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Development of interactive multimedia-based learning media on power electronics courses through e-learning Ulfa Isni Kurnia; K. Krismadinata; Fahmi Rizal
VOLT : Jurnal Ilmiah Pendidikan Teknik Elektro Vol 4, No 1 (2019): April 2019
Publisher : Department of Electrical Engineering Education, Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1400.832 KB) | DOI: 10.30870/volt.v4i1.3788

Abstract

This research aims to develop interactive multimedia-based learning media that can improve student understanding of the material DC-DC converters and AC-AC converter. The methods used to research and development with the Instructional Development Institute (IDI) model. The subject of the study was a student of electrical engineering education. Data-collecting instruments in the form of a questionnaire. Analytical techniques descriptive data to describe the validity, practicalities, and effectiveness of interactive multimedia-based learning media. The results of this study indicate that interactive multimedia-based learning media on subjects of electronics material power DC-DC converter and AC-AC converter is valid, practical, and effective.
COMPARISON OF TOPSIS AND VIKTOR METHODS IN SCHOLARSHIP SELECTION OF AISYAH UNIVERSITY Alfina Alfina; Fahlul Rizki; Ulfa Isni kurnia; Ockhy Jey Fhiter Wassalam
INFOKUM Vol. 10 No. 03 (2022): August, Data Mining, Image Processing, and artificial intelligence
Publisher : Sean Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (706.366 KB)

Abstract

Higher education institutions, especially private-level universities, offer many scholarships to prospective students. Scholarships are sourced from universities, and the requirements for obtaining scholarships for prospective students will be selected and meet the specified requirements, for example, the hafiz/hafidzah must meet one of the requirements of having a certificate or certificate of hafiz/hafidzah . The scholarship program aims to realize the expectations of the underprivileged and have good academic potential in pursuing higher education.This study examines the comparison of TOPSIS and VIKTOR methods in the selection of scholarships at Aisyah University. The TOPSIS method has a simple and easy-to-understand concept, besides that the TOPSIS method can measure the relative performance of decision alternatives in a simple mathematical form. The Vise Kriterijumska Optimizacija I Kompromisno Resenje (Vikor) method makes multi-criteria decisions or what is often known as Multi-Criteria Decision Making (MCDM). MCDM is used to solve problems based on conflicting and disproportionate criteria. The TOPSIS method has the highest accuracy rate of 80% in 12 trials, while the VIKOR method only has the highest accuracy rate of 60%. Based on these results, it can be concluded that the TOPSIS method can be used to select outstanding student scholarships for the underprivileged at Aisyah University
Efektivitas Pembelajaran Daring Menggunakan Zoom Terhadap Hasil Belajar Mahasiswa Pada Mata Kuliah Matematika Diskrit Ulfa Isni Kurnia; Alfina Alfina; Alfi Kurniawansah
JURNAL JENDELA PENDIDIKAN Vol. 2 No. 03 (2022): Jurnal Jendela Pendidikan: Edisi Agustus 2022
Publisher : CV. Jendela Edukasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57008/jjp.v2i03.264

Abstract

Pemanfaatan aplikasi zoom pada pembelajaran di prodi Pendidikan Teknologi Informasi dilaksanakan dalam menunjang pembelajaran secara daring saat pademi. Tujuan dari penelitian ini adalah mengungkapkan keefektifan pembelajaran daring menggunakan zoom dalam pemahaman mahasiswa terhadap materi pembelajaran pada mata kuiah matematika diskrit. Teknik pengumpulan data menggunakan instrumen pretest dan posttest. Teknik analisis data menggunakan teknik analisis data kuantitatif untuk melihat signifikansi dan keefektifan yaitu Paired Sample t Test dan Gain Score. Pembelajran daring menggunakan zoom ternyata tidak terbukti efektif di gunakan pada mata kuliah matematika diskrit tetapi Pembelajaran tatap muka secara langsung yang dapat meningkatkan hasil belajar dan pemahaman mahasiswa. Hal ini dilihat dari pretes dan posstes mahasiswa. Penelitian ini juga dilakukan analisis signifikansi yang lebih kecil dari taraf signifikansi (P-Value < 0,05) yaitu P-Value = 0,041, yang berarti bahwa ada perbedaan yang signifikansi antara menggunakan aplikasi zoom dan tatap muka secara langsung di kelas, dimana hasil normalized gain diperoleh nilai yaitu 0,64.
Konsultasi Pendidikan Terkait Perbedaan Pendidikan Teknologi Informasi dan Teknik Informatika Alfina; Ulfa Isni Kurnia; Fahlul Rizki; Rendy Yudha Pratama
Jurnal Pengabdian Kepada Masyarakat Ungu( ABDI KE UNGU) Vol. 4 No. 2 (2022): Jurnal Pengabdian Kepada Masyarakat Ungu ( ABDI KE UNGU)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/abdi.v4i2.611

