Claim Missing Document
Check
Articles

SOSIALISASI GAME EDUKASI UNTUK BELAJAR MENGAJI DI DESA SIDODADI khairunnisa; Siti Sundari; Rismayanti; Fera Damayanti
Jurnal Abdimas HAWARI : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2022): Mei 2022
Publisher : CV. HAWARI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.667 KB)

Abstract

Pendidikan Belajar Mengaji adalah salah satu pendidikan yang sangat penting bagi umat muslim, karena mengaji merupakan sebuah ilmu yang harus dikuasai dengan benar sebagai pedoman dalam kehidupan sehari-hari. Didesa Sidodadi terdapat Yayasan Pendidikan MDTA AL-Qolam yang dipimpin oleh Ibu Rapiani dan Bapak Kusmawadi. Dimana Yayasan Pendidikan MDTA AL-Qolam adalah yayasan yang membentuk karakter anak didiknya untuk mencintai Al-Qur’an sejak dini sehingga anak-anak gemar belajar mengaji. Hasil wawancara Tim dan Pendidik bahwa telah ditemukan beberapa murid yang cenderung lambat untuk menghafalkan huruf-huruf hijaiyah. Karena kita ketahui kemampuan anak-anak tidak bisa kita sama ratakan. Dengan demikian maka pendidik sangat membutuhkan alat bantu ajar yang lebih inovatif lagi seperti game edukasi untuk membuat anak-anak tidak jenuh dan meningkatkan motivasi baru bagi anak-anak didik agar semakin aktif dalam mengaji.
Series of Activities ‘Gebyar Remaja Kampung KB’ Panggung Village Kota Tegal Siti Sundari; M Sofyan Febriyanto; Delia Jayanti Wulandari
ASEAN Journal of Empowering Community Vol. 1 No. 1 (2021): ASEAN Journal of Empowering Community
Publisher : Universitas Pancasakti Tegal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (28.954 KB) | DOI: 10.24905/ajecom/vol1issue1.14

Abstract

We use “Gebyar Remaja Kampung KB” The reason and purpose are base on observations and interviews with one of the doctors at Panggung Health Center, dr. Luluk discussed with KKN students who agreed to carry out a coaching work program for the youth of the village stage by holding a “Gebyar Remaja Kampung KB” held for four days. Training activities “Gebyar Remaja Kampung KB” is essential because it is helpful to increase knowledge or skills, especially for those who prepare for the “Gebyar Remaja Kampung KB” event. Therefore the purpose of holding Training is as follows: (1) increase the creativity of the youth to display something new, (2) improve morale and behavior so that the youth remain polite and polite, (3) reduce the possibility of mistakes during the event, (4) give participants a platform to develop the potential that they have been having, (5) develop the creativity of the participants in the field of Gebyar Remaja and (6) grow and develop the confidence of the participants Gebyar Remaja.
IMPLEMENTASI GAME EDUKASI LINGKUNGAN DENGAN ALGORITMA LINEAR CONGRUENTIAL GENERATOR BERBASIS ANDROID Thasya Marha; Yunita Sari Siregar; Siti Sundari
E-Link: Jurnal Teknik Elektro dan Informatika Vol 17 No 2 (2022): Nopember 2022
Publisher : Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/e-link.v17i2.4572

Abstract

Fakta penanganan sampah saat ini menunjukkan perilaku masyarakat yang belum memperdulikan sampah terlebih terhadap lingkungan. Sementara yang terjadi sekarang ini pembelajaran tentang pengelolaan masalah sampah dan lingkungan hidup masih sangat minim. Oleh karena itu penelitian ini bertujuan untuk membuat sebuah game edukasi lingkungan dengan menyisipkan unsur edukasi tentang cara membuang sampah pada tempatnya dan mengenalkan masyarakat tentang jenis-jenis sampah yaitu sampah organik, non organik, kimia, B3 dan juga penggunaan teknologi. Game ini dibangun dan diimplementasikan dengan software unity 3D dan juga menggunakan algoritma linear congruential generator yang akan melakukan pengacakan secara random isi sampah dari fitur game edukasi lingkungan. Hasil kuesioner dari 20 responden diperoleh hasilnya yaitu masuk dalam kategori setuju dengan rata-rata sebesar 88%, ragu-ragu 11%, dan tidak setuju 1%. Berdasarkan hasil pembahasan dan pengujian pada penelitian ini dapat disimpulkan bahwa Linear Congruential Generator dapat diimplementasikan pada aplikasi game edukasi lingkungan dengan baik. Di masa mendatang diharapkan game edukasi ini terus dikembangkan untuk penyesuaian kebutuhan pendidikan, mengingat semakin berkembangnya teknologi smartphone.
Perancangan Aplikasi Quiz Interaktif Bahasa Inggris dengan Metode Convolutional Neural Network (CNN) menggunakan Macromedia Flash 8 Riza Rahmadani; Mufida Khairani; Siti Sundari
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.52 KB)

