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Desain dan Implementasi Web Kajian Islam Imam B. Buke; Lanto Ningrayati Amali; Sitti Suhada
Jambura Journal of Informatics VOL 1, NO 2: OCTOBER 2019
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2100.736 KB) | DOI: 10.37905/jji.v1i2.2707

Abstract

Informasi tentang kajian Islam yang tepercaya kini mulai berkurang karena banyaknya kajian Islam yang sudah tidak sesuai dengan al-Qur’an dan Sunnah. Adanya perkembangan teknologi informasi khususnya komputer dan smartphone memungkinkan penyebaran informasi menjadi sangat cepat. Tidak dapat dihindari bahwa komputer dan smartphone sudah merupakan kebutuhan manusia dalam kehidupan sehari-hari diberbagai kegiatan dan bisnis. Olehnya penggunaan teknologi informasi yang tepat, akan dihasilkan informasi yang tepat serta akurat yang sesuai dengan kebutuhan sehingga keputusan dapat diambil dengan cepat. Tujuan penelitian adalah merancang web kajian Islam untuk masyarakat. Web kajian Islam dibuat menggunakan bahasa pemograman PHP, CSS, HTML dan Javascript serta MySQL sebagai media penyimpanan. Metode pengembangan sistem yang digunakan yaitu metode Prototype dengan tahapan pengumpulan kebutuhan, desain cepat, bentuk prototype, evaluasi pelanggan terhadap prototype, perbaikan prototype, serta produk rekayasa. Hasil dari penelitian berupa web kajian Islam yang di dalamnya terdapat penyaringan informasi oleh pemeriksa dan penulis dapat merevisi kajian yang ditolak oleh pemeriksa/review. Selain itu informasi mengenai kajian dapat diakses kapan pun dan di mana pun, memudahkan masyarakat yang ingin mengetahui informasi kajian yang sesuai dengan kebutuhannya. Information about reliable Islamic studies is now beginning to decrease because many Islamic studies are not in accordance with Al-Qur'an and Sunnah. The development of information technology, especially computers and smartphones, enables the dissemination of information very quickly. It is inevitable that computers and smartphones are human needs in daily life in various activities and businesses. By the use of appropriate information technology, precise and accurate information will be produced that is in accordance with needs so that decisions can be taken quickly. The purpose of this research is to design a web of Islamic studies for the community. Islamic study web created using the programming language PHP, CSS, HTML and Javascript, and MySQL as storage media. The system development method used is the prototype method with the stages of requirements gathering & refinement, quick design, building prototype, customer evaluation of prototype, refining prototype, and engineer product. The results of research in the form of an Islamic study web in which there is filtering information by the examiner and the author can revise the study which was rejected by the examiner/review. In addition, study information can be accessed anytime and anywhere, makes it easy for people who want to find out study information that suits their needs.
Pengembangan Media Komik Untuk Pembelajaran Materi Logika dan Algoritma Komputer Ulfa Rahmatin; Muhammad Rifai Katili; Lillyan Hadjaratie; Sitti Suhada
Jambura Journal of Informatics VOL 3, NO 1: APRIL 2021
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v3i1.10367

Abstract

Upaya meningkatkan minat belajar siswa melalui pengembangan media pembelajaran yang menarik masih menjadi kendala dan tantangan utama yang dihadapi oleh guru pada materi Logika dan Algoritma Komputer di SMK Negeri 1 Suwawa. Penelitian ini bertujuan untuk mengembangkan media pembelajaran komik untuk materi Logika dan Algoritma Komputer yang dapat menarik minat belajar siswa kelas X. Metode yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan model pengembangan Hannafin dan Peck yang terdiri dari 3 fase, yaitu: analisis kebutuhan, desain, serta pengembangan dan implementasi. Media pembelajaran yang dikembangkan telah memperoleh penilaian oleh ahli materi, dan ahli media serta telah di uji respon dari siswa sebagai pengguna kelayakan dengan kategori kelayakan sangat layak. Hasil penelitian menunjukkan media pembelajaran komik yang dikembangkan dinyatakan valid dan praktis untuk digunakan dalam proses pembelajaran materi Logika dan Algoritma Komputer. Efforts to increase students’ learning interests by developing an attractive learning media is the primary challenge for teachers of Logic and Computer Algorithm at SMK Negeri 1 Suwawa Senior High School. This research aims to develop comics as a learning medium for Logic and Computer Algorithm that may stimulate tenth-grade students’ learning interests. This R&D study, employing Hannafin and Peck’s development model, consisted of three stages, namely: needs assessment, design, and development and implementation. Material experts and media experts have assessed the developed learning media. It also has been tested on students as eligible users; they responded that the media was feasible. The research showed that comic as the developed learning media was declared as valid and practical to be used in Logic and Computer Algorithm subject’s learning process.
Pengaruh Metode Pembelajaran Mind Map Terhadap Hasil Belajar Siswa Sitti Suhada; Karim Bahu; Lanto Ningrayati Amali
Jambura Journal of Informatics VOL 2, NO 2: OCTOBER 2020
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v2i2.7280

