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PENGARUH PROJECT BASED LEARNING TERHADAP KREATIVITAS SISWA PADA MATA PELAJARAN SIMULASI DIGITAL Latifatus Fitri; Dyan Yuliana; Firman Jaya
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 4 No 2 (2021): Jurnal Pendidikan Teknologi Informasi (JUKANTI)
Publisher : Program Studi Pendidikan Informatika, Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v4i2.270

Abstract

Strategi dalam mengembangkan kemampuan kreativitas serta menumbuhkan rasa percaya diri pada siswa merupakan sebuah tanggung jawab utama dalam pendidikan. Penelitian ini bertujuan untuk mengetahui pengaruh Project Based Learning terhadap kreativitas siswa kelas X ATPH pada mata pelajaran simulasi digital di SMK Nurul Huda Kapongan. Berdasarkan uraian permasalahan di atas ditemukan bahwa pentingnya model pembelajaran yang tepat untuk meningkatkan kreativitas siswa, salah satunya model pembelajaran yang digunakan yaitu Project Based Learning. Penelitian ini merupakan penelitian kuantitatif dengan metode ex post facto. Responden dalam penelitian ini adalah siswa kelas X ATPH SMK Nurul Huda Kapongan yang berjumlah 28 siswa. Teknik pengumpulan data yang dilaksanakan meliputi angket Project Based Learning dan angket kreativitas siswa. Pengujian validitas instrumen menggunakan koefisien korelasi dan pengujian reliabilitas menggunakan alpha cronbach. Sedangkan uji analisis data menggunakan uji signifikansi korelasi. Hasil analisis Signifikansi korelasi diperoleh sebesar 5,156 dengan nilai signifikansi 0,000 < taraf signifikan 0,05. Dengan hal ini menunjukkan bahwa Project Based Learning mempunyai pengaruh yang positif dan signifikan terhadap kreativitas siswa.
Development of Educational Game Learning Media for Class VII ICT Subjects at SMPN 1 Wongsorejo Miftahus Surur; Firman Jaya; Siti Nur Azizah
Journal of Education Technology Information Social Sciences and Health Vol 3, No 1 (2024): March 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/jetish.v3i1.1082

Abstract

The rapid development of technology as it is today is very influential on the learning process in schools and also affects the learning materials and the way the material is delivered in the process of teaching and learning activities. The use of educational game learning media makes the learning activities carried out not monotonous and can avoid students from feeling bored because students feel involved in learning activities so that students become more active. The purpose of this study was to develop and produce and determine the feasibility of learning media for educational games in ICT subjects for class VII at SMPN 1 Wongsorejo. This study uses research and development methods using the ADDIE model. The author conducted a validation test of material experts, media experts and questionnaires for students to determine the level of feasibility of educational game learning media. From the results of the calculation of the material expert the average value of 29, the assessment is categorized as very good, while the calculation of the media expert has an average value of 26, the assessment is categorized as good and the calculation of the student questionnaire has an average score of 35.75 which is categorized as very good.
Academic Information System At MA.Fathus Salafi Using The Scrum Method Based On The Laravel Framework Fathor Rosit; Nur Azizah; Firman Jaya
J-INTECH ( Journal of Information and Technology) Vol 14 No 01 (2026): Journal of Information and Technology
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v14i01.2240

Abstract

In today's digital era, academic data management in schools requires a system that is efficient, secure, and easily accessible. The development of a web-based Academic Information System was carried out to simplify the administration process, recording grades, attendance, lesson schedules, and managing student and teacher data. The development methodology uses a scrum approach that allows an iterative development process and is responsive to user needs. The technologies used include the Laravel version 11 framework and MySQL database, supporting fast, secure, and structured development. System testing was carried out using the black box method which showed that all the main features functioned according to specifications, and could be accessed easily by users. The implementation results show that the system is able to improve the efficiency of academic data management while making it easier for users to input, process data, and report in a real-time and organized manner. The developed system is proven to be able to increase transparency and accountability of  administrative processes in schools. The conclusion of this research shows that the application of academic information system based on web technology and scrum methodology is able to produce a reliable, fast, and effective system. It is recommended that school managers continue to utilize, develop, and conduct regular training so that the system remains relevant and able to optimally support academic activities in the futurePrivacy Policy.
Development of a Teacher Administrative Information System Digitally-Based Inside the Classroom Sandi Rohmatullah Alifa; Firman Jaya; Nur Azizah
J-INTECH ( Journal of Information and Technology) Vol 14 No 01 (2026): Journal of Information and Technology
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/j-intech.v14i01.2253

Abstract

The development of information technology encourages educational institutions to undergo digital transformation in administrative management, including student attendance recording. MA Syamsul Jinan is still using a manual attendance system that causes various problems, such as low efficiency, a high potential for recording errors, difficulties in data storage, and the risk of attendance data manipulation. This study aims to develop a web-based digital attendance system as part of a classroom administrative information system to improve the efficiency, accuracy, and transparency of managing student attendance data. The research method used is Research and Development (R&D) with the Waterfall development model which includes requirements analysis, design, implementation, testing, and maintenance. Data were collected through observation, questionnaires, and documentation. System quality evaluation refers to the ISO/IEC 25010 standard with a focus on six aspects, namely functionality suitability, usability, reliability, user satisfaction, maintainability, and portability. The results show that all system features function well, with a usability level of 87.6% which falls into the very good category. The system has reliability, ease of maintenance, and can run optimally on various devices and browsers. Thus, the web-based digital attendance system is declared feasible to implement and capable of improving the quality of educational administration at MA Syamsul Jinan.
Sistem Monitoring KSistem Monitoring Keamanan Kamar Mandi Pintar Menggunakan ESP32 dan Sensor PIR Berbasis Internet of Things (IoT)eamanan Kamar Mandi Pintar menggunakan ESP32 dan Sensor PIR Berbasis Internet of Things (IoT) Ansori Ansori; Nur Azizah; Firman Jaya
Jurnal Informatika: Jurnal Pengembangan IT Vol 11, No 2 (2026)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v11i2.10050

