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Effect Size Mobile Learning on Student’s 21 st Century Skills Muhammad Halfi Indra Indra Syahputra; Muhammad Subhan Iswahyudi; Gunawan Ali; Estuhono Estuhono; Tomi Santosa
Edumaspul: Jurnal Pendidikan Vol 7 No 2 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v7i2.6613

Abstract

This study aims to determine the effect size of mobile learning on students' 21st century skills. This type of research is a meta-analysis research. The research sample came from 13 national and international journals. Data sources came from google scholar, ScienceDirect, Eric, Wiley and ProQuest databases. Data collection techniques in this study were direct observation and documentation. The process of selecting data sources was carried out carefully and systematically. Inclusion criteria are national and international journals indexed by SINTA and Scopus, research must use experimental or quasi-experimental methods, research must have experimental classes with mobile learning models and conventional controls and research has complete data on the value of n, f and t. The data analysis technique is quantitative statistical analysis with the help of the JSAP application. The results of this study concluded that the average effect size value (ES = 0.853) and the N-gain value of 0.60 These findings indicate that the mobile learning model has a high influence on students' 21st century thinking skills. This finding shows that the mobile learning model has a high impact on students' 21st century thinking skills.
Teaching Factory Model Using Flipped Classroom and Knowledge Management System Based in Improving 21st Century Competencies in Vocational High Schools Vitriani Vitriani; Finanta Okmayura; Gunawan Ali; Robby Satria
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 2 (2023): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i2.3785

Abstract

The students in Vocational High Schools are demanded to have skills and competencies to face the world industry, but sadly many Vocational School Graduates have the incompatibility of skills and competencies, which seriously causes high unemployment rates. Therefore, an effective learning model needs to be implemented to overcome this problem. This research aims to produce a Teaching Factory Model Using Flipped Classroom and Knowledge Management System (KMS) Based. Providing a learning model that can be a solution to increase the competence of vocational students in meeting the needs of the industrial world and the business world in facing challenges in the Revolution 4.0 era. The research methodology used is Research and Development with ADDIE stages. This research produces a Model Teaching Factory based Flipped Classroom and Knowledge Management System. Based on the study results, the learning model teaching factory based Flipped Classroom and Knowledge Management System valid, practical and effective in Enhancing 21st Century Competencies in Vocational High Schools. The renewal of the model is designed to calibrate the Teaching Factory model based on Flipped Classroom and Knowledge Management System, a 21st century competency needed by the industrial world.
Sistem Informasi Promosi Mobil Berbasisweb Pada PT. Intercom Mobilindo Di Kabupaten Dharmasraya Monica Anggraini; Gunawan Ali; Elinda Revita
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joecy.v5i3.3410

Abstract

Teknologi infromasi yang berkembang dengan pesat saat ini dengan memanfaatkan teknologi internet digunakan sebagai media promosi dan penjualan barang tertentu. Pengguna internet saat ini lebih cenderung menggunakannya sebagai informasi sosial, bisnis dan ataupun untuk hiburan. Dibidang bisnis banyak hal yang bisa dimanfaatkan dengan internet karena internet merupakan sebuah media penghubung antara pengirim dan penerima. Mobil merupakan suatu hal penting yang dianggap mampu membantu mempermudah hidup manusia. Sejak ditemukannya alat transportasi tersebut, gerak hidup manusia berubah menjadi lebih mudah dan dinamis. Semakin berkembangnya zaman semakin banyak pula pilihan mobil yang ditawarkan oleh produsen. Dengan banyaknya keluaran mobil terbaru membuat sebagian konsumen kalangan menengah ke atas tertarik dan terdorong untuk dapat menukar (menjual) mobilnya dan menggantinya dengan mobil keluaran terbaru, sehingga hal ini menciptakan mobil yang masih layak pakai untuk kembali diperjualbelikan kepada konsumen kalangan menengah ke bawah. Untuk desain penelitian model atau langkah yang digunakan ialah Model Waterfall. karena model ini menyarankan pendekatan pengembangan secara sekuen dan sistemastis untuk pengembangan perangkat lunak dimulai di level Analisis, Design, Coding, dan Testing. Informasi produk mobil sudah disimpan dalam sebuah sistem secara online sehingga mempermudah antara PT. Intercom Mobilindo dalam proses upload produk mobil dan sipembeli juga dapat melihat produk yang tersedia pada halaman web.
Development of a Web-Based Postage Revenue Information System for Postal Packages in Pulau Temiang: Pengembangan Sistem Informasi Pendapatan Ongkir Paket Pos Pulau Temiang Berbasis Web Effri Saputra; Zainul Aras Z; Gunawan Ali; Raimon Efendi
International Journal of Technology Vocational Education and Training Vol. 2 No. 2 (2021): IJTVET Vol.2 No.2 (2021)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v2i2.101