Abstract

Rendahnya hasil belajar siswa dapat dikarenakan adanya beberapa faktor seperti proses pembelajaran yang berlangsung serta pemilihan metode pembelajaran. Rendahnya tingkat prestasi hasil belajar siswa juga dipengaruhi oleh siswa yang merasa bosan dalam menerima materi dan tergolong pasif di kelas. Upaya meningkatkan hasil belajar siswa ini dengan menerapkan metode pembelajaran mind map. Tujuannya adalah mengukur pengaruh metode pembelajaran mind map pada mata pelajaran komputer dan jaringan dasar terhadap hasil belajar siswa. Metode yang digunakan adalah kuantitatif dengan Quasi Experimental. Hasil pengujian hipotesis menggunakan uji-t dengan separated varian, menunjukkan bahwa pada taraf signifikan 0.05 dengan diperoleh Thitung 7.65 > Ttabel 1.672, maka H0 ditolak dan H1 diterima. Hal ini menunjukkan bahwa terdapat pengaruh penggunaan metode pembelajaran mind map terhadap hasil belajar dengan hasil aspek afektif dari kedua kelas dikategorikan baik, rata-rata kelas eksperimen 76% sedangkan pada kelas kontrol 69.17. Low learning outcomes can be caused by several factors, such as learning processes and learning methods. Another contributing factor worth considering is the student boredom and passiveness in the class. On that ground, the present study was aimed at applying a learning method called mind map method in the subject of computer and basic network; it focused on examining the extent to which the learning method contributed to the student learning outcomes. This quantitative research relied on a quasi-experimental approach. The hypothesis was examined using a t-test with separated variants. According to the result of the test, t-count (7.65) was greater than t-table (1.672), with a significance level of 0.05. In other words, H0 was refuted and H1 was accepted. This result further indicated the significance of the mind map method to the learning outcomes. It was shown that the affective aspect of the learning outcomes of both the experimental group and control group fell under a good category, with a percentage of 76% and 69.17%, respectively.
Motion Graphic Animation Video as Alternative Learning Media Lanto Ningrayati Amali; Nurtianingrat Zees; Sitti Suhada
Jambura Journal of Informatics VOL 2, NO 1: APRIL 2020
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (763.634 KB) | DOI: 10.37905/jji.v2i1.4640

Abstract

Lack of students’ attention and interest to learn influence the learning process within the class. Thus, their learning achievement decreased. This study aims at designing a motion graphic, video animation learning media in Indonesian history subject. This study uses a research and development method based on the modified research model developed by Borg and Gall with five stages model namely, needs analysis, media design, product development, evaluation and product trial, and final product. This study reveals that the average pretest score before the implementation of the learning media is 57.60, whereas the average posttest score after the motion graphic, animation video learning media implementation is 79.20. The fitness of the media feedback from the media experts’ score is 88% with very appropriate criteria. Also, the material expert gives a score of 89% for the media appropriateness with very appropriate criteria, and users’ (students) feedback on the media is 87.9% with very appropriate criteria. It is concluded that the designed motion graphic, animation video learning media for Indonesian history subject positively influences students’ learning achievement and is appropriate to be applied in Indonesian history subjects.
Implementasi Data Mining Dalam Penentuan Tingkat Kemiskinan Menggunakan Fuzzy C-Means Nurrahmah Fitirani Kahar; Lillyan Hadjaratie; Sitti Suhada; Indhitya R Padiku
Jambura Journal of Informatics VOL 1, NO 1: APRIL 2019
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (578.489 KB) | DOI: 10.37905/jji.v1i1.2332

