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Pengembangan Game Edukasi Tipe RPG Berbasis Android sebagai Suplemen pada Materi Anatomi Tumbuhan Ardiansyah, Fachrul Dhika; Tahir, Muhlis; Kusumaningsih, Ari; Arif, Muchamad; Wijaya, Etistika Yuni
Jurnal Eksplora Informatika Vol 13 No 1 (2023): Jurnal Eksplora Informatika
Publisher : Institut Teknologi dan Bisnis STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/eksplora.v13i1.982

Abstract

Penelitian ini bertujuan untuk mengkaji pentingnya penerapan game edukasi tipe Role Playing Game (RPG) dalam pembelajaran anatomi tumbuhan di SD Negeri Ngaglik 1 Bojonegoro. Model pengembangan yang digunakan adalah Sprint, yang memungkinkan pengembangan yang terfokus dan terukur dalam waktu singkat. Hasil penelitian ini menunjukkan bahwa penggunaan game edukasi tipe RPG dalam pembelajaran anatomi tumbuhan memberikan dampak yang signifikan. Data hasil penelitian ini diklasifikasikan sebagai sangat layak berdasarkan kriteria ISO 25010, dengan rata-rata pencapaian sebesar 94,46%. Selain itu, partisipasi ahli materi, dosen, dan guru menghasilkan tingkat persetujuan 100%, sedangkan uji coba kelompok kecil memberikan tingkat persetujuan sebesar 93,33%, dan uji coba kelompok besar sebesar 91,86%. Temuan ini menunjukkan bahwa penerapan model pengembangan Sprint dalam pengembangan game edukasi tipe RPG mampu meningkatkan efektivitas pembelajaran anatomi tumbuhan di SD Negeri Ngaglik 1 Bojonegoro.
Penerapan Sprint Design dalam Pengembangan Game Edukasi sebagai Media Belajar Kosakata Bahasa Arab Alfirdaus, Mohammad Harun; Tahir, Muhlis; Kusumaningsih, Ari; Arif, Muchamad; Wijaya, Etistika Yuni
Jurnal Eksplora Informatika Vol 13 No 1 (2023): Jurnal Eksplora Informatika
Publisher : Institut Teknologi dan Bisnis STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/eksplora.v13i1.984

Abstract

Penggunaan media ajar konvensional buku dan metode ceramah tanpa ditunjang media lain mengakibatkan lemahnya kemampuan siswa MI Darussalam dalam menguasai kosakata. Penelitian dan pengembangan ini telah menghasilkan sebuah media game edukasi berbasis android pada mata pelajaran bahasa Arab untuk siswa kelas V MI Darussalam. Media ini dirancang sebagai media belajar yang fleksibel dan menyenangkan bagi siswa untuk menghafal kosakata bahasa Arab pada materi anggota tubuh, profesi, dan kebun binatang. Aplikasi yang digunakan untuk membangun game ini yaitu Gdevelop Game Engine. Kemudian metode pengembangan yang digunakan yaitu metode design sprint yang terdiri dari lima fase yaitu understand (memahami), diverge (mencabangkan), decide (memutuskan), prototype (prototipe), dan validate (validasi). Hasil validasi memperoleh persentase 93% untuk validasi ahli materi dan 91% untuk validasi ahli media menggunakan ISO 25010. Kemudian, hasil uji coba peserta didik dengan kelompok kecil dan kelompok besar mendapatkan nilai kelayakan 91% dan 96%. Dari hasil validasi ahli materi, ahli media menggunakan ISO 25010, dan uji coba peserta didik dapat disimpulkan bahwa media dapat dikualifikasikan sangat layak dan dapat didistribusikan terhadap sasaran penelitian.
DEVELOPMENT OF “INTRODUCTION TO NETWORKING” LEARNING MATERIALS FOR CLASS XI TKJ IN SMKN 1 KAMAL USING UNITY 3D Sophan, Mochammad Kautsar; Arif, Muchamad; Hendrawan, Yonathan Ferry; Mardiyah, Indah Rodiatun
Asia Pacific Journal of Management and Education (APJME) Vol 1, No 1 (2018): November 2018
Publisher : AIBPM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (359.548 KB) | DOI: 10.32535/apjme.v1i1.102

