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Game Edukasi Menghafal Doa-Doa Harian sebagai Media Belajar untuk Anak Usia Dini berbasis Android Negara, Topan Ramadhan Surya Aji; Yasin, Fatah
Emitor: Jurnal Teknik Elektro Vol 18, No 2: September 2018
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/emitor.v18i2.6347

Abstract

Doa merupakan inti ibadah dan yang paling berarti dari sesuatu itu (ibadah) karena bacaan doa dalam setiap ibadah kita itu mengandung doa. Pembelajaran doa sangat penting untuk dilakukan sejak usia dini. Proses pembelajaran di sekolah umumnya masih menggunakan media terbatas dalam penyampain materi yang cenderung monoton dan kurang menarik, untuk itu diperluhkan media pembelajaran yang menghibur dan   menyenangkan salah satunya adalah dengan media permainan edukasi. Penelitian ini bertujuan untuk membuat sebuah game edukasi berbasis android untuk anak usia dini yang digunakan untuk membantu memudahkan siswa dalam belajar dan menghafal doa-doa harian. Penelitian dilakukan di PAUD Aisyiyah Pabelan diawali dengan melakukan proses pengamatan dan wawancara untuk melihat cara belajar siswa dalam memahami materi doa-doa harain yang diberikan guru pengajar. Game dibuat sesuai dengan kurikulum yang diajarkan dengan menggunakan software utama construct 2 yang disajikan dalam bentuk visual 2 dimensi. Pengujian aplikasi dilakukan dengan uji blackbox dan pengenalan game edukasi dengan mendemonstrasikan pada siswa, kemudian siswa mencoba memainkan game edukasi dengan didampingi oleh guru pengajar. Berdasarkan hasil pengujian blackbox dengan hasil aplikasi berjalan dengan baik, Sedangkan untuk hasil penilaian yang telah diberikan guru pengajar melalui kusioner menyatakan bahwa game yang dibuat memiliki tampilan yang menarik sehingga membuat minat belajar anak menjadi meningkat, game membuat anak lebih aktif karena secara tidak langsung mampu melatih kemampuan motorik halus pada anak, serta game dapat digunakan oleh guru sebagai salah satu alternatif media bantu untuk memodifikasi suasana belajar menjadi lebih menyenangkan.
Pembuatan Game Edukasi Tuntunan Sholat Fardhu untuk Anak berbasis Android Birastuti, Celo Belia Putri; Yasin, Fatah
Emitor: Jurnal Teknik Elektro Vol 19, No 2: September 2019
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/emitor.v19i2.6346

Abstract

Sholat Fardhu merupakan tiang agama yang wajib dilaksanakan bagi umat Islam. Sholat Fardhu terdiri dari subuh, dzuhur, asar, maghrib, dan isya’. Sholat harus dikenalkan dan ditanamkan pada anak sejak dini. Namun pembelajaran sholat di sekolah umum nya masih menggunakan media cetak yang membuat anak menjadi cepat bosan dan materi yang disampaikan pun sulit di terima. Oleh karena itu perlu adanya media pembelajaran yang lebih interaktif dan menarik seperti media game edukatif sehingga anak tidak mudah bosan ketika mempelajari materi sholat fardhu. Seiring dengan perkembangan teknologi hampir setiap anak memiliki smartphone yang sering digunakan untuk bermain, maka game tuntunan sholat ini dikembangkan berbasis android sehingga mudah digunakan kapanpun dan dimanapun. Game dibangun menggunakan software Construct 2 dan menggunakan metode yang melalui beberapa tahapan yaitu analisis kebutuhan berupa observasi dan wawancara langsung, pengumpulan data, perancangan aplikasi, pembuatan aplikasi dan pengujian. Pembuatan game ini bertujuan untuk mempermudah dan meningkatkan minat anak dalam mempelajari setiap gerakan dan bacaan sholat fardhu. Hasil dari penelitian ini berupa game edukasi tuntunan sholat yang memiliki dua menu utama yaitu belajar dan bermain. Berdasarkan hasil pengujian yang dilakukan di SD MIM Gonilan dapat disimpulkan media pembelajaran game edukatif yang dibuat sangat menarik, interaktif, dan membantu siswa dalam mempelajari bacaan dan gerakan sholat fardhu dengan benar.
PEMANFAATAN PAPERLESS OFFICE SYSTEM DALAM E-GOVERNMENT STUDI KASUS KEMENTRIAN PENDIDIKAN DAN KEBUDAYAAN Sulistiyono, Mulia; Yasin, Fatah
Jurnal Teknologi Informasi RESPATI Vol 11, No 31 (2016)
Publisher : Universitas Respati Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (750.312 KB) | DOI: 10.35842/jtir.v11i31.120

