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Efektivitas Game Edukatif Educaplay dalam Meningkatkan Minat Belajar Siswa Madrasah Tsanawiyah Faidul Mannan; Rahmat Soffan Razzaqi; Nur Azizah
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 5 No. 2 (2026): September 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v5i2.1337

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas penggunaan game edukatif Educaplay dalam meningkatkan minat belajar siswa kelas VII pada tingkat Madrasah Tsanawiyah. Penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa penggunaan Educaplay mampu menciptakan suasana pembelajaran yang lebih interaktif, menyenangkan, dan tidak monoton sehingga siswa menjadi lebih fokus, aktif, serta antusias dalam mengikuti proses pembelajaran. Selain itu, penggunaan kuis interaktif dan sistem permainan pada Educaplay juga mendorong keterlibatan siswa selama kegiatan belajar berlangsung. Berdasarkan hasil penelitian tersebut, dapat disimpulkan bahwa game edukatif Educaplay efektif digunakan untuk meningkatkan minat belajar siswa pada proses pembelajaran di tingkat Madrasah Tsanawiyah.
EFEKTIVITAS PENGGUNAAN MEDIA PEMBELAJARAN BERBASIS PIXELLAB DALAM MENINGKATKAN HASIL BELAJAR SISTEM KOMPUTER DI MTS MIFTAHUL JANNAH Zainal Abidin; Rahmat Shofan Razaqi; Nur Azizah
RJOCS (Riau Journal of Computer Science) Vol. 12 No. 2 (2026): RJOCS (Riau Journal of Computer Science)
Publisher : Fakultas Ilmu Komputer, Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/rjocs.v12i2.4836

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran berbasis PixelLab terhadap hasil belajar Sistem Komputer siswa kelas VII MTs Miftahul Jannah. Penelitian ini menggunakan pendekatan kuantitatif dengan metode eksperimen dan desain One Group Pretest–Posttest. Sampel penelitian berjumlah 25 siswa yang dipilih menggunakan teknik sampling jenuh. Pengumpulan data dilakukan melalui tes hasil belajar, angket, wawancara, dan dokumentasi. Analisis data dilakukan menggunakan uji validitas, uji reliabilitas, uji normalitas, dan uji hipotesis Paired Sample t-test dengan bantuan SPSS versi 27. Hasil penelitian menunjukkan adanya peningkatan hasil belajar siswa setelah penggunaan media pembelajaran berbasis PixelLab, dengan nilai rata-rata pretest sebesar 54,40 meningkat menjadi 83,40 pada posttest. Hasil uji Paired Sample t-test menunjukkan nilai t hitung sebesar -15,501 dengan nilai signifikansi 0,000 < 0,05, sehingga terdapat perbedaan yang signifikan antara hasil belajar sebelum dan sesudah penggunaan media PixelLab. Berdasarkan hasil tersebut, penggunaan media pembelajaran berbasis PixelLab menunjukkan adanya peningkatan hasil belajar siswa pada materi Sistem Komputer di kelas VII MTs Miftahul Jannah.
Optimasi Algoritma Random Forest Untuk Deteksi Jenis Kendaraan Pada Sistem Pemantauan Lalu Lintas Nur Azizah; Nisfa Daud Supu; Zainul Munawwir; Firman Jaya; Rahmat Shofan Razaqi; Anis Febriyanti
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 2 (2025): Juli : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i2.7235