Abstract

Kemiskinan merupakan salah satu persoalan yang menjadi perhatian utama pemerintah daerah, termasuk di Kabupaten Bone Bolango, Provinsi Gorontalo, Indonesia. Berbagai program dan bantuan untuk mensejahterakan masyarakat telah dilaksanakan oleh pemerintah daerah namun dinilai belum efektif, karena adanya kekeliruan yang disebabkan oleh ketidaksesuaian dalam penentuan kategori rumah tangga miskin pada saat pendataan. Tujuan penelitian ini adalah menerapkan algoritma Fuzzy C-Means dalam menentukan kategori rumah tangga miskin. Metode yang digunakan dalam penelitian ini adalah Metode Eksperimen dengan menggunakan tahapan umum dari proses Data Mining dengan Algoritma Clustering Fuzzy C-Means. Penelitian ini menghasilkan sebuah sistem yang dapat mendata rumah tangga miskin dan kemudian mengelompokannya ke dalam (3) jenis kategori yaitu miskin, hampir miskin, dan sangat miskin dengan model perhitungan yang lebih akurat. Kesimpulan yang diperoleh bahwa sistem yang dibuat telah behasil mengklaster 100 (seratus) data sampel rumah tangga miskin di Kabupaten Bone Bolango ke dalam tiga kategori kemiskinan, dengan persentase setiap kategori adalah 50% sangat miskin, 34% hampir miskin, dan 16% sangat miskin. Poverty has become one of the major issues concerned by the government in Bone Bolango Regency, Gorontalo Province, Indonesia. Various programs and assistance for the welfare of the community have been implemented, yet they are considered ineffective due to some mistakes in specifying the category of poor households during the data collection process. The objective of this present study is to apply the Fuzzy C-Means algorithm in determining the category of poor households. Further, it employed the Experimental Method by going through general stages of the Data Mining process with the Fuzzy C-Means Clustering algorithm. This study produces a system that is able to record poor households, which then groups them into three categories, including poor (50%), almost poor (34%), and very poor (16%) with a more accurate calculation model. In brief, the produced system has successfully clustered 100 sample data of poor households in the site area into three poverty categories with the percentage of each category mentioned above.
Pendampingan Masyarakat Desa Melalui Penyusunan Rencana Kerja Desa Membangun Lanto Ningrayati Amali; Sitti Suhada; Muhammad Rifai Katili
Jurnal Sibermas (Sinergi Pemberdayaan Masyarakat) Vol 10, No 3 (2021): Jurnal Sibermas (Sinergi Bersama Masyarakat)
Publisher : Univeristas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/sibermas.v10i3.11029

Abstract

Tujuan yang ingin dicapai pada kegiatan KKN tematik desa membangun adalah meningkatkan prakarsa, kesadaran dan partisipasi masyarakat desa dalam pembangunan desa yang partisipatif.Target khusus yang ingin dicapai adalah: (1) mengoptimalkan kinerja pemerintahan desa dan meningkatkan kapasitas masyarakat desa dalam proses pembangunan desa, dan (2) mengefektifkan pemerintahan desa dalam mencapai pembangunan desa. Untuk mencapai tujuan dan target khusus ini metode yang digunakan adalah dengan transfer ilmu pengetahuan dan teknologi melalui pelaksanaan pendampingan dan sosialisasi dalam mendorong prakarsa dan partisipasi masyarakat dalam pembangunan desa.
Pemberdayaan Masyarakat Melalui Pelatihan dan Pendampingan dalam Meningkatkan Ekonomi Masyarakat Desa Muhammad Rifai Katili; Sitti Suhada; Lanto Ningrayati Amali
Jurnal Sibermas (Sinergi Pemberdayaan Masyarakat) Vol 8, No 2 (2019): Jurnal Sbermas (Sinergi Bersama Masyarakat)
Publisher : Univeristas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/sibermas.v8i2.7847