Abstract

This research discusses the design of a postage revenue information system for Temiang Island Post packages using the waterfall method. This method was chosen to ensure a structured and organized development process. The stage involves analyzing system requirements through interviews with stakeholders and in-depth understanding of business processes. System design includes database structure, user interface, and business logic, followed by the implementation phase utilizing web-based technology. Testing is carried out thoroughly to ensure system reliability, security and performance. This includes functionality, security, and performance testing to ensure that the system can operate effectively in a production environment. The system maintenance stage is implemented to ensure the system remains optimal and can adapt to changing needs. The results of this research are expected to provide practical guidance for organizations such as Pos Pulau Temiang in designing a web-based postage revenue information system. By applying the waterfall method, it is hoped that system development can be carried out in a structured and efficient manner. The conclusion of this research is that the waterfall method can be an effective approach in designing a web-based information system for postage revenue management in the Temiang Island Post operational environment.
DECISION SUPPORT SYSTEM FOR SELECTING THE BEST LECTURER USING THE WEIGHTED PRODUCT METHOD: SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN DOSEN TERBAIK MENGGUNAKAN METODE WEIGHTED PRODUCT Itin Riati; Wahyu Prima; Gunawan Ali
International Journal of Technology Vocational Education and Training Vol. 4 No. 1 (2023): IJTVET Vol 4 No 1 (2023)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v4i1.103

Abstract

The process of determining the best lecturers must comply with predetermined criteria. To assist in selecting a person who deserves to be the best lecturer, a decision support system is needed. One method that can be used for a decision support sys tem is using the Weighted Product (WP) method by considering the criteria and weights. This method was chosen because it is able to choose the best alternative, namely the best lecturer based on the criteria entered, then look for the weight value of eac h attribute, after the process of looking for rankings to get the best alternative, namely the best lecturer. The WP method is used in determining the best alternative or the order of importance of alternatives. The results of this study are a web -based system developed using sublime text that can be used by admins to manage lecturer data, criteria and alternatives. The system output displays the alternative order of lecturers as the best le The WP method is used in determining the best alternative or the order of importance of alternatives. The results of this study are a web-based system developed using sublime text that can be used by admins to manage lecturer data, criteria and alternatives. The system output displays the alternative order of lecturers as the best lecturer recommendations at the Universitas Dharmas Indonesia.
DESIGN OF A WEB-BASED STUDENT DORMITORY RESERVATION INFORMATION SYSTEM: PERANCANGAN SISTEM INFORMASI RESERVASI ASRAMA MAHASISWA BERBASIS WEB Dini pusianawanti; Gunawan Ali; Heri Sudibyo
Journal of Vocational Education and Information Technology (JVEIT) Vol. 7 No. 1 (2026): Jurnal JVEIT : Vol 7 No 1 2026
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/jveit.v7i1.2302

Abstract

Penelitian ini bertujuan untuk merancang Sistem Informasi Reservasi Asrama Mahasiswa Berbasis Web guna mempermudah mahasiswa dalam melakukan proses pemesanan asrama dan memperoleh informasi terkait asrama. Perancangan sistem dilakukan menggunakan metode Waterfall yang meliputi tahap analisis kebutuhan, desain sistem, implementasi, pengujian, dan pemeliharaan. Sistem dirancang menggunakan bahasa pemrograman PHP dengan database MySQL. Perancangan sistem juga menggunakan Unified Modelling Language (UML) untuk menggambarkan kebutuhan dan proses sistem. Hasil perancangan menunjukkan bahwa sistem yang dirancang mampu memberikan solusi terhadap proses reservasi asrama yang sebelumnya dilakukan secara manual sehingga dapat membantu mahasiswa dalam melakukan reservasi serta membantu pengelola dalam mengelola data asrama secara lebih efektif, efisien, dan terintegrasi.
Development of Interactive E-LKPD Assisted by Liveworksheets in Science Learning for Grade IV Elementary Schools: Pengembangan E-LKPD Interaktif Berbantuan Liveworksheets Pada Pembelajaran IPAS Kelas IV Sekolah Dasar Vivi Maidila; Raimon Efendi; Gunawan Ali
Journal of Vocational Education and Information Technology (JVEIT) Vol. 7 No. 1 (2026): Jurnal JVEIT : Vol 7 No 1 2026
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/jveit.v7i1.2332