Abstract

IntisariDalam lampiran Peraturan Menteri Negara Pendayagunaan Aparatur Negara Dan Reformasi Birokrasi Republik Indonesia Nomor 6 Tahun 2011 tentang Pedoman Umum Tata Naskah Dinas Elektronik Di Lingkungan Instansi Pemerintah Kementerian Pendayagunaan Aparatur Negara Dan Reformasi Birokrasi Republik Indonesia disebutkan bahwa untuk mendukung kelancaran penyelenggaraan pemerintahan yang efektif dan efisien maka diperlukan teknologi informasi dan komunikasi untuk kecepatan dan kemudahan dalam proses pengambilan putusan. Penggunaan teknologi informasi tersebut dapat menghemat sumber daya seperti tenaga, kertas, waktu, dan biaya karena mengurangi jumlah naskah dinas yang harus dicetak.Seperti halnya kantor pemerintahan di Indonesia, hingga tahun 2012 Biro Kepegawaian Kementrian Pendidikan dan Kebudayaan Republik Indonesia (Kemdikbud) sebagian besar masih menggunakan sistem administrasi perkantoran manual. Sistem ini membutuhkan persediaan alat tulis kantor yang cukup banyak, terutama penggunaan kertas. Sistem ini juga membutuhkan waktu dan tenaga dalam proses pendistribusian dokumen. Masalah lainnya dalam sistem manual adalah penyimpanan dan pencarian dokumen. Penyimpanan dokumen membutuhkan banyak ruangan di kantor yang menjadikan ruangan kantor menjadi semakin sempit dan berantakan. Dalam hal pencarian dokumen pun, akan semakin sulit apabila dokumen tersebut tidak disimpan dengan teratur.Selain itu sistem ini juga rawan terhadap perbuatan yang mengarah kepada Korupsi, Kolusi, dan Nepotisme dengan tidak ada transparasi dalam pemrosesan sebuah berkas atau dokumen penting lainnya.Pemanfaatan paperless office system di lingkungan Biro Kepegawaian Kementrian Pendidikan dan Kebudayaan Republik Indonesia adalah salah satu cara untuk mendukung E-Government. Paperless office system sebagai upaya menggantikan dokumen dalam bentuk kertas yang ada di perkantoran tradisional dengan dokumen dalam format elektronik seperti doc, pdf, dan sebagainya terbukti dapat meningkatkan efektifitas dan efisiensiensi di lingkungan pemerintahan.Kata kunci: E-Government, Paperless Office System, Sistem Informasi.
The Impacts of Cooperative Learning on Suburban Students’ Learning Motivation Arianto, Fajar; Yasin, Fatah
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol 15 No 2 (2023): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v15i2.3380

Abstract

This study investigates the impact of cooperative learning on suburban students’ motivation. This study used an experimental approach by comparing the effectiveness of cooperative learning in the experimental group with traditional learning in the control group. The research began by carefully identifying schools in a developing industrial area in Cerme, Gresik City, Indonesia. Data collection was carried out carefully through documentation techniques, including taking various documents and records directly related to student learning motivation. This research group featured 224 high school students divided into two equal groups: 146 students in the experimental group and 145 students in the contr with traditional learning. The data were analyzed using the t-test as an analytical tool to measure and establish the statistical significance of the differences between these two groups of students. The research results clearly show the positive impact of cooperative learning on student motivation, as shown by the p-value of 0.014. In light of these important findings, future research directions have been carefully outlined to include in-depth and longitudinal investigations of motivational sustainability within cooperative learning frameworks, exploration of the potential for cultural variation, refinement of teacher training methodologies, integration of modern educational technologies, and development of parental involvement initiatives and innovative. Cooperative learning can increase student motivation and enrich and stimulate academic environments.
Exploration of Conflict Management Strategies Implemented by Supervisors in Work Teams Puspita , Diva Mega; Fung, Eric Fulvian; Rahmawati , Rani; Husaini , Ahmad; Sahrudin , Muh; Yasin, Fatah
Review: Journal of Multidisciplinary in Social Sciences Vol. 2 No. 06 (2025): June 2025
Publisher : Lentera Ilmu Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59422/rjmss.v2i06.1015

