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PENERAPAN KNOWLEDGE MANAGEMENT SYSTEM PADA PERUSAHAAN OTOMOTIF : STUDI KASUS PT. ASTRIDO JAYA MOBILINDO Rikaro Ramadi
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 7, No 2 (2016): JURNAL SIMETRIS VOLUME 7 NO 2 TAHUN 2016
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (564.151 KB) | DOI: 10.24176/simet.v7i2.776

Abstract

Perkembangan teknologi dan komunikasi yang semakin cepat menuntut manusia untuk bertindak semakin cepat dengan memperhatikan efisiensi dan efektifitas. PT. Astrido Jaya Mobilindo sebagai perusahaan yang bergerak di bidang otomotif kususnya penjualan dan sevices mobil. Tujuan yang diharapkan dari penelitian ini adalah membangun sistem informasi Knowledge Management System yang di gunakan untuk menyimpan dan memanfaatkan knowledge yang dimiliki karyawan sehingga mempermudah karyawan untuk menemukan solusi dari masalah yang di hadapi. Untuk metode pengumpulan data peneliti melakukan dengan cara observasi langsung, studi pustaka, dan wawancara. Knowledge management dilakukan dengan penciptaan pengetahuan, berbagi pengetahuan dan penerapan pengetahuan. Penciptaan pengetahuan dilakukan dengan model SECI (sosialization, externalization, combination dan internalization). Metode pengembangan system dengan Rapid Application Development (RAD) dan dimodelkan dengan menggunakan sistem analisis menggunakan Unified Modelling Language (UML). Pengujian validasi menggunakan Focus Group Discussion (FGD). Kualitas perangkat lunak yang dihasilkan di uji berdasarkan empat karakteristik kualitas perangkat lunak model ISO 9126, yaitu: functionality, reliability, usability, dan efficiency dengan menggunakan metode kuesioner. Teknik pengujian perangkat lunak dengan menggunakan software Acunetix dan Blackbox Testing. Hasil dari penilitian ini adalah menujukan bahwa penerapan knowledge management system adalah solusi dari permasalahan yang ada. Kata kunci: knowledge management system, SECI, RAD, UML, FGD, ISO 9126.
PENGGUNAAN APLIKASI QRCODE DAN SMARTY TEMPLATE ENGINE PADA PENGKODEAN BUKU (STUDI KASUS RUANG BACA COMPUTER SCIENCE FAKULTAS ILMU PENDIDIKAN) Mahbubul Wathoni; Yasin Efendi; Rikaro Ramadi; Mia Hariyani; Diah Budi Ratriningrum
FIBONACCI: Jurnal Pendidikan Matematika dan Matematika Vol 7, No 2 (2021): FIBONACCI: Jurnal Pendidikan Matematika dan Matematika
Publisher : Fakultas Ilmu Pendidikan Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/fbc.7.2.177-188

Abstract

Buku merupakan sumber berbagai informasi yang dapat membuka wawasan kita tentang berbagai hal seperti ilmu pengetahuan, ekonomi, sosial, budaya, politik, maupun aspek-aspek kehidupan lainnya. Selain itu, dengan membaca, dapat membantu mengubah masa depan, serta dapat menambah kecerdasan akal dan pikiran kita. Penelitian ini bertujuan merancang suatu aplikasi pengkodean buku untuk mempermudah dosen dan mahasiswa dalam mencari referensi untuk bahan kuliah maupun jurnal ilmiah. Pengumpulan data dilakukan dengan cara observasi, wawancara, dan studi pustaka. Aplikasi ini dikembangkan dengan pendekatan Rapid Application Development (RAD) dengan tools Unified Modeling Language (UML) dalam proses pemodelannya. Hasil penelitian yang dilakukan menunjukkan bahwa Aplikasi Pengkodean Buku dengan QRcode dan Smarty Template Engine dapat mempermudah dosen dan mahasiswa di ruang baca Computer Science.
Mobile Seamless Learning: Model Pengembangan Kemampuan Literasi Membaca AUD dalam Merdeka Belajar Adiyati Fathu Roshonah; Erik Yuda Pratama; Astuti Darmiyanti; Rikaro Ramadi; Tjahjo Suprajogo; Annisa Husnul Khotimah; Ditta Fahira; Nova Tri Cahyanti; Siti Luthfia Dewi; Siti Sarah
Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini Vol 6, No 6 (2022)
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/obsesi.v6i6.3232