Abstract

Abstrak. Peningkatan volume lalu lintas di kota-kota besar, khususnya di Indonesia, telah menyebabkan masalah seperti kemacetan, kecelakaan, dan polusi. Salah satu tantangan utama adalah deteksi otomatis dan klasifikasi jenis kendaraan dalam sistem pemantauan lalu lintas. Sistem pemantauan yang efektif tidak hanya memonitor jumlah kendaraan tetapi juga secara akurat mengidentifikasi jenis kendaraan dalam kondisi lalu lintas yang dinamis. Penelitian ini bertujuan untuk mengoptimalkan algoritma Random Forest untuk mendeteksi jenis kendaraan dengan akurasi yang tinggi pada sistem pemantauan lalu lintas berbasis citra. Metode penelitian meliputi pengumpulan data citra kendaraan dari kamera pengawas, pra-pemrosesan citra, ekstraksi fitur, penerapan algoritma Random Forest, dan evaluasi kinerja model dengan menggunakan metrik seperti akurasi, presisi, recall, dan F1-score. Hasil penelitian menunjukkan bahwa algoritma Random Forest dapat mengklasifikasikan jenis kendaraan dengan akurasi sebesar 92%, dengan F1-score yang baik pada setiap kategori kendaraan, yaitu mobil (0.91), motor (0.94), truk (0.89), dan bus (0.93). Pengujian hyperparameter menunjukkan bahwa jumlah pohon yang lebih banyak dan kedalaman pohon yang lebih besar meningkatkan kinerja model. Namun, tantangan yang berkaitan dengan kondisi cuaca dan kualitas citra tetap menjadi perhatian. Penelitian ini menyimpulkan bahwa algoritma Random Forest memiliki potensi besar untuk diaplikasikan dalam sistem pemantauan lalu lintas untuk meningkatkan efisiensi dan akurasi deteksi kendaraan secara real-time.
Perancangan Sistem Informasi Perpustakaan Kampus Berbasis Web Menggunakan Framework Laravel (Studi Kasus : STKIP PGRI SITUBONDO) Inas Wildan Zamaroni; Nur Azizah; Rahmat Shofan Razaqi
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.7675

Abstract

Abstract. This study aims to design and develop an efficient web-based library information system at STKIP PGRI Situbondo using the Laravel framework. This system is designed to replace the manual library management method currently in use, which causes inefficiency in recording, borrowing, returning books, and reporting. This study adopts the Extreme Programming (XP) software development method, which enables the development of a more flexible, fast, and responsive system to user needs. With this approach, each development phase is carried out iteratively, allowing for system improvements based on user feedback at each stage. The developed system includes key features such as book collection management, borrowing, returning books, and generating more accurate and easily accessible reports. The results of this study indicate that the implementation of this web-based information system has successfully improved the efficiency of library data management, reduced the potential for human error, and accelerated the book borrowing and returning process. In addition, this system also improves user satisfaction, both among students and library administrators, by providing a user-friendly and responsive interface. The implications of this research are improved library service quality that supports the development of digital literacy culture on campus and better administrative efficiency at STKIP PGRI Situbondo.
Sistem Informasi Perpustakaan Berbasis Website Menggunakan Metode Extreme Programming Di SDI Nurul Manshur Mahfud Hadi; Nur Azizah; Firman Jaya
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.7776

Abstract

Abstract. This research was conducted at SDI Nurul Manshur by designing a website-based library information system with the aim of addressing the problems and needs that exist at SDI Nurul Manshur. This research was carried out using a method, namely the Extreme Programing (XP) method, where the Extreme Programming method is an agile method that is quite widely used, especially in small-scale application development projects. The text editor used is Sublime Text. With multi-selection features, plugins, and high speed, Sublime Text is the favorite choice of many developers. Apart from that, Sublime Text acts as a text editor used by developers to write, edit, and manage programming code. This text editor supports various programming languages such as HTML, CSS, JavaScript, PHP, Python, and others. System testing uses Black-Box Testing to ensure the features on the website run according to the desired needs. Black Box Testing is a software testing method that focuses on the functionality of a system without looking at its source code or internal structure. In conclusion, this website-based library information system is suitable for use at SDI Nurul Manshur because this system is very helpful and meets the needs, especially for library management at SDI Nurul Manshur.  
Implementasi Media Pembelajaran Augmented Reality (AR) Untuk Meningkatkan Motivasi Belajar Siswa Pada Mata Pelajaran Informatika Imam Sonhaji; Nur Azizah; Arico Ayani Suparto
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.8116