Abstract

This research is based on the condition in which printed books and modules were not enabling enough for the students to study the Introduction to Networking materials. The results were the students’ lack of learning motivation and low learning outcomes. One alternative to improve the motivation and interest in learning is using Unity 3D for learning resources. For this research, ADDIE (Analysis, Design, Development, Implementation, and Evaluation) was used as the development model. The new materials were tested to XI grade TKJ students of SMKN 1 Kamal. Results obtained from survey on small group trials were 93% and for large group trials were 90%. After they were converted to the table of achievement level and qualification, the results acquired very high qualification of 90% -100% with highly feasible description.
Implementasi Algoritma Random Forest untuk Klasifikasi Bidang MSIB di Prodi Pendidikan Informatika Aini, Nuru; Arif, Muchamad; Agustin, Irka Tri; Toyibah, Zulfah Binti
Jurnal Informatika Vol 11, No 1 (2024): April 2024
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/inf.v11i1.20637

Abstract

Magang dan studi independen bersertifikat (MSIB) merupakan salah satu program dari kurikulum MBKM yang mana pada program ini membuka kesempatan bagi mahasiswa untuk belajar langsung di tempat kerja/industri yang dapat menjadi bekal bagi mahasiswa untuk persiapan karier kedepannya. Dengan banyaknya pilihan bidang keahlian pada program MSIB, seringkali menjadi suatu tantangan bagi mahasiswa untuk dapat memilih bidang MSIB yang sesuai dengan keahlian mereka. Tujuan dari penelitian ini adalah mengimplementasikan salah satu algoritma klasifikasi machine learning, yakni algoritma Random Forest untuk membantu proses pemetaan bidang MSIB di Prodi Pendidikan Informatika. Dataset yang digunakan pada penelitian ini berjumlah 100 data, dimana label klasifikasi berjumlah 4 diantaranya MM (multimedia), RPL (rekayasa perangkat lunak), AI (kecerdasan buatan), dan TKJ (teknik komputer dan jaringan), atribut yang digunakan adalah nilai mata kuliah mahasiswa. Hasil yang didapatkan antara lain tingkat akurasi sebesar 80%, precision 80%, dan recall 82%. Maka dapat disimpulkan model klasifikasi bidang MSIB menggunakan algoritma Random Forest termasuk kategori baik. Certified internships and independent studies (MSIB) are one of the programs in the MBKM curriculum, where this program opens up opportunities for students to learn directly in the workplace/industry which can provide students with preparation for future careers. With so many areas of expertise to choose from in the MSIB program, it is often a challenge for students to be able to choose an MSIB area that suits their skills. The aim of this research is to implement one of the machine learning classification algorithms, namely the Random Forest algorithm, to assist the process of mapping the MSIB field in the Informatics Education Study Program. The dataset used in this research consists of 100 data, of which there are 4 classification labels, including MM (multimedia), RPL (software engineering), AI (artificial intelligence), and TKJ (computer and network engineering), the attribute used is the course grade. student. The results obtained include an accuracy rate of 80%, precision of 80%, and recall of 82%. So it can be concluded that the MSIB field classification model using the Random Forest algorithm is in the good category. 
ANTUSIASME ANAK USIA DINI TERHADAP PERMAINAN TRADISIONAL ENGKLEK PADA ERA TEKNOLOGI KELAS B DI TK BINA INSANI SURABAYA Hasan, Ade Irmawati; Arif, Muchamad; Muzaqi, Sugito
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

The research is motivated by researchers' observations of children's enthusiasm for traditional games in today's technological era. This study aimed to determine how enthusiastic kindergartners are toward Engklek, a traditional game, in class B of Bina Insani Surabaya Kindergarten. This research uses descriptive qualitative research methods. Data collection technique by participant observation, interviews, and documentation. The research subject is students of Class B in Bina Insani Surabaya Kindergarten. The research object is children's enthusiasm for the traditional game Engklek. The results of the study show that children's enthusiasm for traditional games varies. The children were enthusiastic about the traditional hopscotch game and most experienced an increase in enthusiasm from the first to the fourth. In this study, it was not found that children were very enthusiastic about the traditional game of cranks where the Berkembang Sangat Baik (BSB) indicator (very good development indicator) was achieved. Keywords: Enthusiasm, Traditional Game, Hopscotch
MENINGKATKAN KEMAMPUAN MOTORIK KASAR ANAK USIA 5-6 TAHUN MELALUI PERMAINAN TRADISIONAL LOMPAT TALI DI TK PERMATA HATI TAHUN AJARAN 2022-2023 Chotimah, nurul; Arif, Muchamad; Sari, Anisa Yunita
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

kemampuan motorik kasar, permainan tradisional, lompat tali
PENGGUNAAN PERMAINAN BALOK UNTUK MENINGKATKAN PERKEMBANGAN KOGNITIF PADA ANAK USIA 4-5 TAHUN Agustina, Agustina; Arif, Muchamad
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

