Claim Missing Document
Check
Articles

Found 32 Documents
Search

Improving English Language Class Learning Outcomes in Reading through the Implementation of Quizizz Application Wahyuddin Wahyuddin; Sudarmanto Sudarmanto
Edumaspul: Jurnal Pendidikan Vol 7 No 2 (2023): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v7i2.6495

Abstract

The utilization of technology in education involves the use of tools and technological applications to enhance the teaching and learning process. In this context, Quizizz serves as a relevant application that enables teachers to motivate students through various types of questions and good competitive elements. This includes measuring students’ comprehension, providing instant feedback, reinforcing material understanding, and monitoring students learning progress, resulting in improved learning outcomes. This research aims to determine the improvement of students learning outcomes in English language classes, especially in reading, by implementing the Quizizz application. The samples are used by students from the even semester of the academic year 2023/2024 in Muhammadiyah University of Parepare, focusing on second-semester students. The research uses the Classroom Action Research (CAR) method. Data was collected through tests and observations from June 2023 to July 2023. The results of this study indicate an improvement in learning outcomes, with an average learning outcome increase of 38% in cycle I and in cycle II by 78%.
Pengaruh Literasi Teknologi Pertanian Berbasis Augmented Reality terhadap Minat dan Kesadaran Generasi Z pada Modern Farming di Kota Parepare Irninthya Nanda Pratami Irwan; Ashadi Amir; Wahyuddin Wahyuddin
JIA (Jurnal Ilmiah Agribisnis) : Jurnal Agribisnis dan Ilmu Sosial Ekonomi Pertanian Vol. 10 No. 2 (2025)
Publisher : Department of Agribusiness, Halu Oleo University Jointly with Perhimpunan Ekonomi Pertanian Indonesia - Indonesian Society of Agricultural Economics (PERHEPI/ISAE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37149/jia.v10i2.1702

Abstract

Regeneration in the agricultural sector is not going well because Generation Z is more interested in working in technology and creative industries, resulting in an aging workforce among farmers. The aim of this research is to create agricultural literacy media using Augmented Reality technology as an effort to enhance the interest and understanding of Generation Z towards the agricultural sector. The initial stage of the research involves creating a technology literacy media for agriculture using an Augmented Reality-based application. The second stage is carried out by providing literacy to Generation Z engaged in the agricultural sector in the form of introducing agricultural technology through the use of Augmented Reality-based literacy media. Data analysis from the research was conducted to measure the level of understanding and the increase in interest and awareness of Generation Z towards the modern agricultural sector after technology literacy was implemented. The results of the multiple linear regression test indicate that interest in modern farming is influenced by agricultural knowledge, interest in agriculture, and awareness of modern farming, with a value of 71.2%.
Pemberdayaan UMKM Takoyaki: Pemanfaatan Augmented Reality (AR) Untuk Katalog Produk Interaktif Dan Pemasaran Digital Muhammad Basri; Kasmaida Kasmaida; wahyuddin wahyuddin
Abdimas Toddopuli: Jurnal Pengabdian Pada Masyarakat Vol. 6 No. 2 (2025): Volume 6, No 2, Juni 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/atjpm.v6i2.6441

Abstract

UMKM memiliki peran penting dalam perekonomian Indonesia, namun masih banyak yang menghadapi kendala dalam pemasaran digital dan promosi produk. Salah satu tantangan utama adalah kurangnya strategi pemasaran inovatif yang dapat meningkatkan daya tarik dan keterlibatan pelanggan. UMKM Takoyaki sebagai salah satu usaha kuliner khas Jepang di Indonesia mengalami kesulitan dalam menjangkau pasar yang lebih luas akibat terbatasnya penggunaan teknologi digital dalam promosi. Penelitian ini bertujuan untuk memberdayakan UMKM Takoyaki melalui pemanfaatan teknologi Augmented Reality (AR) dalam bentuk katalog produk interaktif yang memungkinkan pelanggan melihat tampilan virtual produk sebelum melakukan pembelian. Dengan implementasi AR, pelanggan dapat mengakses informasi produk secara lebih menarik dan interaktif melalui pemindaian QR code. Selain itu, program ini juga mencakup pelatihan pemasaran digital bagi pelaku UMKM untuk mengoptimalkan penggunaan media sosial dan strategi promosi berbasis teknologi. Metode pelaksanaan program ini mencakup sosialisasi, pengembangan aplikasi AR, uji coba katalog interaktif, serta evaluasi dan pendampingan. Hasil yang diharapkan dari program ini adalah meningkatnya pemahaman pelaku UMKM tentang pemasaran digital, meningkatnya engagement pelanggan terhadap produk, serta peningkatan volume penjualan berkat pengalaman belanja yang lebih interaktif. Dengan penerapan teknologi AR, UMKM Takoyaki dapat lebih kompetitif di era digital dan memperluas jangkauan pasarnya.
Optimalisasi Pemasaran Digital Umkm Pare Takoyaki Melalui Pemanfaatan Teknologi Augmented Reality wahyuddin wahyuddin; Riny Anggraeny; Hasnawati Hasnawati; Hasriani Hasriani; Sukmayani Sukmayani
Abdimas Toddopuli: Jurnal Pengabdian Pada Masyarakat Vol. 7 No. 1 (2025): Volume 7, No 1, Desember 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/atjpm.v7i1.6878