Abstract

This research is a research on the development of learning media based on macromedia flash 8 in English quiz lessons for elementary students. This study aims to foster the interest of grade 2 elementary school students to usecomputers as learning media, create an interactive English quiz program to help increase the motivation andunderstanding of grade 2 elementary school students in learning English and improve intelligence IQ (IntelligenceQoutient), EQ ( Emotional Qoutient) and SQ (Spiritual Qoutient) in children. The benefits of this research canadd insight or knowledge of children in terms of answering the questions given as learning, can train thedevelopment of elementary level children to better understand quizzes, can be used as learning media that attractschildren's talents, can increase children's intelligence about technology, and motivate children to learn English.The method used is Convolutional Neural Network (CNN). The results of this study indicate that a computer-basedEnglish quiz interactive learning application has been designed using macromedia flash 8 software, the design ofan English quiz interactive learning application consists of a display design for quiz questions and answers,English language material designed in the form of animated images, animated text, and an explanation of thematerial by including voices to make elementary school students enthusiastic about taking lessons, macromediaflash 8 as a means to present computer-based English learning, a learning application made to attract users'interest in receiving lessons and make it easier with interesting applications in the learning process teach.
Optimasi Algoritma AES Dengan Implementasi Parallel Dalam Pengamanan Data Digital Nur Wulan; Siti Sundari; Rapna Dewi
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Digital data security is the protection of private data to prevent unwanted access to computer databases or websites. In this study, cryptographic techniques are used which is a way to enter data. Why data needs to bedigital, it can prevent potential loss, reduce data risk, and reduce crime. In this study, we will optimize the AESalgorithm, the AES algorithm has a linear speed, where the greater the number of N blocks to be executed, thehigher the execution time. The design in this study uses a unified modeling language and mysql as a database. Thepurpose of this study is to implement the parallel AES algorithm for the encryption and decryption process ofdigital data and analyze and provide recommendations for the algorithm that will be used in the future byconsidering the comparison results obtained.
Teknik Penyembunyian Pesan Pada Citra Digital Menggunakan Metode Kombinasi RC4 Dan Steganografi LSB Berbasis VB sarmi Ningsih; Siti sundari; khairunnisa
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (391.282 KB)

Abstract

The rapid development of technology, makes most people follow the existing developments. Technological developments have made it easy for people to access various things, including messages. There are several risks that can hinder the sending of long-distance messages, including we cannot know whether the message sent reaches the person we are going to. It is possible that the messages we send have been read by unauthorized persons. Therefore, security is needed for a system so that messages sent are not easily stolen by others. One way to secure a system requires a combination of cryptographic methods, namely RC4 (Rivest Code 4) and steganography, namely LSB (Least Significant Bit). The system designed is used to secure information from a message by encrypting it using the RC4 algorithm which is then inserted into the image file using the LSB method. The system designed has two main functions, namely the encryption function for encoding messages and steganography on the image. The second function is the decryption function which aims to extract the image so that the hidden message can be understood.
Implementasi Algoritma Alpha Beta Pada Aplikasi Pembelajaran Untuk Anak Usia Dini Berbasis Android Angga Rahma Zagitha Siregar; Siti sundari; Sumi Khairani
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (759.449 KB)

