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OVERVIEW OF PIRATED SOFTWARE ON CAMPUS: EDUCATORS' PERSPECTIVE Basrul Abdul Majid; Hendri Ahmadian
CYBERSPACE: Jurnal Pendidikan Teknologi Informasi Vol 4, No 2 (2020)
Publisher : UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (586.291 KB) | DOI: 10.22373/cj.v4i2.7717

Abstract

This research was conducted in order to get an overview from the teaching staff on pirated software. The results acquired were an overview about pirated software, the use of pirated software, the price and willingness to switch to original software. In general, the perception of respondents stated that they knew about pirated software (66.67%), those who did not know (28.07%) and a small proportion were still in doubt (5.26%) regarding this matter. However, almost half of the respondents said that they did not know that the laptop used pirated software (49.12%) and those who knew about it are 21.05%. Small proportion of respondents (19.82%) are still in doubt whether their laptop uses pirated software or not. Respondents who agree (62.28%) original software is expensive, are willing to buy (72.81%) do not want to buy and are hesitant (20.18%). Respondents who disagreed (17.54%) original software was expensive, hesitant to obtain it legally (7.02%). The use of pirated software takes other people's rights (77.19%) and also violates the Copyright Law (79.82%) and disagrees (12.28%) on this. Respondents who were still in doubt were 10.53% and 7.89%. Respondents want to switch (72.81%), not willing (7.02%). The hesitation to move is 20.18%. Only a small proportion (27.19%) of respondents who do not know where to buy it, those who know (41.23%). Not sure where to get it (31.58%).
QUIS INTERAKTIF MATEMATIKA TEBAK GAMBAR TINGKAT SD KELAS 1 DAN 2 BERBASIS POWER POINT Basrul Abdul Majid; Fitri Yanti M
JURNAL HURRIAH: Jurnal Evaluasi Pendidikan dan Penelitian Vol. 3 No. 1 (2022): Jurnal Hurriah: Jurnal Evaluasi Pendidikan dan Penelitian
Publisher : Yayasan Hurriah, Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5806/jh.v3i1.70

Abstract

English: Learning mathematics at this time still many students do not like and feel bored in learning mathematics, this could be due to teachers who cannot convey the material well, students who are bored and lazy in learning mathematics, or students who have difficulty understanding the explanations from the teacher. So here the researcher wants to design an interactive math quiz application based on guessing pictures, the goal is that students who take part in math learning do not feel bored in answering the questions given by the teacher and also help students in imagining the pictures in this picture-guessing learning quiz. There are several models used for the development of an interactive math quiz application based on guessing pictures, namely: Concept, Design, Material Collecting, and Assembly. After the system is used by the user, the child continues with the system testing on an interactive math quiz for shooting pictures for elementary school children based on Power Point. Bahasa: Pembelajaran matematika pada saat ini masih saja banyak siswa tidak menyukai dan merasa bosan pada pembelajaran matematika, ini bisa jadi dikarenakan guru yang belum mampu menyampaikan materi dengan baik, siswa yang bosan dan malas dalam belajar matematika, atau siswa yang susah mengerti penjelasan dari guru. Jadi disini peneliti ingin merancang aplikasi quis interkatif matematika berbasis tebak gambar, tujuannya supaya siswa yang   mengikuti pembelajaran matematika tidak merasa bosan dalam menjawab soal yang diberikan guru dan juga membantu siswa dalam berimajinasi tentang gambar-gambar yang ada pada quis pembelajaran berbasis tebak gambar ini. ada beberapa model yang digunakan untuk pengembangan aplikasi quis interaktif matematika berbasis tebak gambar yaitu : Concept, Design, Material Collecting, dan Assembly. Setelah sistem digunakan oleh user, maka selanjutnya dilakukan dengan pengujian sistem pada quis interaktif matematika tembak gambar untuk anak sekolah SD Berbasis Power Point.
Perancangan Media Interaktif Menggunakan Software Articulate Storyline Mauidhatul Hasanah; Hazrullah Hazrullah; Basrul Basrul
Circuit: Jurnal Ilmiah Pendidikan Teknik Elektro Vol 6, No 2 (2022)
Publisher : PTE FTK UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/crc.v6i2.13248

