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Implementasi Smart Apps Creator dalam Pengembangan Media Pembelajaran Informatika Berbasis Android Sri Ayu Ashari; Sitti Suhada; Ramanda Dwi Putra; Mulyanto, Arip; Dwinanto, Arif; Muthia, Muthia
Jurnal Teknik Vol 23 No 2 (2025): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v23i2.716

Abstract

Informatics subjects at SMK Negeri 1 Paguyaman still largely use conventional learning media, such as printed books, worksheets, and PowerPoint slides, which cannot provide an interactive and engaging learning experience. This condition has an impact on low student interest, participation, and understanding of the material. Therefore, this study was conducted with the aim of implementing a smart app creator in designing and developing Android-based interactive learning media as a more effective, engaging, and easily accessible learning solution. This study used the Research and Development (R&D) method with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. The developed media is equipped with interactive features such as visual materials, quizzes, and educational games tailored to the characteristics of vocational school students. The validation results showed that the media obtained an average score of 138 from material experts, 106.5 from media experts, and 101 from student assessments, all of which are included in the "Very Feasible" category. Based on these results, the developed learning media is declared feasible for use to improve the quality of Informatics learning. In addition, this media is also able to provide a more active, interactive, and interesting learning experience for students.
Pengembangan Media Komik Untuk Pembelajaran Materi Logika dan Algoritma Komputer Rahmatin, Ulfa; Katili, Muhammad Rifai; Hadjaratie, Lillyan; Suhada, Sitti
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.
Implementation of Augmented Reality as an Information Media for the Collection of the Popa-Eyato Museum Amali, Lanto Ningrayati; Husain, Wirahman Salsabil; Kaluku, Moh. Ramdhan Arif; Suhada, Sitti
Jambura Journal of Informatics VOL 4, NO 1: APRIL 2022
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v4i1.13954

Abstract

Museums are facilities that display historical objects and provide information to the public and visitors. However, the presentation of information in the museum to the visitors is far from proper due to the lack of details. The guides provided in the museum are not quite engaging. More than that, the information provided is only in the form of a sheet of paper stuck in the collection. This present study aims to develop information media using augmented reality technology. The method used in this research was the Multimedia Development Life Cycle (MDLC), which had six stages, viz. concept, design, material collecting, manufacture, testing, and distribution. This research develops an application that works as a medium of information related to museum collections using augmented reality, which is more interactive and visitors can use to obtain information from the collection. In addition, this application can visualize 3D and in real-time ethnographic objects in the museum.
Implementasi Data Mining Dalam Penentuan Tingkat Kemiskinan Menggunakan Fuzzy C-Means Kahar, Nurrahmah Fitirani; Hadjaratie, Lillyan; Suhada, Sitti; Padiku, Indhitya R
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.
Desain dan Implementasi Web Kajian Islam Buke, Imam B.; Amali, Lanto Ningrayati; Suhada, Sitti
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

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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.
Motion Graphic Animation Video as Alternative Learning Media Amali, Lanto Ningrayati; Zees, Nurtianingrat; Suhada, Sitti
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.
Pengaruh Metode Pembelajaran Mind Map Terhadap Hasil Belajar Siswa Suhada, Sitti; Bahu, Karim; Amali, Lanto Ningrayati
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.
Pengembangan Sistem Informasi Tracer Doc Surat Masuk dengan Framework Scrum Yassir, Muhammad; Jamada, Gafur; Suhada, Sitti
Jambura Journal of Informatics VOL 5, NO 2: OCTOBER 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i2.21964