Abstract

This research addresses the problem of undetected falls and hazardous incidents in household bathrooms, especially for children and elderly users who are vulnerable to slipping on wet and narrow surfaces. The study aims to design and implement a smart bathroom security monitoring system using an ESP32 microcontroller, PIR sensor, magnetic sensor, load cell with HX711, and MPU6050 that is connected to the Internet of Things to provide real-time notifications to caregivers via mobile applications. The methodology follows a prototype-based IoT engineering approach, starting from literature review and requirement analysis, followed by hardware–software design, prototyping, iterative testing, and final evaluation in a simulated bathroom environment for various fall scenarios. Experimental data consist of PIR logs, weight changes, system response times, and environmental conditions, which are analyzed statistically to determine accuracy, reliability, and responsiveness of the system. The results show that the prototype is able to detect suspicious motion and fall patterns with good accuracy and trigger local alarms and Telegram notifications within approximately 2–3 seconds, while remaining operable in humid bathroom conditions. It can be concluded that the proposed system meets the research objectives as a low-cost, privacy-preserving bathroom safety solution for smart homes, with future work directed toward integrating machine learning-based fall detection and expanding communication options beyond WiFi to enhance robustness in diverse residential environments
Perancangan Sistem Informasi Pengelolaan Buku Induk Siswa Berbasis Website Rizky Maghfirah; Nur Azizah; Firman Jaya
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.511

Abstract

Penelitian ini dilakukan di SDI Nurul Manshur dengan merancang sebuah sistem informasi perpustakaan berbasis website dengan tujuan untuk mengatasi masalah dan kebutuhan yang ada di SDI Nurul Manshur. Penelitian ini dilakukan dengan menggunakan sebuah metode yakni metode Extreme Programing (XP) yang mana metode Extreme Programming merupakan salah satu metode agile yang cukup sering digunakan, terutama pada proyek pengembangan aplikasi dalam skala kecil. Hal ini karena metode ini terhitung cukup sederhana dan ringkas namun tetap mengaplikasikan berbagai prinsip agile yang dianggap break through dalam meningkatkan efisiensi serta efektivitas pengerjaan pengembangan perangkat lunak. Selain itu, metode Pengujian sistem informasi yang dibuat ialah menggunakan Black-Box Testing untuk memastikan fitur-fitur yang ada pada website berjalan sesuai kebutuhan yang di inginkan. Black Box Testing adalah metode pengujian perangkat lunak yang berfokus pada fungsionalitas sistem tanpa melihat kode sumber atau struktur internalnya. Kesimpulannya, sistem informasi buku induk siswa berbasis website ini layak di gunakan di SDI Nurul Manshur karena sistem ini sangat membantu dan sesuai dengan kebutuhan terutama pada pengelolaan buku induk siswa yang ada di SDI Nurul manshur.
Pengaruh Media Pembelajaran Berbasis Game Edukasi Quizizz Terhadap Motivasi Belajar Peserta Didik Zainur Rahman; Arico Ayani Suparto; Firman Jaya
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.530

Abstract

Motivasi belajar peserta didik menjadi salah satu faktor penting yang menentukan keberhasilan dalam proses pembelajaran. Namun, hasil observasi di SMK Daarul Aytaam menunjukkan bahwa metode pengajaran yang masih bersifat konvensional cenderung membuat siswa kurang antusias dan pasif dalam mengikuti pelajaran Informatika. Penggunaan media pembelajaran yang inovatif seperti game edukasi Quizizz diyakini dapat memberikan suasana belajar yang lebih interaktif dan menyenangkan. Penelitian ini dilakukan untuk menganalisis pengaruh pemanfaatan Quizizz terhadap peningkatan motivasi belajar siswa. Pendekatan yang digunakan adalah kuantitatif dengan desain pra-eksperimen one group pretest-posttest. Sebanyak 30 peserta didik dipilih sebagai sampel melalui teknik purposive sampling. Pengumpulan data dilakukan menggunakan angket motivasi belajar yang telah diuji validitas dan reliabilitasnya, kemudian dianalisis melalui uji normalitas Shapiro-Wilk dan uji paired sample t-test. Hasil pengujian menunjukkan nilai signifikansi 0,000 < 0,05, yang menandakan adanya perbedaan yang signifikan antara nilai pretest dan posttest. Peningkatan motivasi terlihat pada aspek dorongan internal, ketekunan, serta kesenangan siswa dalam mengikuti pembelajaran. Dengan demikian, penggunaan media pembelajaran berbasis game edukasi Quizizz terbukti mampu menciptakan proses belajar yang lebih menarik, kompetitif, dan efektif dalam mendorong motivasi belajar peserta didik.