ABSTRAK Penelitian ini berdasarkan pra observasi di lapangan yaitu wawancara dengan beberapa wali murid masih banyak anak-anak yang masih melakukan kegiatan dibantu orang tua,semisal pekerjaan rumah dari sekolah yang mengerjakan adalah orang tua. Adapun tujuan dari penelitian ini adalah untuk bagaimana perkembangan kemandirian anak usia dini di TK Ash Sholihin dengan menggunakan metode pembiasaan.Penelitian yang dilakukan ini adalah merupakan jenis penelitian Kualitatif Deskriptif dengan teknik pengambilan data melalui Observasi dan wawancara. Kemandirian anak di TK Ash Sholihin dikembangkan melalui metode pembiasaan yang dilakukan secara kontinyu. Metode yang dapat menunjang kemandirian anak yaitu metode pembiasaan. Dengan penggnaan metode pembiasaan ini maka kemandirian anak di TK Ash Sholihin sudah mulai berkembang ini bisa dilihat dari keseharian anak di sekolah membuang sampah pada tempatnya, memakai sepatu sendiri tanpa bantuan gurunya, makan sendiri tanpa bantuan orang lain, berani datang ke sekolah sendiri tanpa harus ditunggui oleh orang tuanya. Kata Kunci: Metode Pembiasaan ,Kemandirian , karakter kemandirian
Penggunaan Media Tangram Dalam Mengenalkan Bentuk Geometri Pada Kelompok A Di Tk Islam Terpadu Wildani ( Studi Kasus) Zunita, Nur; Arif, Muchamad
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2424

Abstract

ABSTRACT This research focuses on improving early childhood cognitive abilities in recognizing geometric shapes through a tangram media approach. Conducted at the Faculty of Education, Narotama University Surabaya, this case study research involved three participants aged 4-5 years. Qualitative research methods were used with observation, interview, and documentation techniques. The results show that the use of tangram media in learning effectively improves children's understanding of geometric shapes. The practical implication is the need for collaboration between teachers and parents in helping children's cognitive development through this approach. This research has the potential to enrich early childhood education strategies with the tangram media approach. Keywords: geometric shapes, tangrams, early childhood.
PENGARUH PENERAPAN ROLEPLAY UNTUK MENINGKATKAN KEMAMPUAN BICARA BAHASA INGGRIS Arif, Muchamad
MOTORIC Vol 7 No 2 (2023): Volume 7 No 2 Desember 2023
Publisher : Universitas Narotama

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Abstract

This research aims to determine the success of implementing roleplay to improve students' English speaking skills. This application has different topics at each meeting. The method used is descriptive qualitative. Observations were carried out in 3 meetings. The research subjects were 42 students, consisting of 29 female students and 13 university students. The learning media needed are YouTube and speakers. The research results show that one way to improve students' English speaking skills is by using the role play method. Role play is a dynamic and effective method for learning to speak English. This application offers various benefits, ranging from practical language application to developing soft skills such as improving communication skills, expanding vocabulary, and increasing motivation. Keywords: roleplay, skill of speaking English, youtube, motivation
PENERAPAN MODEL PEMBELAJARAN PROJECT BASED LEARNING (PjBL) UNTUK MENINGKATKAN KREATIVITAS ANAK USIA DINI DI KELAS TK B SEKOLAH KB-TK DAPENA SURABAYA rafka, noviantinus; Arif, Muchamad
MOTORIC Vol 8 No 1 (2024): Volume 8 Number 1 Juni 2024
Publisher : Universitas Narotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31090/m.v8i1.2665

Abstract

This research aims to increase creativity in early childhood with project learning. The method used in this research is qualitative research using interview and documentation methods. This research aims to describe the application of the project based learning method and student creativity after participating in project based learning. This research was carried out at the Dapena KB-TK school, Surabaya and the subjects of this research were the Class Teacher and Kindergarten B class students. The results of this research were that the teacher designed learning activities using the project based learning method through playing, telling stories and discussing activities according to predetermined themes. determined, and the learning support media uses loose parts so that students are enthusiastic about learning. The influence of project based learning on student creativity includes students not getting bored easily, being interested in creative activities, having high curiosity, self-confidence, daring to take risks, being open to new things, being imaginative, tolerant, and having responsibility. Keywords: Early childhood, Project based learning, creativity