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Refocusing, Reimaging, dan Rebuilding Sekolah Muhammadiyah Kholid, Muhammad Noor; Faiziyah, Nuqthy; Sutama, Sutama; Hidayati, Yulia Maftuhah; Sayekti, Ika Candra; Pramudita, Dias Aziz
Jurnal SOLMA Vol. 13 No. 2 (2024)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v13i2.14867

Abstract

The service partner is MI Muhammadiyah Sidoharjo (MIM Plasan). The condition of school among: student achievement in academic and non-academic activities still needs to be optimized, teachers have pedagogic competencies that still need to be improved, teachers' abilities in mastering technology to support learning need to be developed, do not yet have a school website, and communication networks and partnerships need to be strengthened. The purpose of this service is to rebuild the image of MIM Plasan so as to gain public trust. The methods carried out are champion school workshops, learning development workshops, IT integration workshops in learning, school web and social media development, and strengthening cooperation networks. The results obtained are: the formation of teams and strategies for champion schools, the development of more comprehensive teacher competencies in compiling kit and integrating them with IT, as well as social media and websites that are more updated regularly. The school feels a direct impact in service activities.
Place: Interactive Learning Media Augmented Reality (AR) 3d In “Plant Cell” for 11th Grade Students Nugraha, Adimas Nanda; Pramudita, Dias Aziz
Proceedings International Conference on Education Innovation and Social Science 2022: Proceedings International Conference on Education Innovation and Social Science
Publisher : Universitas Muhammadiyah Surakarta

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

Abstract

The era development, the rapid of technology, and the availability of mobile phone use for students in facilitating learning should be accompanied by familiarization of the use of media as one to support the learning. Biology is considered as a subject that requires more understanding and interpretation through its visualization. Moreover, the one focuses on “Plant Cell” material is rare. This research is further aimed at: (1) developing an interactive learning media Augmented Reality (AR) 3D in Biology material "Plant Cell" for11th grade students, (2) conducting the feasibility test of the interactive learning media, and (3) examining the effectiveness of the interactive learning media. Research and Development (R&D) was employed, and ADDIE model was adapted. The participants were 20 students. Questionnaires were utilized as the instruments. The steps in developing the media included: Needs Analysis, Design Making, Design Implementation, Alpha Testing, Revision, Beta Testing, and Media Improvement. Next, validity test and reliability test from two experts were conducted. The results of the research reveal: (1) validity test by using Aiken V was in the medium (0,5-0,75) and high category (0,875), and reliability test was in the perfect category (0,961), (2) the media effectiveness level by using Aiken V was in the medium category (0,73), and by using SUS was acceptable (71-100), and margin high (51-62). In this research, last, the suggestions in the form of some revisions to the media were provided.
Strengthening the Culture of Computational Thinking through VR Game-based Learning in Vocational High School Pramudita, Dias Aziz; Hermawan, Hardika Dwi; Sukirman; Nisa, Anis Khoerun; Permana, Adira Bintang
Buletin Literasi Budaya Sekolah Vol. 7 No. 2 (2025): Vol. 7, No. 2, Desember 2025
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/blbs.v7i2.15677

Abstract

Computational Thinking (CT) is an essential competence for students in vocational education to support problem-solving, systematic thinking, and adaptability to workplace demands. However, the development of CT in vocational high schools is often limited to technical instruction and has not been fully integrated into students’ learning culture. This study aims to examine the role of Virtual Reality (VR) Game-Based Learning in strengthening the culture of computational thinking among vocational high school students. The study focuses on how VR-based game learning activities foster habitual patterns of logical, systematic, and problem-solving thinking within vocational classroom practices. Using a qualitative descriptive approach through classroom observations, analysis of learning activities, and student reflections, this research explores changes in student engagement, learning interactions, and thinking habits during the implementation of VR Game-Based Learning. The findings indicate that VR-based games create an immersive and contextual learning environment that encourages active participation, collaboration, and sustained engagement, contributing to the formation of a computational thinking culture relevant to vocational learning contexts. This study suggests that VR Game-Based Learning can function as an effective pedagogical practice to support the development of a positive learning culture aligned with the needs of vocational education.
SISTEM PENDUKUNG KEPUTUSAN UNTUK PENILAIAN RUMAH SAKIT TERBAIK DI LAMPUNG TENGAH MENGGUNAKAN METODE AHP pramudita, Dias Aziz; Christy, Reviana
Jurnal Data Mining dan Sistem Informasi Vol 1, No 1 (2020): Agustus 2020
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jdmsi.v1i1.800

