Claim Missing Document
Check
Articles

Found 2 Documents
Search

UTILIZING GOOGLE DRIVE AS A PERSONAL DIGITAL LIBRARY Alvin Febrianto
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 13 No 2 (2022): September
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v13i2.325

Abstract

Libraries have another form called digital libraries. In line with the development of information technology that has entered human life, it has brought changes to the library system. The desire to have library resources that can be accessed anywhere and anytime also encourages the existence of digital libraries. By utilizing a digital library-based information system, everyone can obtain appropriate and useful reading sources. The impracticality of the conventional library system is that one has to go to the location first, which is very impractical. This situation makes digital libraries one of the solutions that can be built to bridge these weaknesses. The method used in this study is a qualitative descriptive method. From the results and discussion obtained the steps for creating an account, digital library design, how the system works, and the appearance of digital libraries. The hope of this research is that the library system created can be used by anyone to support an easy, inexpensive, and paperless information system.
Efektivitas Media Pembelajaran Berbasis Scratch dalam Meningkatkan Pemahaman Huruf Hijaiyah pada Siswa SD Hang Tuah 7 Surabaya Hafizhuddin Zul Fahmi; Salamun Rohman Nudin; Andi Iwan Nur Hidayat; Asmunin Asmunin; Fisma Meividianugraha Subani; Alvin Febrianto
Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Vol. 6 No. 1 (2026): Januari 2026 - 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.v6i1.1082

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan meningkatkan pemahaman huruf hijaiyah pada siswa kelas 5 SD Hang Tuah 7 Surabaya melalui inovasi media pembelajaran interaktif berbasis Scratch. Latar belakang penelitian didasari oleh data yang menunjukkan masih rendahnya kemampuan membaca Al-Qur’an di Indonesia. Metode pelaksanaan terdiri atas tiga tahap: persiapan, pelaksanaan pembelajaran menggunakan permainan edukatif Scratch, dan evaluasi melalui pre-test dan post-test. Hasil evaluasi menunjukkan peningkatan pemahaman siswa yang signifikan, dengan rata-rata nilai post-test mencapai 4,71 dari nilai maksimal 5. Analisis statistik menggunakan metode N-Gain menghasilkan nilai 0,90 yang termasuk dalam kategori tinggi, dengan demikian dapat disimpulkan bahwa media pembelajaran berbasis Scratch terbukti efektif tidak hanya dalam meningkatkan pemahaman huruf hijaiyah, tetapi juga dalam menumbuhkan motivasi dan keterlibatan aktif siswa selama proses pembelajaran.