Abstract

Community empowerment can occur if the community itself can improve its own situation/condition and participate in becoming a reformer/motor driving agent in development. The goal that wants to be achieved in this activity is the realization of independent villages that uphold the local wisdom of the community as active participatory actors in an effort to improve the creative economy of the community. Special targets of activities, namely: (1) the increase in awareness of community business, especially in increasing agricultural activities and local culture of the community, (2) the improvement of the knowledge and skills of household businesses that are managed independently by utilizing natural resources. This method of activity is a workshop in the form of socialization, training and mentoring in the community intensively so that it achieves all the expected targets and outsiders, and through the implementation of this activity can improve the creative economy of the community.
Peningkatan Ekonomi Kreatif dan Kewirausahaan Masyarakat Desa di Tengah Pandemi COVID 19 Lanto Ningrayati Amali; Sitti Suhada; Muhammad Rifai Katili
Jurnal Sibermas (Sinergi Pemberdayaan Masyarakat) Vol 9, No 1 (2020): Jurnal Sbermas (Sinergi Bersama Masyarakat)
Publisher : Univeristas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/sibermas.v9i1.7258

Abstract

The coronavirus pandemic or COVID 19 resulted in the disruption of almost all sectors of human life, ranging from the health, social, and economic life of the community. The goal that this activity wants to achieve is to increase the creativity and economy of the community in the mids of the spread of the COVID 19 outbreak. Special targets that want to be achieved are: (1) increasing the role of the community in creating entrepreneurship in the midst the COVID 19 outbreak, (2) improving people's ability to innovate by creating business ideas that suit the conditions amid during in the COVID 19 outbreak, and (3) the formation of a resilient society against the COVID 19 pandemic. To achieve these specific goals and targets the method used is by transferring science and technology based on information technology through the implementation of socialization, education, and training to the community as well as more accurate reports of public circumstances.
Pendampingan Masyarakat Desa Melalui Sosialisasi Vaksin Covid-19 dan Bank Sampah Sitti Suhada; Ahmad Azhar Kadim
Jurnal Sibermas (Sinergi Pemberdayaan Masyarakat) Vol 11, No 1 (2022): Jurnal Sibermas (Sinergi Bersama Masyarakat)
Publisher : Univeristas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/sibermas.v11i1.12083

Abstract

Sosilaisasi merupakan salah satu upaya untuk mengakomodir dan memberikan informasi terkait dengan maksud dan tujuan kita, sosilaisasi di lakukan sebagai bentuk upaya memberikan informasi kepada khalayak, dalam pemberian sosialsi melibatkan edukasi. Pemahaman yang baik akan tercipta sebuah mindset yang baik pula. Salah satu upaya yang harus dilakukan untuk sosilasi dan edukasi adalah pemberian vaksin dan bank sampah. Upaya pemberian vaksin dengan cara sosialisasi dan edukasi dapt meningkatkan pemahaman masyarakat tentang kepercayaan terhadap vaksin yang diberikan, yakni bebas dan aman diberikan bagi masyarakat. Untuk bank sampah sendiri diupayakan agar masyarakat dapat meningkatkan kepedulian terhadap lingkungan yang bersih dan sehat dimulai dari perilaku membuang sampah pada tempatnya, serta dapat membantu masyarakat melalui peningkatan income perkapita akibat sentuhan pada sektor usaha/ekonomi melalui keterampilan masyarakat dalam pengolahan sampah menjadi produk daur ulang yang memiliki nilai jual.
Technology Acceptance Model in Government Context: A Systematic Review on the Implementation of IT Governance in a Government Institution Lanto Ningrayati Amali; Muhammad Rifai Katili; Sitti Suhada; Lillyan Hadjaratie; Hanifah Mardlatillah
JOIN (Jurnal Online Informatika) Vol 7 No 1 (2022)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v7i1.853