Abstract

Digital technology has made a great contribution to the education achievement. This technology is especially in the use of various media which need to being developed in learning using interactive multimedia in the teaching matters of a course. This research is inspired by the lack of optimalization used of interactive multimedia in animation programming courses, especially in actionscript programming material. Therefore, the researchers designed an interactive learning media for actionscript programming by using the Articulate Storyline application which called actionscript learning. The problem formulation of this research is how to design and determine the level of feasibility of interactive media for actionscript programming for learning. This study aims to create an actionscript programming interactive learning media that supports learning activities in animation programming courses. However, this study uses the Multimedia Development Life Cycle (MDLC) method. The results obtained from the average value of material experts, media experts, and students are 3.22, 3.1, and  respectively in mean of 3.49, with the percentage of eligibility of 80.5%, 77.4%, and 87.2% in the worthy, worthy and very worthy categories. Thus the interactive learning media of actionscript programming can be said to be feasible to support learning activities in animation programming courses.
PENGARUH MINAT BERWIRAUSAHA MAHASISWA SETELAH MENGAMBIL MATA KULIAH TECHNOPRENEURSHIP Basrul Abdul Majid; Khalisatun Munawwarah; Hendri Ahmadian; Rahmat Musfikar; Bustami Yusuf
JINTECH: Journal Of Information Technology Vol 2 No 2 (2021): Agustus 2021
Publisher : Prodi Teknologi Informasi UIN Ar-Raniry Bekerjasama dengan Pusat Penelitian dan Penerbitan LP2M Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (715.026 KB) | DOI: 10.22373/jintech.v2i2.1203

Abstract

The purpose of this study was to determine the effect of technopreneurship courses on the entrepreneurial interest of Information Technology Education students. This research was conducted at UIN Ar-Raniry, Faculty of Tarbiyah and Teacher Training. The techniques of data collection used a questionnaire and the data analysis using multiple linear regression. The results showed that there is a positive influence on the variables of learning theory and field practice on the variable of interest in entrepreneurship. The regression coefficient for the learning theory variable or X1 is 0.428, while the regression coefficient for the field practice variable or X2 is 0.331. Therefore the regression equation can be written as follows Y = 12.223 + 0.428 X1 + 0.331 X2. It can be concluded from this research that the implementation of technopreneurship courses explained through the variables of learning theory (X1) and field practice (X2) proved to have a significant effect on the variable of student interest in entrepreneurship (Y). This is because learning theory in technopreneurship courses triggers students to apply it so that it can foster interest in entrepreneurship among information technology education students.
PENGARUH MEDIA KAHOOT TERAHADAP MINAT BELAJAR SISWA DI SMKS DARUL IHSAN ACEH BESAR Mukhlis Mukhlis; Yusran Yusran; Basrul Basrul
Prosiding Seminar Nasional Biotik Vol 10, No 2 (2022): PROSIDING SEMINAR NASIONAL BIOTIK X 2022
Publisher : Universitas Islam Negeri Ar-Raniry Banda Aceh, Aceh, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (404.219 KB) | DOI: 10.22373/pbio.v10i2.15394

Abstract

Perkembangan teknologi secara global membuat pengaruh posistih bagi dunia pendidikan. Media Kahoot merupakan salah satu aplikasi pembelajaran online berbasis game. Tujuan penelitian ini adalah untuk melihat pengaruh penggunaan media Kahoot terhadap minat belajar siswa di SMKS Darul Ihsan Aceh Besar. Penelitian ini menggunakan metode kuantitatif. Dimana penelitian ini akan menghitung perbandingan dari data pretest dan posttest. Hasil dari penelitian ini memperlihatkan hasil belajar setelah menggunakan media Kahoot , hal ini di lihat dari hasil nilai pretest dan nilai posttest. Di mana nilai rata-rata nilai dari prestest adalah 65.8 sedangkan untuk nilai hasil posttest adalah 90.08. Sedangkan dari hasil pengujian hipotesis dari tabel test statistics pada pengujian hipotesis menunjukkan hasil nilai signifikan sebesar 0.000 < 0.396. Sehingga dari nilai tersebut dapat dilihat bahwa H0 diterima karena nilai signifikansi hasil uji mann whitney lebih kecil dari pada nilai r tabel. Oleh karena itu dapat di simpulkan bahwa penggunaan media Kahoot dalam proses belajar mengajar mampu meningkatkan minat belajar siswa di Smks Darul Ihsan Aceh Besar
ANALISIS KEMAMPUAN TENAGA PENDIDIK DALAM PEMAKAIAN SOFTWARE OFFICE DI LINGKUNGAN FAKULTAS TARBIYAH DAN KEPENDIDIKAN Tsara Thaibur; H Hazrullah; B Basrul
JURNAL HURRIAH: Jurnal Evaluasi Pendidikan dan Penelitian Vol. 3 No. 4 (2022): Jurnal Hurriah: Jurnal Evaluasi Pendidikan dan Penelitian
Publisher : Yayasan Hurriah, Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5806/jh.v3i4.104