Abstract

The use of media in the learning process is one of the efforts to create more meaningful and quality learning. Learning media serves as a tool to convey learning messages. Learning media must be packaged as attractively as possible so that early childhood can be interested in learning an introduction to material and the learning process only uses conventional media such as blackboards, textbooks. This kind of learning is less interactive, as a result, early childhood does not understand the material well and affects their learning outcomes. This research will build a learning game for word, letter and image recognition, this game is aimed at children aged 1-10 years and this game was developed using Unity 3D software and the use of flow diagrams of a unified modeling language to maximize the workflow of the number recognition game. , letters and images. The purpose of this research is to produce an application that can be used for android based children
ANALISIS KINERJA KEUANGAN SEBELUM DAN SESUDAH AKUISISI Mery Wahyu Rahmadhani; Siti Sundari
Jurnal Ilmiah Akuntansi Peradaban Vol 8 No 2 (2022)
Publisher : Universitas Islam Negeri Alauddin Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study aims to test and prove the existence of differences in the company's financial performance before and after the acquisition of service companies listed on the Indonesia Stock Exchange (IDX). The population of this study are service companies listed on the Indonesia Stock Exchange and made acquisitions in 2014 amounted to 13 companies, with purposive sampling method obtained a sample of 5 companies. This study uses secondary data in the form of financial performance for 11 years, starting in 2009 – 2019. Financial performance is proxied by Return on Assets, Net Profit Margin, Earnings per Share. Current Ratio, and Debt to Equity Ratio. The analytical method used is the paired sample t-test with SPSS 25 software. The results showed a significant difference in Earnings per Share and Debt to Equity Ratio before and after the acquisition, but Return on Assets, Net Profit Margin and Current Ratio, did not show the difference before and after the acquisition.
ZAKAT SEBAGAI INSTRUMEN PERTUMBUHAN EKONOMI MIKRO MELALUI PENGELOLAAN DANA ZAKAT PRODUKTIF UNTUK PEMBERDAYAAN MUSTAHIK DI BAZNAS KOTA TASIKMALAYA Siti Sundari
La Zhulma | Jurnal Ekonomi dan Bisnis Islam Vol 1 No 1 (2020): Zakat dan Pembangunan
Publisher : LPPM IAIT

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak: Penelitian ini bertujuan mengkaji pengelolaan dana zakat produktif untuk pemberdayaan mustahik pada LAZISNU Ponorogo. Dana zakat yang potensial dalam pemberdayaan masyarakat utamanya adalah dalam pengentasan kemiskinan. Sehingga distribusi dana zakat yang telah terkumpul tidak sembarangan. Metode penelitian ini adalah penelitian deskriptif kualitatif. Temuan dari penelitian ini adalah pemberdayaan yang dilakukan bisa untuk pemberian modal usaha, biaya pendidikan dan pelatihan terbukti telah mendongkrak layak hidup masyarakat dan membuka kesempatan dalam kesejahteraan social. Abstract: This study aims to examine the management of productive zakat funds for the empowerment of mustahik in LAZISNU Ponorogo. Potential zakat funds in community empowerment are primarily in poverty alleviation. So that the distribution of zakat funds that have been collected is not arbitrary. This research method is a qualitative descriptive study. The findings of this study are that empowerment can be done to provide venture capital, the cost of education and training has been proven to have boosted people's lives and open up opportunities in social welfare.
Peningkatan Hasil Belajar Siswa Melalui Model Pembelajaran Problem Based Learning (PBL) Pada Mata Pelajaran IPAS Materi Bumi dan Alam Semesta Kelas VC SDN Lawangan Daya 2 Pamekasan Renaldy Diaz Suryawan; Budiyono Budiyono; Siti Sundari
Jurnal Ilmu Pendidikan Sekolah Dasar Vol 11 No 2 (2024): Jurnal Ilmu Pendidikan Sekolah Dasar
Publisher : Department of Education Faculty of Teacher and Training Education University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/jipsd.v11i2.48934

Abstract

Dengan menerapkan pendekatan pembelajaran Problem Based Learning (PBL) pada siswa kelas VC di SDN Lawangan Daya 2 Pamekasan, tujuan penelitian ini adalah untuk meningkatkan hasil belajar siswa pada bidang IPA dan disiplin ilmu yang berkaitan dengan IPA. Penelitian yang dilaksanakan dalam bentuk penelitian tindakan kelas ini dilaksanakan selama dua siklus. Tiga puluh siswa di kelas VC dijadikan sebagai subjek penelitian. Pengumpulan data untuk penelitian ini mencakup berbagai metode, antara lain wawancara, dokumen, tes, dan observasi. Hasil penelitian ini menunjukkan bahwa penggunaan paradigma pembelajaran Problem Based Learning (PBL) di kelas IPA yang memuat topik seperti bumi dan luar angkasa mempunyai pengaruh yang besar dan menguntungkan. Hal ini ditunjukkan dengan adanya peningkatan hasil belajar siswa yaitu dari enam puluh persen pada siklus satu dengan nilai rata-rata tujuh puluh enam menjadi delapan puluh tiga persen pada siklus dua dengan nilai rata-rata delapan puluh dua. Paradigma Pembelajaran Dasar Problem Learning (PBL) pada kelas VC di SDN Lawangan Daya 2 Pamekasan dapat digunakan untuk meningkatkan hasil belajar siswa pada disiplin ilmu dan mata pelajaran yang berhubungan dengan bumi dan kosmos yang diajarkan pada mata pelajaran ilmiah. kurikulum