Abstract

Dinas Kesehatan Lampung Tengah merupakan OPD (Organisasi Perangkat Daerah) yang menangani kesehatan di wilayah khusus Lampung Tengah, dengan jumlah rumah sakit terdaftar sebanyak 9 rumah sakit. Belum adanya sistem pengambil keputusan tentang rumah sakit terbaik membuat pihak dinas mengalami kesulitan untuk memutuskan rumah sakit terbaik yang ada di wilayah Lampung Tengah. Di samping itu belum terdapat juga sistem informasi bagi masyarakat mengenai rumah sakit terbaik yang ada di wilayahnya. Sistem dikembangkan menggunakan metode Analitical Hirarchy Process (AHP) berbasis web. Proses pengumpulan data diawali dengan penentuan tujuan, memilih kriteria dan alternatif pilihan yang merupakan 9 rumah sakit yang ada di wilayah Lampung Tengah. Selanjutnya kriteria-kriteria yang ada dibandingkan tingkat kepentingannya berdasarkan data yang diperoleh sehingga diperoleh rumah sakit terbaik. Data diperoleh dari studi literatur dan referensi penelitian terdahulu, sementara pengujian dilakukan menggunakan standar kualitas ISO 25010. Penelitian  ini  menghasilkan  sistem informasi pengolahan rumah sakit dan pengambilan keputusan rumah sakit terbaik menggunakan AHP. Berdasarkan pengujian menggunakan kriteria ISO 25010 dalam aspek usability di dapat hasil sebesar 95,83%, functional suitability sebesar 93% dan dalam aspek performance effeciency diperoleh skor A dengan tingkat load time atau waktu yang dibutuhkan untuk mengambil/membuka halaman Web pada komputer dengan waktu 15.042 detik. Sehingga dapat disimpulkan bahwa layak untuk diterapkan untuk membantu mengolah data rumah sakit terbaik di wilayah Lampung Tengah.
Development and Usability Evaluation of an Elective Course Recommendation System Based on Student Interests and Abilities Mochammad Yussack Saputra; Sukirman Sukirman; Dias Aziz Pramudita
Journal of Innovation and Research in Primary Education Vol. 5 No. 2 (2026)
Publisher : Papanda Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56916/jirpe.v5i2.3643

Abstract

Elective course selection is a critical academic decision in higher education; however, students frequently rely on peer conformity rather than systematic self-assessment, resulting in competency–course mismatches and suboptimal academic outcomes. Existing decision support systems have addressed this problem algorithmically, yet few have integrated psychological interest profiling within a usability-evaluated web-based platform. This study employed a Research and Development (R&D) design with the waterfall development model across four phases: needs analysis, system design, implementation, and testing. A web-based elective course recommendation system — integrating a psychological interest assessment as the recommendation engine — was developed using PHP, MySQL, Laravel, and Bootstrap. Usability was evaluated by 10 purposively selected students using the System Usability Scale (SUS), and data validity was assessed through Pearson correlation analysis. The system achieved a mean SUS score of 81.3, classifying it within the "Good to Excellent" category (Grade B). All 10 SUS items returned Pearson correlation coefficients exceeding the critical r-table value of 0.576, confirming full instrument validity. These findings demonstrate that a psychologically grounded, web-based recommendation system can attain above-benchmark usability, supporting its potential as a scalable academic advising supplement. The study contributes an empirically validated model integrating psychological profiling with usability-centered system design — an approach underexplored in prior educational recommender systems literature.
ANALISIS RANCANGAN PROTOTIPE PATIENT SELF-REPORTING SYSTEM UNTUK PERCEPATAN DETEKSI DINI POSTPARTUM BLUES MELALUI PENDEKATAN USER-CENTERED DESIGN Intan Batubara; Dias Aziz Pramudita; Siti Mardiyah
Jurnal Kesehatan Kusuma Husada Vol. 15 No. 1, Januari 2024
Publisher : Universitas Kusuma Husada Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34035/jk.v15i1.1264