Abstract

This study aims to explore conflict management strategies used by supervisors in work teams. Conflict in the team is inevitable, but supervisors' strategies in handling conflicts are the key to creating a conducive work environment. With a qualitative approach, this study explores the direct experience of supervisors in dealing with conflicts between team members. Data was collected through journals and articles that included semi-structured interviews with several supervisors in the private sector. The results showed that supervisors used a collaborative approach and open communication in mitigating conflict, as well as adjusting strategies depending on the context of the conflict situation. This research provides important insights into the role of supervisors in maintaining healthy team dynamics.
Interactive Motion-Sensing Game for Improving Physical Education in Students with Intellectual Disabilities Rakhmadi, Aris; Puspitasari, Yuliana; Yasin, Fatah; Sulistyo Nugroho, Yusuf; Fadlillah, Umi
Mestro: Jurnal Teknik Mesin dan Elektro Vol 7 No 1 (2025): Edisi Juni
Publisher : Fakultas Teknik Universitas 17 Agustus 1945 Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47685/mestro.v7i1.637

Abstract

Students with intellectual disabilities often face challenges in physical education due to limited motor coordination, reduced engagement, and difficulties following traditional instructional methods. To address this, motion-sensing technology, particularly Kinect-based educational games, presents a promising solution by offering interactive and gamified learning experiences. This study explores the development and implementation of a Kinect-based educational game designed to enhance motor skills and engagement in students with intellectual disabilities. The game focuses on throwing exercises, providing real-time feedback through visual and auditory cues to reinforce learning. The study was conducted at SLB-C YPSLB Surakarta, involving 20 students with intellectual disabilities and five special education teachers. A pre-test and post-test evaluation was used to assess students' motor skill improvement and engagement levels before and after using the game. The results demonstrated a 26.3% increase in throwing accuracy, a 26.9% rise in engagement levels, and a significant reduction in reaction time, indicating the game's effectiveness in enhancing physical coordination and participation. Teacher feedback highlighted the game's usability, ability to maintain student focus, and alignment with PE learning objectives. Although the findings showed positive learning outcomes, several challenges, such as the initial adaptation period and the need for a wider variety of games, were identified. Future research should focus on customizing difficulty levels, varying physical activities, and AI-powered adaptive learning to meet the needs of individual students. This study highlights the potential of motion-sensing educational games as an effective tool for inclusive and engaging physical education for students with intellectual disabilities.
THE INFLUENCE OF ADDITIONAL INCOME ON EMPLOYEE PERFORMANCE Yasin, Fatah
Proceeding of International Conference on Social Science and Humanity Vol. 2 No. 1 (2025): Proceeding of International Conference on Social Science and Humanity
Publisher : PT ANTIS INTERNATIONAL PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61796/icossh.v2i1.212

Abstract

Objective: This study aims to analyze the impact of additional income on employee performance. The research focuses on how financial incentives influence motivation, productivity, and overall job satisfaction. Method: By utilizing qualitative and quantitative methods, the study examines employees' responses to supplementary earnings in various organizational settings. Results: The findings suggest that additional income positively influences employee performance, although non-monetary factors also play a crucial role. Novelty: This study highlights the combined effects of financial and non-monetary factors on employee performance, providing a comprehensive perspective on motivation and job satisfaction.
The Impacts of Cooperative Learning on Suburban Students’ Learning Motivation Arianto, Fajar; Yasin, Fatah
QALAMUNA: Jurnal Pendidikan, Sosial, dan Agama Vol. 15 No. 2 (2023): Qalamuna - Jurnal Pendidikan, Sosial, dan Agama
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Program Pascasarjana IAI Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/qalamuna.v15i2.3380

Abstract

This study investigates the impact of cooperative learning on suburban students’ motivation. This study used an experimental approach by comparing the effectiveness of cooperative learning in the experimental group with traditional learning in the control group. The research began by carefully identifying schools in a developing industrial area in Cerme, Gresik City, Indonesia. Data collection was carried out carefully through documentation techniques, including taking various documents and records directly related to student learning motivation. This research group featured 224 high school students divided into two equal groups: 146 students in the experimental group and 145 students in the contr with traditional learning. The data were analyzed using the t-test as an analytical tool to measure and establish the statistical significance of the differences between these two groups of students. The research results clearly show the positive impact of cooperative learning on student motivation, as shown by the p-value of 0.014. In light of these important findings, future research directions have been carefully outlined to include in-depth and longitudinal investigations of motivational sustainability within cooperative learning frameworks, exploration of the potential for cultural variation, refinement of teacher training methodologies, integration of modern educational technologies, and development of parental involvement initiatives and innovative. Cooperative learning can increase student motivation and enrich and stimulate academic environments.