 3.90) and coaches (mean = 3.88) assessed the program as very practical. Statistical analysis confirmed that the data were normally distributed (Sig. = 0.200) and homogeneous (Sig. = 0.058). The effectiveness test demonstrated a significant improvement in the experimental group (t count = 5.120 > t table = 2.009, df = 49), with a mean gain of 14.2 points compared to only 4.6 in the control group. Furthermore, effect size analysis (Cohen’s d = 1.25) indicated a large effect.In conclusion, the developed 3D Biomechanical Analysis Application Model was proven to be valid, practical, and effective, contributing positively to improving athletes’ physical fitness, motor skills, and motivation. This application can be a valuable tool for coaches in enhancing performance training and supporting athlete development at SPOBNAS.
Innovation Of Mobile Virtual Laboratory As a Learning Facility Febrianto Sabirin; Ferry Marlianto; Dewi Sulistiyarini; Marhadi Saputro
JETL (Journal of Education, Teaching and Learning) Vol 10, No 1 (2025): Volume 10 Number 1, 2025
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/jetl.v10i1.5910

Abstract

The presence of Informatics subjects is a response to preparing human resources (HR) who can adapt to the industrial revolution 4.0 and society 5.0. Unfortunately, there are obstacles in implementation, especially related to computer laboratory facilities. So innovation is needed that can help schools implement Informatics subjects so that students can have adequate digital literacy in facing the industrial revolution 4.0 and society 5.0. The aim of the research is to develop and test the feasibility of being an Informatics learning facility for high school students in Pontianak City, as well as seeing the students' response to the mobile virtual laboratory. The method used is Research and Development (R&D), with a development design using DDD-E. Research subjects consist of development subjects, namely design experts, media experts and material experts and students to determine the response to the media being developed. Data analysis techniques use a data analysis approach Qualitative and quantitative. The results of the research are that the media was developed using DDD-E, the suitability of the media based on material experts and media experts is in the very good category and suitable for use. Student responses to the media that have been developed are very good for use.
PELATIHAN PEMROGRAMAN BLOK MELALUI ADAPTIVE MOOC UNTUK MENINGKATKAN KOMPETENSI COMPUTATIONAL THINKING GURU DI KALBAR Febrianto Sabirin; Umi Liwayanti Liwayanti; Ryan Permana; Ferry Marlianto; Dewi Sulistiyarini; Dochi Ramadhani
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 10 No. 2 (2026): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v10i2.10719

Abstract

Perkembangan teknologi digital menuntut guru memiliki kompetensi abad ke-21, termasuk literasi digital dan kemampuan berpikir komputasional. Pengabdian ini bertujuan untuk meningkatkan kompetensi literasi digital dan keterampilan pemrograman guru melalui pelatihan pemrograman blok berbasis Adaptive Massive Open Online Course (MOOC). Kegiatan ini melibatkan 30 guru dari berbagai jenjang pendidikan di Kalimantan Barat. Metode yang digunakan adalah pelatihan terbimbing berbasis daring dengan pendekatan adaptif. Pengabdian ini dilaksanakan selama 2 minggu termasuk pelatihan terbimbing secara online dengan menggunakan platform MOOC. Hasil pengabdian menunjukkan adanya peningkatan signifikan dalam pemahaman konsep pemrograman dasar, kemampuan berpikir komputasional, serta keterampilan merancang media pembelajaran berbasis pemrograman blok. Evaluasi menunjukkan tingkat kepuasan peserta sangat tinggi dengan persentase 91% pada aspek administrasi dan 89,6% pada evaluasi kompetensi. Dengan demikian, model Adaptive MOOC terbukti efektif dalam meningkatkan kompetensi guru secara fleksibel dan berkelanjutan.