Abstract

This research is motivated by the real field issues of low motivation and learning outcomes among Grade IV elementary school students in Science and Social Studies (IPAS), particularly on the topic 'Forces Around Us'. Conventional learning media such as printed textbooks and black-and-white worksheets tend to be monotonic and fail to facilitate contextual learning needs based on the Independent Curriculum. This Research and Development (R&D) study using the 4D model (Define, Design, Develop, Disseminate) aims to produce an interactive Electronic Student Worksheet (E-LKPD) based on the Problem-Based Learning (PBL) model using Canva and the Liveworksheets platform that is valid, practical, and effective. The results demonstrated that the validation scores achieved 93.75% for language (Very Valid), 78.00% for content/material (Valid), 85.00% for graphics (Very Valid), 86.00% for the teaching module (Very Valid), and 86.00% for test items (Very Valid). The practicality score from the teacher reached 97.3%, and students' responses ranged between 95% and 100% (Very Practical). The effectiveness test proved a significant improvement in learning outcomes, reaching a classical mastery rate of 92.31% in the main field trial and 90.90% in the dissemination phase. In conclusion, the developed interactive E-LKPD based on PBL using Liveworksheets is highly feasible, practical, and effective as an innovative learning medium in elementary schools.
SISTEM INFORMASI PENGELOLAAN DANA DESA BERBASIS WEB DIKANTOR WALI NAGARI KOTO BESAR taniya; Gunawan ali; Firmansyah Putra
Journal of Vocational Education and Information Technology (JVEIT) Vol. 6 No. 2 (2025): Jurnal JVEIT : Vol 6 No 2 2025
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/jveit.v6i2.1148

Abstract

Nagari Koto Besar merupakan salah satu desa yang menggunakan dana desa namun dalam pengelolaannya masyarakat kurang berpartisipasi ini disebabkan kurangnya informasi yang diterima masyarakat. Masyarakat saat ini hanya bisa melihat rincian dana desa melalui papan informasi yang berada dikantor wali nagari sehingga tidak semua informasi tentang anggaran bisa tersampaikan kepada masyarakat, hal ini diperlukan sebab masyarakat di nagari ini berharap bisa mengawal dana desa dan berpartisipasi penuh dalam pengelolaannya. Pengelolaan Dana Desa yang masih dengan pencatatan buku penerimaan dan pengeluaran. Dana yang masuk belum terdata dengan baik sehingga informasi yang disampaikan tidak jelas, Perancangan sistem informasi menggunakan metode waterfall. Model waterfall adalah model klasik yang bersifat sistematis, berurutan dalam membangun software, dimana proses pengerjaanya bertahap dan harus menunggu tahap sebelumnya selesai dilaksanakan kemudian memulai tahap selanjutnya.
The Effect of Educational Game-Based Learning Media on Science Literacy of Grade V Students at SDN 10 Sitiung Suci Rahma Putri; Gunawan Ali; Aulia Rahmadhani
The Future of Education Journal Vol 4 No 7 (2025): Continued
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.803

Abstract

This study is motivated by the low literacy skills of students during classroom learning activities, particularly in the IPAS subject. One of the problems faced by educators is the limited use of educational game-based learning media, which results in less effective and less engaging learning processes for students. The aim of this research is to enhance students’ thinking abilities, deepen learning motivation, and develop independent learning skills. This study uses a quantitative experimental method, specifically a pre-experimental design with a one-group pretest-posttest model. The instrument used in this research consists of tests given before and after the learning activities. A pretest was administered to assess students' science literacy levels before the use of Wordwall-based educational game media, and a posttest was conducted to determine whether there was an improvement after the intervention. Based on the results, the pretest scores ranged from 15 to 45. After the implementation of Wordwall in the experimental class at SDN 10 Sitiung, Grade V, for the IPAS subject with 13 students, the posttest scores ranged from 65 to 90. These results indicate a significant improvement in students’ science literacy following the use of the educational game-based learning media.
Innovation of Augmented Reality Based Flash Card Learning Media Assisted by Assembler Edu to Improve Students’ Learning Outcomes on the Topic of Traditions and Local Community Culture Gunawan Ali; Wiwik Okta Susilawati; Desy Fitriana
The Future of Education Journal Vol 4 No 9 (2025): Continued
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i9.862

Abstract

This study is grounded in challenges encountered in the teaching and learning process, namely the limited use of instructional media during content delivery and the low level of students’ learning interest, which ultimately affects their learning outcomes. Therefore, this study aims to develop augmented reality–based flash card learning media assisted by Assembler Edu. This media is expected to improve students’ learning outcomes in the subject Traditions and Culture of the Surrounding Community, as well as to meet the criteria of validity, practicality, and effectiveness. The method employed in this study is Research and Development (R&D) using the ADDIE development model. The stages of the ADDIE model consist of Analysis, Design, Development, Implementation, and Evaluation. The results indicate that the developed learning media demonstrates a high level of feasibility. Language validation reached 0.809, content validation 0.777, graphical validation 0.866, test-item validation 0.888, and teaching module validation 0.827. In terms of practicality, educators’ responses reached 100%, while the average response from students was 80.66%, indicating that the media is highly practical for classroom use. Regarding effectiveness testing, 86.36% of students achieved mastery learning, which falls into the very effective category, demonstrating that the learning objectives were successfully achieved.