Abstract

Abstract. The low learning motivation of students in Informatics subjects at grade X of MA Raudhatut Tholibin is evident from the lack of active participation, interest in assignments, and difficulty in understanding abstract material. Learning that is still dominated by conventional methods is considered less engaging, thus requiring innovation through the use of interactive technology. One alternative is the use of Augmented Reality (AR)-based learning media, which can present three-dimensional virtual objects to clarify concepts and capture students’ attention. This study aims to determine the effect of AR media implementation on students’ learning motivation. The method used was quantitative with a One Group Pretest-Posttest Design, involving 15 students. Data were collected through a motivation questionnaire administered before and after the use of AR media developed with the Assemblr EDU application. The results showed that the average motivation score increased from 32.2 to 53.2, with a difference of 21 points. These findings indicate that AR media is effective in enhancing student engagement, interest, and understanding of Informatics material interactively.
Penerapan Absensi Digital Menggunakan Qr Code Di Ma Fathus Salafi Berbasis Website Kholisotul Muawanah; Nur Azizah; Firman Jaya
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 5 No. 3 (2025): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v5i3.8960

Abstract

Abstract. Manual student attendance management at schools often faces issues such as inaccurate data, potential fraud, and time-consuming record-keeping. To address these problems, this research developed a QR Code-based digital attendance system integrated with a website platform at MA Fathus Salafi. The system utilizes QR Code technology to enable students and teachers to perform attendance quickly, easily, and accurately through QR Code scanning, with attendance data accessible in real-time and efficiently managed. The development process included needs analysis, interface design, database creation, and system testing. The implementation results demonstrate that this system can improve attendance process efficiency, data accuracy, and student discipline. It is expected to serve as an innovative solution in educational attendance management and can be further developed to meet ongoing needs.
Perancangan Sistem Informasi Manajemen Proyek Portal Berita Desa Kalisari Menggunakan Metode Agile M. Anton; Firman Jaya; Nur Azizah
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 2 (2026): Juli : Jurnal Informatika dan Tekonologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i2.11180

Abstract

The rapid progress of digital transformation has prompted village governments to adopt web-based information systems to increase transparency and public participation. However, many village news portals still face management issues such as unstructured workflows, inconsistent content updates, and a lack of systematic project planning. This study aims to design a Project Management Information System (PMIS) for the Kalisari Village News Portal using the Agile methodology. This research uses a Research and Development approach by adopting a Scrum framework, which includes needs analysis, product backlog formulation, iterative sprint development, system testing, and evaluation. Data was collected through interviews, system observations, and user satisfaction questionnaires. The results show that Agile-based PMIS supports more structured project planning, clearer task distribution, and continuous monitoring of portal development activities. Continuous iterative development and user feedback enable the system to adapt effectively to changing human resource needs and limitations at the village level. The proposed system contributes to improving information governance, operational efficiency, and the quality of village news portal services. This study shows that Agile-based project management is an appropriate and sustainable approach to developing village-scale information.
Analisis Sentimen Ulasan Aplikasi Lazada dengan Metode Naive Bayes dan Random Forest Mohammad Rizal; Nur Azizah; Firman Jaya
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 2 (2026): Juli : Jurnal Informatika dan Tekonologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i2.11418

Abstract

The rapid growth of e-commerce applications has increased the number of user reviews that reflect public opinion on service quality and user experience. However, many previous studies rely only on rating-based sentiment analysis and do not utilize positive and negative sentiment lexicons, resulting in limited insight into public opinion. This study aims to analyze public opinion toward the Lazada application using a data mining–based sentiment analysis approach by combining user ratings and sentiment lexicons in the labeling process. The data set consists of Lazada user reviews collected from digital platforms. The research process includes data collection, data cleaning, and text preprocessing, such as text normalization, removal of emojis and symbols, and stopword elimination. Feature extraction is performed using the Term Frequency–Inverse Document Frequency (TF-IDF) method. Sentiment labeling is conducted by integrating rating scores and lexicon analysis, where reviews with ratings of 4–5 or dominant positive words are classified as positive, while reviews with ratings of 1–2 or dominant negative words are classified as negative; neutral reviews are excluded. Sentiment classification is carried out using Naive Bayes and Random Forest algorithms. Model performance is evaluated using accuracy, precision, recall, and F1-score. The results show that both models perform well, with Random Forest achieving better performance than Naive Bayes. This study provides useful insights for improving e-commerce service quality based on user feedback.