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Implementasi Literasi dalam Pembelajaran Statistik Menggunakan Modul Berbasis Kecerdasan Linguistik Kirom, Sabitul
Nusantara of Research : Jurnal Hasil-hasil Penelitian Universitas Nusantara PGRI Kediri Vol 6 No 2 (2019)
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (309.354 KB) | DOI: 10.29407/nor.v6i2.13672

Abstract

Literacy activities are difficult elements to separate in various current activities. Literacy activities play an important role in realizing the development of education and culture that are characterized by increasing productivity and competitiveness. This study aims to describe the implementation of literacy in statistical learning using modules based on linguistic intelligence. The focus of this study includes three main points, namely (1) learning design, (2) implementation of learning, (3) and evaluation of learning. The method used in this study is a qualitative research method. The results of this study are as follows. First, the literacy aspect has been implemented in the learning design documented in the Syllabus, RPS, RPP, and Lecture Contract. Secondly, the literacy aspect has been implemented in the implementation of learning which is reflected through activities in the learning process. Third, aspects of literacy have been implemented in the evaluation of learning documented in assignments and practice questions. The results of this study have a positive impact on enriching the repertoire of research, specifically related to the implementation of literacy in learning. Thus, it can be concluded that the literacy aspect has been implemented in statistical learning using modules based on linguistic intelligence, starting from the learning design, learning implementation, and learning evaluation.
Pengembangan Media Pembelajaran Puzzle Interaktif sebagai Media Pengenalan Keaksaraan Awal bagi Anak Usia Dini Kirom, Sabitul; Rofiq, Arta Ainur
Jurnal Simki Pedagogia Vol 7 No 2 (2024): Volume 7 Nomor 2 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jsp.v7i2.726

Abstract

There are still many children who have not developed their early literacy skills. One of the factors causing this is that children's interest in learning is different. The purpose of this research is to develop an interactive puzzle as a medium for introducing early literacy. The puzzle media developed is interactive by adjusting the characteristics of child development. The research method uses R&D adopting the ADDIE model. Data collection techniques through observation and interviews. The puzzle media was tested with expert tests and field tests. The results of this study are interactive puzzle media declared valid based on expert validation and users. Interactive puzzles are effective in introducing early literacy. The practicality of this interactive puzzle is very good. It can be concluded that interactive puzzle media is effective, valid, and practical to be applied in the introduction of early literacy in children.
APLIKASI LITERASI ISLAMI (ALIS) SEBAGAI MEDIA LITERASI MEMBACA DAN PEMBENTUKAN KARAKTER ISLAMI Sabitul Kirom; Salnan Irba Novaela Samur
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 04 (2025): Volume 10 No. 04 Desember 2025 Press
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i04.37577

Abstract

Kemampuan literasi siswa SD masih rendah dan belum optimalnya integrasi nilai karakter Islami dalam media pembelajaran masih ditemukan. Tujuan penelitian ini mengembangkan media edukasi “ALIS” (Aplikasi Literasi Islami) untuk meningkatkan literasi membaca dan karakter Islami. Metode R&D model ADDIE diterapkan dalam penelitian ini. Pengumpulan data dilakukan dengan observasi, wawancara, angket. Hasil penelitian media “ALIS” sangat valid berdasarkan validasi dari ahli serta pengguna. Validasi ahli materi memperoleh persentase 90%, ahli media 92 %, dan pengguna 92%. Dengan demikian, media “ALIS” valid, praktis, efektif digunakan dalam literasi membaca sekaligus pemahaman pendidikan karakter Islami pada siswa SD.
SISTEM INFORMASI MONITORING, PENAGIHAN DAN PENGADUAN PELANGGAN WIFI YANG TERINTEGRASI WHATSAPP GATEWAY Beta Nurul Awwalin; Indyah Hartami Santi; Sabitul Kirom
Technologia : Jurnal Ilmiah Vol 17 No 3 (2026): Technologia (Juli)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/jit.v17i3.24319