Abstract

Penelitian ini dilakukan untuk menganalisis seberapa besar tingkat kemampuan dosen dalam pemakaian software office dilingkungan Fakultas Tarbiyah dan Keguruan UIN Ar-Raniry Banda Aceh. Seorang pendidik diharuskan mampu memahami penggunaan teknologi informasi dalam proses mengajar atau pun bekerja. Terutama dapat menguasai software office yaitu Microsoft word, Excel dan Power Point. Yang menjadi pertanyaan peneliti dalam skripsi ini yaitu apakah dosen sudah memahami pemakaian software office di perguruan tinggi? Teknik pengumpulan data pada penelitian ini dilakukan dengan cara menyebarkan angket kepada dosen FTK UIN Ar-raniry. hasil yang didapat kemudian dianalisis menggunakan SPSS dan Microsoft. Excel. Teknik analisis data yang dilakukan adalah uji validitas, uji reabilitas dan Analisis Deskriptif. Hasil penelitian menunjukkan pada kemampuan dosen terhadap penggunan Microsoft Word memiliki kemampuan dalam kategori Sangat Baik yaitu hasil presentase 91.2%. Selanjutnya kemampuan dosen terhadap penggunaan Microsoft Excel memiliki kemampuan dalam kategori Cukup yaitu hasil presentase hanya 79.8% dan terakhir kemampuan dosen terhadap penggunaan Microsoft Power Point memiliki kemampuan dalam kategori Baik yaitu hasil presentase 87%.
Perancangan Game Interaktif Mengenal Covid-19 Menggunakan Mit App Inventor Basrul; Izza Hafizhu
Journal Of Information Technology (JINTECH) Vol 4 No 1 (2023): Februari 2023
Publisher : Prodi Teknologi Informasi UIN Ar-Raniry Bekerjasama dengan Pusat Penelitian dan Penerbitan LP2M Universitas Islam Negeri Ar-Raniry Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/jintech.v4i1.2374

Abstract

Tujuan perancangan game edukasi cegah covid-19 diharapkan game ini memberikan gambaran untuk pemain game bahwa coronavirus sangat berbahaya maka dengan game ini dapat untuk mematuhi protocol Kesehatan. Bagi anak-anak bermain game bukan hanya sekedar hiburan tetapi bisa juga menjadi sarana edukasi tentang covid-19. Berbeda dengan game kebanyakan, yang satu ini mengajak pemainnya untuk belajar tentang covid-19. Tentunya permainan ini akan membantu anak atau siswa untuk belajar dengan cara yang menyenangkan dan siswa dapat belajar tentang pandemi covid-19. Terkait pandemi, pengguna masih bisa mempelajari Covid-19 sambil memainkan game yang memiliki versi Android.
IMPLEMENTATION OF THE ARIAS MODEL IN ICT SUBJECTS IN INCREASING THE QUALITY OF STUDENT LEARNING Basrul Abdul Majid; Achmad Andrian; Khairan
JURNAL HURRIAH: Jurnal Evaluasi Pendidikan dan Penelitian Vol. 4 No. 1 (2023): Jurnal Hurriah: Jurnal Evaluasi Pendidikan dan Penelitian
Publisher : Yayasan Hurriah, Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5806/jh.v4i1.128

Abstract

The aim of this study was to analyze how the ARIAS framework influences learning in the field of information and communication technology (ICT). This study used a Quasi Experiment with One Control Group Pree-Test Post-Test Design, with the actual test as the instrument. The findings show that the ARIAS learning model has a significant impact on ICT education standards at SMKN 1 Sawang in South Aceh. The results obtained are P = 0.569 > = 0.05 which means H1 is accepted and H0 is rejected; In particular, the ARIAS model predicts that class X students will achieve posttest learning outcomes higher than the average of 69.99 if at least 20 students complete learning with a minimum score of 76.09%. This research shows that class X students of SMKN 1 Sawang Aceh Selatan have succeeded in applying the ARIAS model to their ICT education.
Effectiveness of Online Learning for Practical Course of Graphic Design Basrul Abdul Majid
JURNAL HURRIAH: Jurnal Evaluasi Pendidikan dan Penelitian Vol. 5 No. 1 (2024): Journal Hurriah: Journal of Educational Evaluation and Research
Publisher : Yayasan Pendidikan dan Kemanusiaan Hurriah Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56806/jh.v5i1.167

Abstract

The Covid-19 outbreak is spreading rapidly among the world's population. To prevent the virus, the government has adopted a social distancing policy. This pandemic situation has kept Indonesians at home. The learning process continues with the help of the internet and educators. Then, the students do not need to be at school for face-to-face direct learning. UIN Ar-Raniry continues to conduct online teaching and learning activities using e-learning media such as Google Meet, Zoom, Google Classroom, and YouTube. This study examines the effectiveness of online learning and the results of face-to-face online learning in graphic design practicum courses. This research uses quantitative methods. Data was collected by distributing questionnaires online to students in 2018 and 2017 and was processed using the SPSS program. The research results obtained show a practical value of 0.012 (sig < 0.05) for online learning in 2018 and 0.000 (sig < 0.05) for face-to-face learning in 2017, but some students experience difficulties in online learning.