Abstract

Ibu postpartum yang mengalami blues dan tidak segera mendapatkan penanganan rentan mengalami depresi, kekambuhan pada kehamilan dan persalinan selanjutnya serta berisiko tinggi melakukan bunuh diri. Adapun skrining kejadian blues yang selama ini dilakukan dengan menggunakan kuesioner Edinburgh Postnatal Depression Scale (EPDS) masih menggunakan bentuk konvensional (kertas) dan hanya dinilai oleh tenaga kesehatan. Di sisi lain, patient self-reporting system memudahkan ibu postpartum untuk dapat menilai sendiri tanda dan gejala yang dialami dengan melakukan deteksi dini dan skrining postpartum blues secara mandiri dari mana saja dan kapan saja. Tujuan penelitian ini adalah untuk menghasilkan sebuah rancangan prototipe self-reporting system yang mampu menjadi media lapor diri ibu postpartum dalam mentracking tanda dan gejala blues dan melakukan intervensi sederhana untuk meningkatkan suasana (mood) saat blues terjadi. Metode penelitian yang digunakan dalam penelitian ini adalah perancangan prototipe postpartum blues self-reporting system dan user interface serta analisis dengan pendekatan user-centered design dengan melibatkan dua UI/UX Specialist. Instrumen yang digunakan dalam penelitian ini adalah User Experience Questionnaire (UEQ). Hasil analisis user centered design menunjukkan prototipe Sejati! Go mendapatkan evaluasi positif dalam ketiga aspek attractiveness, pragmatic quality dan hedonic quality. Sedangkan dalam pengukuran benchmark, hanya aspek dependability berada pada kategori below average. Penelitian ini memerlukan pengembangan dalam dependability dengan mengimplemantasikan robust error handling. Penelitian ini juga merekomendasikan prototipe Sejati! Go siap untuk dikembangkan ke tahap lanjutan usability study baik itu sofware deployment maupun mobile application testing dan diuji secara langsung ke calon user (penderita, suami, dokter spesialis kandungan dan kebidanan, psikolog, dokter umum, perawat, bidan dan kader). Postpartum mothers who experience baby blues and do not receive immediate treatment are at risk of developing depression and an increased risk of suicide. Screening for the blues, which has been done using the Edinburgh Postnatal Depression Scale (EPDS) questionnaire, is still in a conventional form (paper) and is only assessed by healthcare workers. On the other hand, patient self-reporting systems make it easier for postpartum mothers to identify their signs and symptoms from anywhere and anytime independently. This study aimed to produce a prototype design of a self-reporting system for mothers in tracking postpartum blues signs and symptoms so that they could apply home-based interventions to improve their mood when the blues occur. The research method used in this study was designing a prototype and user interface of a postpartum blues self-reporting system with a user-centered design approach. This study involved two UI/UX Specialists. The instrument used was the User Experience Questionnaire (UEQ). The results of the user-centered design analysis showed that the Sejati! Go prototype received positive evaluations in all three aspects: attractiveness, pragmatic quality, and hedonic quality. However, only the dependability aspect was in the below-average category in the benchmark measurement. This study requires development in dependability, specifically in robust error handling. This study also recommends that the Sejati! Go prototype can be further proceeded to usability study, both software deployment and mobile application testing with potential users (patients, husbands, obstetrician and gynecologists, psychologists, general practitioners, nurses, midwives, and cadres) to assess the user experience.
AI-based career profiling for the creative industry: Data-driven classification of islamic high school students' potential Sari, Nove Kurniati; Pramudita, Dias Aziz; Syaddam, Syaddam; Muhja, Zainal Abidin
Journal of Soft Computing Exploration Vol. 7 No. 1 (2026): March 2026
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v7i1.1

Abstract

The creative industry is a major contributor to the global economy, especially vital to ASEAN's growth. The sustainability of the sector depends on skilled human resources, which in turn influences cultural and educational policies. Islamic schools are uniquely positioned to develop the character and competence of students. However, Islamic schools in border areas face challenges in accessing resources, particularly in matching students with their interests and talents in the creative field, which is crucial for fulfilling the human resources needs of the creative industry. This research aims to classify students' knowledge and abilities in the creative field so that student competency mapping can be carried out. Using AI modelling tools, naïve bayes can perform classifications with a value of 100% accuracy. In this study, there were 17 data samples of Islamic school students based on their characteristics, learning styles, and creativity levels. Seven students were identified as Creative Innovator Profiles, work-ready, and 10 students as Creative Innovator Profiles, further education-bound. With the existence of a student data classification developer model, it is hoped that the school can switch from general career guidance to personalized guidance supported by data. This marks a significant step towards implementing smart school governance.