Abstract

Penelitian ini bertujuan mengembangkan sistem informasi monitoring, penagihan, dan pengaduan layanan Wi-Fi pada ISP Kamil yang terintegrasi dengan WhatsApp Gateway. Sistem dikembangkan menggunakan metode Agile melalui dua iterasi dengan dua platform, yaitu website untuk pengelola dan aplikasi mobile untuk pelanggan. Fitur yang dikembangkan meliputi pengelolaan data pelanggan, penagihan otomatis, pengelolaan pengaduan, serta notifikasi real-time melalui WhatsApp. Evaluasi sistem dilakukan menggunakan validasi ahli, close beta testing, dan open beta testing. Hasil pengujian iterasi pertama menunjukkan nilai validasi ahli sebesar 2,50 pada website dan 2,75 pada aplikasi mobile, sedangkan tingkat kepuasan pengguna mencapai 74% pada website, 77,60% pada aplikasi mobile, dan 81,15% pada open beta testing. Berdasarkan hasil evaluasi tersebut dilakukan penyempurnaan sistem pada iterasi kedua. Hasil pengujian iterasi kedua menunjukkan peningkatan kualitas sistem dengan nilai validasi ahli sebesar 3,70 pada website dan 3,75 pada aplikasi mobile, serta tingkat kepuasan pengguna sebesar 89% pada website, 88% pada aplikasi mobile, dan 89,40% pada open beta testing. Hasil penelitian menunjukkan bahwa sistem yang dikembangkan memiliki tingkat validitas dan kemudahan penggunaan yang tinggi serta mampu meningkatkan efisiensi pengelolaan layanan dan kualitas pelayanan pelanggan.
SISTEM CERDAS IDENTIFIKASI AKSARA JAWA MENGGUNAKAN CONVOLUTIONAL NEURAL NETWORK (CNN) BERBASIS CANVAS PYTHON (Studi Kasus: SMPN 2 Nglegok) Nimas Ayu Anggun Kharisma; Abdi Pandu Kusuma; Sabitul Kirom
Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Vol. 10 No. 3 (2026): Prosiding Seminar Nasional Inovasi Teknologi Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/96g6yk06

Abstract

Aksara Jawa merupakan sistem tulisan tradisional yang kaya nilai budaya, namun semakin jarang digunakan seiring perkembangan jaman. Kondisi ini mendorong perlunya upaya pelestarian melalui pendekatan teknologi interaktif. Penelitian ini bertujuan mengimplementasikan algoritma deep learning pada sistem canvas digital yang memungkinkan pengguna berlatih menulis aksara Jawa secara realtime dengan fitur pengenalan aksara langsung. Penelitian ini menggunakan metode penelitian terapan dengan algoritma Convolutional Neural Network (CNN) yang diintegrasikan pada media canvas digital berbasis tkinter Python. Dataset terdiri dari 24.388 citra dari 244 kelas aksara Jawa beserta sandhangan setelah augmentasi, dengan rasio pembagian 70:15:15 untuk data latih, validasi, dan uji. Arsitektur CNN terdiri dari 4 blok konvolusi dengan optimizer AdamW, dilanjutkan fine-tuning 15 epoch untuk meningkatkan performa. Proses penelitian meliputi identifikasi masalah, studi literatur, pengumpulan data, pra-pemrosesan, perancangan arsitektur, pelatihan model, dan evaluasi. Hasil evaluasi menunjukkan performa model yang baik dengan akurasi 92.62%, precision 0.93, recall 0.93, dan f1-score bernilai 0.93. Pengujian pada canvas digital menunjukkan sebagian besar aksara dapat dikenali dengan tingkat keyakinan yang tinggi. Sistem ini diharapkan menjadi media pembelajaran interaktif yang berkontribusi pada pelestarian dan pembelajaran aksara Jawa di era digital.
SISTEM PEMINJAMAN INVENTARIS BUKU TANAH BERBASIS WEB MENGGUNAKAN EXTREME PROGRAMMING (Kantor Pertanahan Kota Blitar) Azis Bayu Putra Pratama; Abdi Pandu Kusuma; Sabitul Kirom
Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Vol. 10 No. 3 (2026): Prosiding Seminar Nasional Inovasi Teknologi Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/h39e4696

