Ahmad Syamsudin
IAIN Kediri

Published : 4 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 4 Documents
Search

Pengembangan Sistem Penentuan Prioritas Revisi Kriteria Akreditasi Prodi IAPS 4.0 dengan Metode Analytic Hierarchy Process di IAIN Kediri Ahmad Syamsudin
Jurnal Informatika Universitas Pamulang Vol 7, No 1 (2022): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v7i1.15655

Abstract

Good campus management or good university governance (GUG) is a mission written in the statutes of IAIN Kediri. This is because with GUG campus management can be carried out better, the implementation is more transparent and accountable. The preparation of study program accreditation forms is the responsibility of UPPS (Study Program Management Unit) which involves related parties and requires robust and complete data for filling out accreditation forms. UPPS formed an accreditation team to prepare data for filling out forms. The current condition of the study program can be a benchmark in determining the priority of accreditation standards that need to be addressed or improved. The conditions of different study programs make revision priorities different from one study program to another. The Decision Support System (DSS) can be used as a means to assist the accreditation team in setting priorities for the revision of accreditation standards. The AHP method as one of the DSS methods has a good ability to determine the weight of the criteria. The results of this study indicate that this decision support system can provide recommendations in the form of priority order for improving the accreditation criteria for the Mathematics Major. The results of functional testing using black-box testing show that the system is running well in accordance with functional requirements. The results of the ranking process analysis show that the percentage results are highly dependent on the weighting of the criteria entered by the respondents and the Head of Major.
Pengembangan Game Edukasi Berbasis Web Pada Materi Bangun Ruang Dengan Construct 2 Ahmad Syamsudin; Risca Mufti; M Ilham Habibie; Ika Kusuma Wijaya; Nuriza Sofiastuti
Journal Focus Action of Research Mathematic (Factor M) Vol. 4 No. 1 (2021)
Publisher : IAIN Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (842.431 KB) | DOI: 10.30762/factor_m.v4i1.3355

Abstract

Penelitian ini bertujuan untuk membangun game edukasi pada materi geometri bangun ruang untuk siswa tingkat SD. Penelitian yang dilakukan di MI Al Hikmah Kediri ini termasuk dalam penelitian pengembangan yang menggunakan metode penelitian Research and Development (R&D). Penelitian ini dimulai pada Maret dan berakhir pada Agustus 2020 di MI Al Hikmah Kediri dengan subjek penelitian siswa jenjang kelas VI sebanyak 20 orang untuk melakukan pengujian. Game edukasi ini dibangun menggunakan model pengembangan Multimedia Development Life Cycle (MDLC) yang dikembangkan oleh Luther-Sutopo dengan tahap pengembangan game yang terdiri dari concept, design, material collecting, assembly, testing dan distribution. Construct 2 dapat digunakan untuk mengembangkan game edukasi dengan baik. Hasil uji materi dan multimedia terkait dengan kelayakan game mendapatkan skor 4.025 dan 4.4 yang termasuk dalam intepretasi kuat. Sementara dalam uji kemenarikan game mendapat skor 3.8 yang termasuk dalam kriteria sangat menarik. Dengan demikian game edukasi bangun ruang ini dapat dikatakan layak untuk digunakan sebagai media pembelajaran matematika khususnya topik bangun ruang untuk siswa kelas VI.
Pendampingan Belajar Baca Tulis Pegon bagi Santri Baru MTs di Pondok Pesantren Al-Amien Ngasinan Rejomulyo Kediri Ningrum Mahmudah; Ahmad Syamsudin
Literasi: Jurnal Pengabdian Masyarakat dan Inovasi Vol 1 No 2 (2021)
Publisher : Pengelola Jurnal Politeknik Negeri Ketapang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (374.53 KB) | DOI: 10.58466/literasi.v1i2.149

Abstract

Islamic boarding schools have a variety of learning methods used in educating their students, both of formal and non-formal education. In addition, Islamic boarding schools also have a curriculum that mostly uses the yellow book, bald and without vowels, so it takes a long time and serious effort to really understand it. There are many sciences that must be passed, starting from writing, reading and even translating. Therefore, there are many scholars who make scientific contributions to come up with easy methods so that students can use them well. One of them is the publication of a small and simple book, namely the Pegon Book, which is a small book that provides the instructions and guidance on writing Arabic letters in Javanese (pegon) in a method that is easily understood by new students. This study aims to improve the literacy skills of new students who are still unfamiliar with Pegon. To achieve the above objectives, researchers used descriptive qualitative research methods, which is a method to describe the collected data clearly and in detail as they are. While the data collection techniques using observation, interviews and documentation as well as data sources that come from boarding school administrators and researchers themselves who go directly to the field. The results of this study indicate that students can write, read, interpret, and understand the yellow book in Arabic without vowels properly and correctly.
Pengembangan Game Edukasi Etnomatematika Tenun Ikat Bandar pada Materi Transformasi Ahmad Syamsudin; Dewi Hamidah; Indah St Aminah
Jurnal Equation: Teori dan Penelitian Pendidikan Matematika Vol 6, No 2 (2023)
Publisher : UIN FAS BENGKULU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29300/equation.v6i2.10225

Abstract

This paper is a Research and Development to make an educational game learning called Puzzle TEKAD (Tenun Ikat Bandar), which is aimed at transforming material for 9th grade students. The software developed using Construct 2 by applying the ADDIE development model which includes 5 main stages, namely Analysis, Design, Development, Implementation, and Evaluation.  The tools used in this paper include expert verification forms, practitioner questionnaires, black box tests, student response questionnaires, and student assessment forms. The results show that the product validity is in a very good category, with an average score of 4.95 for media experts, 4.15 for materials experts, and 4.66 for field practitioners.  Based on group experiments, educational games fall into the utility category, as all aspects of functional testing using black-box testing work well. The product effectiveness aspect falls under the effective category based on student assessment results, which shows that all scores are higher than KKM. It can be concluded that the TEKAD educative game meets the aspects of feasibility, practicality, and effectiveness in teaching transform materials in 9 school grade.