Abstract

Mail management is essential for an organization. In fact, managing incoming mail in the Regional Secretariat of Bone County still uses manual methods. This study aims to build an incoming mail management information system application at the Regional Secretariat of Bone Regency. For this purpose, this research uses Scrum, an Agile software development method. The stages of the Scrum model used include Product Backlog, Sprint Backlog, Sprint, and Working Increment of Software. This method is suitable for managing projects practically. The application is designed to provide a variety of menus and features that allow organizations to handle incoming mail efficiently, including identity input and mail upload, disposition, tracer doc, and mail archiving. The app has gone through black box testing to ensure that all features work as intended. The results showed that the developed application allows easier management of incoming mail, filing and disposition of correspondence, and real-time tracking of mail positions. Pengelolaan surat merupakan hal yang penting bagi sebuah organisasi. Faktanya, pengelolaan surat masuk di Sekretariat Daerah Kabupaten Bone masih menggunakan cara manual. Penelitian ini bertujuan untuk membangun sebuah aplikasi sistem informasi pengelolaan surat masuk di Sekretariat Daerah Kabupaten Bone. Untuk tujuan tersebut penelitian ini menggunakan Scrum, yang merupakan metode pengembangan software Agile. Tahapan metode Scrum yang digunakan mencakup Product Backlog, Sprint Backlog, Sprint, dan Working Increment of Software. Metode ini cocok untuk mengelola proyek secara praktis. Aplikasi dirancang untuk menyediakan berbagai menu dan fitur yang memungkinkan pihak organisasi untuk mengelola surat masuk secara efisien, termasuk input identitas dan unggah surat, disposisi, dan tracer doc, serta pengarsipan surat. Aplikasi telah melalui pengujian black box untuk memastikan bahwa semua fitur berfungsi sebagaimana mestinya. Hasil penelitian menunjukkan keberadaan aplikasi sistem yang dikembangkan memungkinkan pengelolaan surat masuk, pengarsipan, dan disposisi surat yang lebih mudah, serta pelacakan posisi surat secara real-time.
Co-Authors Abdul Aziz Bouty Abdulaziz Ahmed siyad 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. Bahu, Karim Bait Syaiful Rijal Bouty, Abd. Azis Budiyanto Ahaliki Buke, Imam B. Butsiarah Dadi, Heru Hartato Dai, Roviana H. Deu, Muhammad Dimas Oktaviandy Dian Novian Diana Novita Dwinanto, Arif Edi Setiawan Eka Vickraien Dangkua, Eka Vickraien Elsy Rahajeng, Elsy Fachrul Faisal Ibrahim Fadik Sadjar Fitrian Bilontalo Gafur Gede Sandika, I Wayan Gede Sandika Gionte, Hariyati H, Haeriani Hamlina, Robin Y. Hanifah Mardlatillah Hermawan Paramata Hermila A Hidayatullah, Galih Sarwo Huraju, Risnawati M Huraju, Risnawati M. Husain, Wirahman Salsabil I Wayan Gede Sandika I Wayan Gede Sandika Ikhwan Fauzy Djuhu Imudi, La Indhitya R Padiku Ishak Isa Ismail, Hamid Ita Fitriati Izah, Nurul Jamada, Gafur Jemmy A Pakaya Kahar, Nurrahmah Fitirani Kahar, Nurrahmah Fitirani Kilo, Juriah R. Laksono, Agung Wahyu Laliyo, Lukman A.R Lamarana, Ilfa Lanto Ningrayati Amali Latif, Mahmudin Lillyan Hadjaratie Manda Rohandi Mardlatillah, Hanifah Mas'ud, Huzaima Mas’ud, Huzaima Mas’ud, Huzaima Melinda Melinda Moh Ramdhan Arif Kaluku Moh. Hidayat Koniyo mohammad syafri tuloli Mohi, Nur Zalfaa Alfathi Mongilong, Mohammad Farhan Muchlis Polin Muhammad Yassir Mukhlisulfatih Latief Musa, Wahyu Mustapa, Muhammad Syarif MUTHIA Muthia, Muthia Mutmaina A. Usuli Nikmasari Pakaya Nikmasari Pakaya Nikmasari Pakaya Ongku, Sriwahyuni A. Pakaya, Jemmy A Pakaya, Jemmy A. Pakaya, Nikmasari Paputungan, Salsabila Nakia Pateda, Apriyati Rahmi Pateda Podungge, Jazid Muslich Puluhulawa, Alda Cahyani Pulumoduyo, Mohammad Fahmi Rahman Takdir Rahmat Riansah Husain Rahmat Taufik R.L Bau Rahmatin, Ulfa Ramanda Dwi Putra Rampi Yusuf Rifadli Bahsuan Rochmat Mohammad Thohir Yassin Roy Budiharjo Salahudin Olii Sri Ayu Ashari Sri Indah Cahyani Sri Yayunda Adjun Sudirman, Randi Sunardi Sunardi Sunarty Suly Eraku Suwandi, Ihsanulfu'ad Suwandi, Ihsanulfu’ad Tajuddin Abdillah Thohir Yassin, Rochmat Mohammad Tri Alfandra Labuga Trias Saputra Singo Umar, Brahmantio Putra Usman, Wahyu Setiawan Usuli, Mutmaina A. Utiah, Moh Hikam A. Wibowo, Sela Febrianti Yassin, Rochmad M Thohir Yassin, Rochmad Mohammad Thohir Yuliati - Yunus, Adinda putri Zees, Nurtianingrat