Abstract

Perkembangan teknologi digital memberikan peluang besar bagi pelaku Usaha Mikro, Kecil, dan Menengah (UMKM) untuk meningkatkan strategi pemasaran produk. Salah satu inovasi yang dapat dimanfaatkan adalah teknologi Augmented Reality (AR), yang mampu menghadirkan pengalaman interaktif dan menarik bagi konsumen. Kegiatan pengabdian kepada masyarakat ini dilaksanakan pada UMKM Pare Takoyaki dengan tujuan mengoptimalkan pemasaran digital melalui penerapan AR sebagai media promosi. Metode yang digunakan meliputi pendampingan, pelatihan, serta implementasi aplikasi AR yang menampilkan informasi produk, varian menu, dan promo secara interaktif melalui perangkat gawai. Hasil kegiatan menunjukkan peningkatan pemahaman mitra terkait pemasaran digital modern, meningkatnya daya tarik promosi, serta terbukanya peluang perluasan pasar melalui media sosial dan platform digital. Dengan demikian, pemanfaatan teknologi AR terbukti dapat menjadi strategi efektif dalam meningkatkan daya saing UMKM di era digital. Kata Kunci: Pemasaran Digital, UMKM, Augmented Reality, Pare Takoyaki, Inovasi Teknologi
Transformasi Gula Aren menjadi Produk Cair Kemasan untuk Pemberdayaan UMKM Desa Malimpung Ilham Sahabuddin; Dini Maulida; Masdiana Masdiana; Nurfadillah Nurfadillah; Muhammad Faturrahman; Riskiawang Riskiawang; Tenri Abang; Nabila Nabila; Anisa Nurhumaerah; Andrialdy Taqwa; Hasman Hasman; Wahyuddin Wahyuddin; Andi Miftah Sahran
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 5 No. 6 (2025): November 2025 - Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat
Publisher : Indonesian Scientific Journal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59395/altifani.v5i6.928

Abstract

Desa Malimpung, secara geografis berlokasi di Kabupaten Pinrang, memiliki potensi besar dalam produksi gula aren, namun masih menghadapi tantangan dalam pengolahan, pemasaran, dan inovasi produk. Program pengabdian masyarakat ini bertujuan untuk memberikan peningkatan keterampilan terhadap masyarakat dalam mengolah gula aren menjadi produk cair kemasan yang bernilai jual tinggi, serta mengembangkan model pemasaran yang efektif. Metode yang digunakan mencakup pelatihan pengolahan gula aren, pengemasan produk sesuai standar pasar, dan pemasaran digital. Pelatihan ini telah menghasilkan dan menunjukkan peningkatan secara signifikan dalam hal pengetahuan dan keterampilan masyarakat, dengan penerapan teknik pengolahan dan pengemasan yang sesuai standar pasar. Selain itu, terjadi peningkatan daya saing UMKM di Desa Malimpung dengan volume penjualan yang meningkat pesat dan jangkauan pasar yang lebih luas. Kesimpulan dari kegiatan ini adalah transformasi gula aren menjadi produk cair kemasan dapat meningkatkan daya saing UMKM, namun perlu dilanjutkan dengan pengembangan pemasaran digital yang lebih intensif. 
Design and construction of microcontroller-based exhaust emission measurement equipment for freight transportation A. Irmayani Pawelloi; Muh Huzaifah Ashaba; Hakzah Hakzah; Asrul Asrul; Alauddin Yunus; Muhammad Zainal; Wahyuddin Wahyuddin
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 24, No 4: August 2026
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v24i4.27739

Abstract

Exhaust emissions from motor vehicles, especially freight transportation, are one of the main causes of air pollution in cities. This research aims to develop a portable and low-cost microcontroller-based vehicle emission measurement system. The system uses Arduino Uno with MQ-7 and MQ-2 sensors to detect carbon monoxide (CO) and hydrocarbons (HC) concentrations in real-time, with the measurement results displayed on the liquid crystal displays (LCD) screen. Validation is carried out by comparing the measurement results of the tool with a calibrated gas analyzer as a standard tool. The test results showed an error rate of 0.29%–1.79% for CO and 1.85%–3.84% for HC, as well as sensor stability after about 360 seconds of heating. With its compact design, easy to operate, and low cost, this system has the potential to be an alternative vehicle emission monitoring tool for field inspection and testing activities at vehicle workshops.
Aplikasi Game Petualangan Pengenalan Budaya Tradisional Sulawesi Selatan Aidi Faiz; Wahyuddin Wahyuddin; A. Irmayani Pawelloi
Jurnal Sintaks Logika Vol. 5 No. 3 (2025): September 2025
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v5i3.4249

