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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

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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.
Virtual Reality-Based Learning Media for Enhancing Computational Thinking in Junior High Schools Hermawan, Hardika Dwi; Permana, Adira Bintang; Pramudita, Dias Aziz
Dinasti International Journal of Education Management and Social Science Vol. 7 No. 1 (2025): Dinasti International Journal of Education Management and Social Science (Octob
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v7i1.5240

Abstract

This study developed and evaluated Bytethink7, a Virtual Reality (VR)-based learning medium to improve Computational Thinking (CT) skills among seventh-grade students at SMP Negeri 3 Jatipuro, Indonesia. The application was designed using the 4D model (Define, Design, Develop, Disseminate) and developed with Unity3D, SketchUp, Blender, Vroid, and Adobe Photoshop. Validation by two media experts and two subject matter experts yielded highly satisfactory results, with a Likert score of 86.25%, Aiken’s V of 0.825 (very high content validity), and all content criteria met according to the Guttman scale (100%). Black-box functionality testing showed the application runs perfectly (100%), while testing with 22 students yielded an average System Usability Scale (SUS) score of 74, categorized as “Good/Acceptable.” These findings indicate that Bytethink7 is effective as an interactive learning medium that supports the constructivist learning-by-doing principle and can serve as a solution to the lack of CT learning tools at the junior high school level. Further research is recommended to test its impact on CT skill attainment and compare it with other educational technologies.
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.