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RANCANG BANGUN SISTEM INFORMASI KEPUASAN PETANI TERHADAP KINERJA PENYULUH PERTANIAN BERBASIS WEBSITE DI BALAI PENYULUHAN PERTANIAN SITUBONDO Firman Jaya; Puryantoro Puryantoro
JSR : Jaringan Sistem Informasi Robotik Vol 6, No 2 (2022): JSR : Jaringan Sistem Informasi Robotik
Publisher : AMIK Mitra Gama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58486/jsr.v6i2.179

Abstract

Agricultural extension plays a very important role in agricultural development. The availability of extension workers in a village does not guarantee that they can provide the same results because it depends on how the extension workers can provide satisfaction to farmers with the resulting performance. The purpose of this research is to produce an information system of farmer satisfaction on the performance of agricultural extension workers based on the website.The research was conducted at the Agricultural Extension Center - Department of Agriculture and Food Security, Situbondo. The research method used in this study was the Research and Development method. Data were collected by means of interviews to determine the aspects that will be raised in the questionnaire in the farmer satisfaction system. The data is then made a system design which is then implemented into a programming language to express the results of the system design. To check that the requirements are appropriate and running as desired, the system testing process is carried out. Based on the results of testing the system already includes the need for evaluation of agricultural extension workers
SISTEM INFORMASI PENERIMAAN PESERTA DIDIK BARU ( PPDB ) DI MA SABDA RIA NADA SUMBERMALANG Erfandi Agusti Kiki Wahyono; Rahmat Shofan Razaki; Firman Jaya
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 10 No 2 (2023)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v10i2.329

Abstract

Information System for New Student Admissions (PPDB) at MA Sabda Ria Nada. Information Technology Education, Teacher TrainingCollegeand Education Science Teacher Association of the Republic of indonesia. This information system includes the New Student Admissions (PPDB) activity which will allow prospective new students to register at MA Sabda Ria Nada without having to come to school to register. The new student admissions information system software at MA Sabda Ria Nada was successfully created using PHP and MySQL. This system is able to manage registration well. In this study the authors used a research and development type or Research and Development (R & D).Based on the perception of the media expert, it is 100% very feasible, the assessment by the material expert is 90% very feasible and the assessment from 4 users states 80% is feasible and 20% states it is not feasible. Information System for New Student Admissions (PPDB) at MA Sabda Ria Nada. Information Technology Education, Teacher TrainingCollegeand Education Science Teacher Association of the Republic of indonesia. This information system includes the New Student Admissions (PPDB) activity which will allow prospective new students to register at MA Sabda Ria Nada without having to come to school to register. The new student admissions information system software at MA Sabda Ria Nada was successfully created using PHP and MySQL. This system is able to manage registration well. In this study the authors used a research and development type or Research and Development (R & D).Based on the perception of the media expert, it is 100% very feasible, the assessment by the material expert is 90% very feasible and the assessment from 4 users states 80% is feasible and 20% states it is not feasible.
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.