Abstract

Proses peminjaman inventaris buku tanah di Kantor Pertanahan Kota Blitar masih manual, menimbulkan kesalahan pencatatan, keterlambatan pelayanan, dan kesulitan pelacakan dokumen. Penelitian ini bertujuan mengembangkan sistem peminjaman buku tanah berbasis Web untuk meningkatkan kecepatan, akurasi, dan keterlacakan. Metode yang digunakan adalah Research and Development (R&D) dengan model Extreme Programming (XP) meliputi planning, design, coding, testing, dan listening. Sistem dikembangkan menggunakan Laravel dan MySQL. Pengujian menggunakan Black Box Testing dan Close Beta Testing. Hasil menunjukkan sistem mampu mengelola data buku tanah, pengguna, peminjaman, pengembalian, monitoring, dan laporan secara terintegrasi, dengan fitur pencarian dan pelacakan real-time. Black Box Testing mencapai keberhasilan 96,67% dan Close Beta Testing nilai kelayakan 91,77% (sangat layak). Sistem terbukti meningkatkan efisiensi, efektivitas, akurasi, dan keterlacakan administrasi peminjaman buku tanah.
Implementasi Model Project Based Learning dalam Pembelajaran Menulis Karya Ilmiah pada Mahasiswa sabitul kirom
AL-MIKRAJ Jurnal Studi Islam dan Humaniora (E-ISSN 2745-4584) Vol. 4 No. 1 (2023): AL-Mikraj Jurnal Studi Islam dan Humaniora
Publisher : Pascasarjana Institut Agama Islam Sunan Giri Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/almikraj.v4i1.3460

Abstract

The research objective is to describe the application of the Project Based Learning (PjBL) model which is process and product oriented in learning to write scientific papers. The research method used is descriptive qualitative. The research subjects were 2nd semester students for the 2022/2023 academic year Computer Systems Study Program, Balitar Islamic University. Sources of data include results of performance observations and scientific work products. The results showed that the PjBL model could facilitate students in achieving CPL with an average score of 81. By applying the PjBL model, students could develop ideas in writing scientific papers. The PjBL model is also able to develop aspects of cooperation, social sensitivity, ethics and morals, as well as good and correct Indonesian language skills. Based on the results of the research, it can be concluded that the PjBL model can support the achievement of learning to write scientific papers and develop aspects of cooperation, ethics, morals, and good and correct language skills.
PENGEMBANGAN MEDIA LITERASI DIGITAL BERBASIS CERITA RAKYAT BERORIENTASI PADA NILAI KEARIFAN LOKAL Kirom, Sabitul; Fadilla, Muchammad Kevin
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 03 (2026): Volume 11 No. 03, September 2026 Release
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i03.58944

Abstract

Enhancing digital literacy in elementary schools necessitates the use of engaging, interactive, and contextually relevant media. Nevertheless, the creation of digital literacy media that incorporates local folktales and traditional wisdom has not been widely explored, especially within the educational framework of Blitar. This research seeks to create digital literacy media that is grounded in folk tales reflecting Blitar’s local values and to evaluate its feasibility, practicality, and effectiveness for literacy learning among students. The study uses the Research and Development method following the ADDIE framework. The participants in this research include elementary school students, teachers, and expert validators, such as content specialists and media specialists. Findings indicated that the media received validation scores of 93% from subject matter experts and 92% from media experts. The practicality assessment, derived from feedback from both teachers and students, was categorized as “very high,” whereas the effectiveness evaluation showed an improvement in students’ digital literacy skills, rising from 72 to 86. Therefore, the digital literacy media, inspired by folk tales and focused on the local wisdom of Blitar, is deemed suitable, practical, and effective for use in educational settings.