Abstract

Penelitian ini dilatarbelakangi oleh terbatasnya penggunaan media pembelajaran berbasis teknologi  dalam pembelajaran  anak usia dini. Tujuan penelitian ini untuk mengembangkan model pembelajaran Mobile Seamless Learning (MSL) dalam pembelajaran membaca AUD. Menggunakan metode RnD dengan model ADDIE Dick and Carry : Analysis, Design, Development, Implementation, dan Evaluation. Penelitian melibatkan 30 partisipan  Pendidik PAUD di Jabodetabek. Temuan penelitian menunjukkan bahwa model pembelajaran MSL dapat digunakan dalam pembelajaran membaca AUD didasarkan pada tiga aspek yakni fleksibilitas, efektifitas pembelajaran, dan kualitas pembelajaran.  Partisipan  merespon positif penggunaan model belajar MSL. Implikasi pedagogis  selama proses penelitian menunjukkan bahwa penggunaan teknologi dalam model MSL dapat memunculkan potensi peserta didik untuk lebih terlibat dalam proses belajar, meningkatkan motivasi belajar, serta meningkatkan literasi siswa melalui informasi dari berbagai sumber.   
Pelatihan Pembelajaran Melalui Aplikasi Edukasi Quizizz Pada Guru SD Islam Rumaha 01 Ciputat lutfi lutfi; Laily Nurmalia; Hastri Rosiyanti; Muhammad Ishaq Gery; Rikaro Ramadi; Nabila Filzah
Literasi: Jurnal Pengabdian Masyarakat dan Inovasi Vol 2 No 1 (2022)
Publisher : Pengelola Jurnal Politeknik Negeri Ketapang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (195.752 KB) | DOI: 10.58466/literasi.v2i1.318

Abstract

The ruhama islamic elementary school is a school located in the south tangerag. In the pandemic covid 19 today students and teachers at the time of learning used a fortification to visit a 4.0 church. After a survey conducted at the school and interviews turned out that the moderate growth in the process of the current use of technology, ginitially applied only to youtobe and googling has not been fully used for the inetractive media in the student process, the solution to the learning problem is to train teachers at school ruhama ciputat, Can increase the learning process in a class to be more effective and efisine in dealing with online learning in the pandemic period, and make students interesting, focusing on this activity is to give debriefing and training to a ruhama primary school teacher with the methods used are lectures, demostration and practice, and question-and-answer. At this point a ruhama primary school teacher was given information about using the media on the quizizz application asa media tool that could be used to make inetractive tests
IMPLEMENTASI PEMBELAJARAN SEKOLAH MENGGUNAKAN E-LEARNING Mahbubul Wathoni; Adi Alam; Sari Palestina; Rikaro Ramadi; Ahmad Fikri Adriansyah; Diah Budi Ratriningrum; Mia Hariyani
AN-NAS: Jurnal Pengabdian Masyarakat Vol 1, No 1 (2021): AN-NAS: Jurnal Pengabdian Masyarakat
Publisher : Fakultas Ilmu Pendidikan Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/an-nas.1.1.39-46

Abstract

Pembelajaran ialah suatu kebutuhan terutama dalam keberlangsungan proses belajar mengajar yang membutuhkan tanggung jawab moral lumayan besar untuk seseorang pendidik. Tingkatan keberhasilan pembelajaran terhadap siswa sangat tergantung pada pertanggungjawaban seseorang guru dalam melakukan tugasnya.. Dalam sebuah proses pendidikan, pemilihan model serta tata cara ataupun media pendidikan sangat diperlukan buat melaksanakan penyesuaian dengan keahlian dari peserta didik, supaya memudahkan dalam pemilihan kurikulum serta kompetensi untuk partisipan didik. Pendidikan dikala ini, lebih ditunjukan pada kegiatan modernisasi dengan dorongan teknologi mutahir dengan harapan bisa menolong siswa dalam mengolah modul pendidikan secara interaktif, produktif, efisien, inspiratif, konstruktif, serta mengasyikkan. Tidak hanya itu, siswa pula diharapkan mempunyai life skill dari aplikasi teknologi tersebut. Dengan terdapatnya masa teknologi yang terus menjadi tumbuh ini hingga progam pendidikan ditunjukan buat dapat menggunakan teknologi dengan lebih baik. Salah satu pemanfaatan teknologi dikala ini merupakan e-learning memakai website buat mengaksesnya. Tidak memungkiri sebab banyak siswa saat ini mempunyai smart phone jadi lebih gampang buat mengaksesnya dari manapun terletak serta kapanpun.
STRENGTHENING DIGITAL LEARNING IN INDONESIAN PRIMARY SCHOOLS: A QUALITATIVE STUDY OF PPG GRADUATES Linda Astriani; Dewi Setiyaningsih; Ahmad Susanto; Sri Immawati; Sodikin Sodikin; Rikaro Ramadi; Ratna Nur Krismawati
Jurnal Cakrawala Pendas Vol. 12 No. 1 (2026)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jcp.v12i1.16739