Abstract

In today's digital era, children's interest in games is very high, but often games only provide entertainment without educational value. This research aims to create an adventure game that integrates elements of South Sulawesi culture into gameplay that can provide an interactive and useful learning experience. Experimental research methods using Unity and Blender and visual studio code, which was implemented in the laboratory of the University of Muhammadiyah Parepare. The results of creating an adventure game application can integrate elements of South Sulawesi culture, such as traditional weapons, traditional clothing, and traditional food. These games can enhance children's understanding of the local culture while providing an engaging and educational gaming experience and making a contribution that blends entertainment with cultural education.
Pengaruh Extensive Reading dalam Meningkatkan Kemampuan Reading Comprehension Mahasiswa Program Studi Pendidikan Bahasa Inggris Suryani Suryani; Bella Puspita; Wahyuddin Wahyuddin
DIKSI: Jurnal Kajian Pendidikan dan Sosial Vol. 7 No. 2 (2026): Diksi: Jurnal Kajian Pendidikan dan Sosial
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/diksi.v7i2.4619

Abstract

Penelitian ini bertujuan untuk menganalisis pengaruh penerapan extensive reading terhadap kemampuan reading comprehension mahasiswa. Penelitian menggunakan metode kuantitatif dengan desain pre experimental tipe one group pretest posttest design. Sampel penelitian terdiri atas 33 mahasiswa Program Studi Pendidikan Bahasa Inggris STKIP Al Amin Dompu yang ditentukan melalui teknik total sampling. Pengumpulan data dilakukan menggunakan tes reading comprehension yang diberikan sebelum dan sesudah perlakuan. Selanjutnya, data dianalisis dengan uji paired sample t-test dan uji N-Gain. Hasil penelitian menunjukkan bahwa rata-rata skor mahasiswa mengalami perubahan dari 73,67 pada pretest menjadi 87,06 pada posttest. Analisis paired sample t-test menghasilkan nilai signifikansi sebesar 0,000 (p<0,05), yang menunjukkan adanya perbedaan yang signifikan antara hasil sebelum dan sesudah perlakuan. Selain itu, hasil uji N-Gain memperoleh skor rata-rata sebesar 0,5854 yang termasuk dalam kategori sedang. Hasil tersebut mengindikasikan bahwa penerapan extensive reading berkontribusi terhadap peningkatan kemampuan reading comprehension mahasiswa. Oleh karena itu, pendekatan extensive reading dapat dipertimbangkan sebagai salah satu strategi pembelajaran yang efektif untuk mendukung pengembangan kemampuan membaca mahasiswa di lingkungan perguruan tinggi.
Aplikasi Multimedia Interaktif Tumbuh Kembang Anak Berbasis Web Wahyuddin Wahyuddin; Muh Yusri; A. Irmayani Pawelloi
Jurnal Sintaks Logika Vol. 6 No. 2 (2026): Mei 2026
Publisher : Fakultas Teknik Universitas Muhammadiyah Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31850/jsilog.v6i2.4567

Abstract

Child development is an important process that must be monitored so that it can run optimally. At In the early stages of life, monitoring can be done by parents, who are the closest people to the child. Unfortunately, not all parents have enough time to attend health education sessions. This study aims to make it easier to monitor children's growth and health. Methods The research method used is descriptive research, namely activities carried out by collecting data directly from the object of research through interviews, surveys, and interviews. Object of research through interviews, observation, and document collection. The result of the research shows that the application can be used to monitor the nutritional status of children, calculate weight and height, and see the location of the nearest health center, which is useful for monitoring the nutritional status of children, location of the nearest health center, which is useful for monitoring.
Aplikasi Penggabungan Warna Menggunakan RGB dan CMYK Berbasis Desktop Rezky Fahmi; Irmayani Pawelloi; Wahyuddin Wahyuddin; Ahmad Selao; Ade Hastuty
Jurnal Sains dan Ilmu Terapan Vol. 8 No. 2 (2025): Jurnal Sains dan Ilmu Terapan
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jsit.v8i2.1153

Abstract

The use of digital technology for visual and interactive color mixing, particularly on desktop platforms, is still not optimal. This research aims to design and develop a desktop application that can mix colors from the RGB and CMYK systems in real-time. The research method used is experimental and applicative, with a scope that includes literature study (library research) and field data collection (field research). The application design is carried out through the integration of color palettes and sliders as input media, followed by a color conversion process between CMYK and RGB to calculate the average value. The test results show that this application is capable of performing the color mixing process responsively and accurately, according to the visual input provided. This application has the potential to be used as a medium for color education, visual experiments, and as a tool for developing creativity in digital art, which is highly beneficial for students, professionals, and the creative industry in the fields of graphic design and animation,