Abstract

Recent trends of studies on technology acceptance in local government had recently been popular; the studies focused on identifying the predictors of human behavior in potential acceptance or rejection of technology. This study investigated the use of information technology/information system (henceforth, IT/IS) acceptance in government as a means to improve the quality of public service and strive for transparent governance. A mixed-methods (quantitative and qualitative) study was conducted, and data were collected through questionnaires involving 125 respondents, interviews, and observations. Technology Acceptance Model (TAM) is used as a theoretical framework for behavioral information systems and Smart Partial least square (Smart PLS) analysis was employed in elaborating the complex correlation between the determinants. The result showed that the perceived ease-of-use (PEOU) contributed positively to the perceived usefulness (PU) and attitude towards using technology (ATUT). Moreover, the ATUT significantly contributed to Behavioral Intention of Use (BITU); further, the BITU also contributed to actual technology use (ATU). The PU, however, possessed a negative impact on the ATUT. These results further the information regarding the quality and performance of IT/IS services that can be used as a basis for higher-level decision-making.
Co-Authors Abdul Aziz Bouty Abdulaziz Ahmed siyad Agung Wahyu Laksono Agus Herwanto Agus Lahinta Ahmad Almukaroma Liow Ahmad Azhar Kadim Alfian Zakaria Antula, Nur Savira Anwar, Ridha Alvariza Apriyati Rahmi Pateda Pateda Arip Mulyanto Asraf Humonggio Astuti, Wahyu Azis, Ilham Abd. Bait Syaiful Rijal Bau, Rahmat Taufik R. L Bouty, Abd. Azis Budiyanto Ahaliki Butsiarah Dadi, Heru Hartato Dai, Roviana H. Dian Novian Diana Novita Dwinanto, Arif Edi Setiawan Eka Vickraien Dangkua, Eka Vickraien Elsy Rahajeng, Elsy Fachrul Faisal Ibrahim Fadik Sadjar Fitrian Bilontalo Gafur Gafur Jamada Gede Sandika, I Wayan Gede Sandika H, Haeriani Hamlina, Robin Y. Hanifah Mardlatillah Hermawan Paramata Hermila A Huraju, Risnawati M Huraju, Risnawati M. Huzaima Mas'ud I Wayan Gede Sandika I Wayan Gede Sandika Ikhwan Fauzy Djuhu Imam B. Buke Imudi, La Indhitya R Padiku Ishak Isa Ismail, Hamid Ita Fitriati Izah, Nurul Jemmy A Pakaya Kahar, Nurrahmah Fitirani Karim Bahu Kilo, Juriah R. Lamarana, Ilfa Lanto Ningrayati Amali Lillyan Hadjaratie Manda Rohandi Mas'ud, Huzaima Mas’ud, Huzaima Melinda Melinda Moh Ramdhan Arif Kaluku Moh. Hidayat Koniyo mohammad syafri tuloli Mongilong, Mohammad Farhan Muchlis Polin Muhammad Yassir Mukhlisulfatih Latief Mustapa, Muhammad Syarif Muthia, Muthia Mutmaina A. Usuli Nikmasari Pakaya Nikmasari Pakaya Nikmasari Pakaya Nur Zalfaa Alfathi Mohi Nurrahmah Fitirani Kahar Nurtianingrat Zees Ongku, Sriwahyuni A. Pakaya, Nikmasari Puluhulawa, Alda Cahyani Pulumoduyo, Mohammad Fahmi Rahman Takdir Rahmat Riansah Husain Rahmat Taufik R.L Bau Rifadli Bahsuan Rochmat Mohammad Thohir Yassin Roy Budiharjo Salahudin Olii Salsa, Salsabila Nakia Siyad, Abdulaziz Ahmed Sri Ayu Ashari Sri Indah Cahyani Sri Yayunda Adjun Sudirman, Randi Sunardi Sunardi sunardi sunardi Sunarty Suly Eraku Suwandi, Ihsanulfu'ad Tajuddin Abdillah Thohir Yassin, Rochmat Mohammad Tri Alfandra Labuga Trias Saputra Singo Ulfa Rahmatin Usman, Wahyu Setiawan Utiah, Moh Hikam A. Wahyu Musa Wibowo, Sela Febrianti Wirahman Salsabil Husain Yassin, Rochmad Mohammad Thohir Yuliati - Yunus, Adinda putri