Abstract

Digital transformation in primary education requires teachers to possess integrated technological and pedagogical competencies in order to design effective learning environments. However, disparities in digital readiness remain a significant challenge in many primary schools. This study aims to describe the role of graduates of the Teacher Professional Education Program (PPG) in strengthening digital learning practices in primary schools, to identify the challenges they encounter, and to examine the strategies employed to optimize the use of instructional technology. This research adopted a descriptive qualitative approach, with data collected through classroom observations, in-depth interviews, and documentation. Data were analyzed using an interactive analysis process consisting of data reduction, data display, and conclusion drawing and verification. The findings indicate that PPG graduates contribute to improving the quality of digital lesson planning, the use of interactive learning media, and the implementation of technology-based assessment that supports students’ conceptual understanding and engagement. Digital learning practices also enhance instructional clarity and enrich students’ learning experiences through the use of diverse digital learning resources. Nevertheless, limited access to digital devices, unstable internet connectivity, and insufficient continuous professional development remain major barriers to effective digital learning implementation. This study concludes that PPG graduates play an important role as agents of digital transformation in primary education; however, the effectiveness of this role is highly dependent on systemic school support, infrastructure readiness, and the sustainability of teachers’ professional development.
PERANCANGAN MEDIA PEMBELAJARAN BERBASIS GAME ANDROID PADA MATA PELAJARAN INFORMATIKA KELAS VII DI SMP INSAN TELADAN Mohamad Alfin Fisar; Yasin Efendi; Mahbubul Wathoni; Rikaro Ramadi
MEDIA DIDAKTIKA Vol. 12 No. 1 (2026): Desember 2025 - Mei 2026
Publisher : LPPM Universitas Islam Darul `Ulum Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study was to design an Android game-based learning medium for Informatics subjects at Insan Teladan Middle School.The method used in this research was Research and Development (R&D) with the Game Development Life Cycle (GDLC) model. This development model includes 6 phases: initialization/concept creation, pre-production, production, testing, beta, and release. This research was conducted at Insan Teladan Middle School with a trial subject of 23 seventh-grade students. The data collection technique used was a questionnaire assessed by media experts, subject matter experts, teachers, and students. The results of the assessment by the experts included an average score of 86% from media experts, 80% from subject matter experts, and 88% from teacher responses, all in the "highly feasible" category. The student questionnaire assessment was conducted in one trial and received a trial result of 90% in the "highly feasible" category. Based on these assessments, the Android game-based learning medium for Informatics subjects in Middle School is declared highly feasible for use in the learning process.
Penerapan Media Augmented Reality Untuk Visualisasi Organ Tubuh Manusia di SMAS Dwi Putra Imam Baihaqi Al Rosyid; Rikaro Ramadi; Yasin Efendi; Adi Alam
Sci-tech Journal Vol. 5 No. 1 (2026): Sci-Tech Journal (STJ)
Publisher : MES Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/stj.v5i1.914

Abstract

This study aims to develop Augmented Reality (AR)-based learning media to facilitate the visualization of human organs in high school Biology instruction. The research background stems from students’ low comprehension of organ structures and functions, as well as the limited availability of interactive learning media in schools. The study employs a Research and Development (R&D) approach using the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The final product is an Android-based mobile application that presents 3D models of human organs through marker scanning. Validation results indicated that the media was rated as highly feasible by both material experts and media experts with a score of 100%, while student trials revealed a positive response with a score of 85%, categorized as highly feasible. These results confirm that the developed AR media is valid, practical, and effective in enhancing students’ understanding of human organs. The implication of this research is that AR can serve as an innovative alternative for developing Biology learning media in high schools.
Perancangan Platform Digital dalam Efektifitas Administrasi Pembelajaran Dwibahasa di MI Nurul Falah Dzaky Naufal Abiyyu; Yasin Efendi; Rikaro Ramadi; Mahbubul Wathoni; Sari Palestina
Sci-tech Journal Vol. 5 No. 1 (2026): Sci-Tech Journal (STJ)
Publisher : MES Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/stj.v5i1.933

Abstract

The integration of administration and learning in madrasas still faces obstacles, including at MI Nurul Falah Rawa Mekar Jaya, where administrative management and English and Arabic language learning have not been optimal. This study aims to develop a website-based digital platform capable of integrating these two aspects to improve the efficiency and quality of learning. The study used the Research and Development (R&D) method with the ADDIE model through the stages of analysis, design, development, implementation, and evaluation, involving teachers and 30 fifth-grade students as trial subjects. The research instrument was a validation questionnaire from media experts, material experts, and student responses. The results showed that the media expert validation was 72.5% (valid), material experts 91% (very valid), and student responses 86.25% (very practical). These findings confirm that the developed digital platform is not only feasible to use but also effective in improving student learning outcomes while simplifying madrasah administration management, thus having implications for improving the quality of technology-based education in the madrasah environment.