Abstract

Konsultasi dilaksanakan perorangan secara langsung untuk mendapatkan kesimpulan, informasi, nasehat dan saran. Layanan konsultasi merupakan suatu proses kerja sama dalam mendapatkan informasi atau memecahkan permasalahan seseorang yang membutuhkan informasi. Konsultan pendidikan memiliki tujuan untuk membantu orang tua, peserta didik, maupun pihak organisasi dalam merencanakan pendidikan. Konsultan pendidikan sama dengan konselor di sekolah, tetapi yang membedakan adalah konsultan pendidikan tidak bekerja untuk sekolah tetapi bekerja untuk perusahaan konsultasi pendidikan. Di Indonesia konsultan pendidikan digunakan oleh peserta didik yang berencana melanjutkan pendidikan keluar negeri. Pendidikan merupakan proses dalam mengembangkan potensi yang telah ada dalam diri manusia untuk mencapai masa depan yang cerdas dan sejahtera. Undang-Undang Dasar Negara Republik Indonesia Tahun 1945, telah menyatakan bahwa seluruh masyarakat Indonesia memiliki hak atas pendidikan dan negara berkewajiban memberikan pendidikan yang berkualitas. Di era globalisasi saat ini terkadang peserta didik yang baru lulus SMA, SMK dan MA menemukan kesulitan dalam menentukan jurusan teknologi untuk melanjutkan pendidikan, karena kurangnya pengetahuan terhadap Perbedaan Pendidikan Teknologi Informsi dan Teknik Informatika. Pendidikan Teknologi Informasi merupakan program studi yang bertujuan untuk mempersiapkan seorang inovator pendidikan yang tidak hanya berkompeten dalam merancang suatu inovasi pembelajaran, namun juga terampil dalam memanfaatkan perkembangan teknologi informasi untuk tercapainya tujuan pembelajaran atau kompetensi yang diharapkan dari peserta didik. Lain hal dengan Teknik Informatika yang merupakan salah satu jurusan yang mempelajari serta menerapkan prinsip-prinsip ilmu komputer dan analisis matematis dalam perancangan, pengujian, pengembangan, dan evaluasi sistem operasi, perangkat lunak (software), dan kinerja komputer. Adapun perbedaannya di lihat dari Capaian Pembelajaran Lulusannya sangatlah berbeda.
Rancang Bangun Media Pembelajaran Teknologi WAN Berbasis Android Ulfa Isni Kurnia; Alfian Alfina; Fahlul Rizki
Infotek: Jurnal Informatika dan Teknologi Vol. 6 No. 1 (2023): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v6i1.7292

Abstract

The impact of the Covid-19 pandemic in the education sector is getting children used to using smartphones. Smartphones during a pandemic helped teachers deliver learning materials and became one of the learning media during the pandemic. Smartphones help teachers and students in the learning process during a pandemic. Learning media is a tool in the learning process. Learning helps teachers convey information  in more interesting way. Current technological developments really help many people at work. In the education sector, technology can help in making learning media more interesting, for example by using the PowerPoint application in learning. This learning is made with an Android-based platform. Android-based learning media is learning media in the form of applications that are installed on smartphones and can be accessed directly by students. This Android-based learning media was developed using a prototyping model approach with the Adobe CS6 application. one of the functions of smartphones for teachers and students is as a learning medium. The benefits of Android-based learning media are that students can access it anywhere and anytime and support self-taught learning.
F, UML Pelatihan Analisis dan Desain Sistem Informasi Menggunakan Unified Modeling Language (UML) di SMK Pelita Madani Kabupaten Pringsewu Ferly Ardhy; Fitra Endi Fernanda; Ulfa Isni Kurnia; Alfina Alfina; Salman Alfarisi Salimu; Ockhy Jey Fhiter Wassalam; Ratnasari Ratnasari; Nur Aminudin; Rendy Yudha Pratama
Abdimas Universal Vol. 5 No. 1 (2023): April
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Balikpapan (LPPM UNIBA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36277/abdimasuniversal.v5i1.285

Abstract

Information system design is a stage of creating an information system. Based on the SDLC stages globally, the design is at stage 5. In the development of object-oriented programming techniques, a standardized modeling language for the development of software/information systems built using object-oriented programming techniques. the Unified Modeling Language (UML) emerged because of the need for visual modeling to specify, describe, build, and documentation of software systems/information systems. The Unified Modeling Language (UML) performs modeling in designing software systems/information systems. The purpose of this training is to implement the knowledge of lecturers to the community (students) by providing training in analyzing UML-based information systems in SMK Pelita Madani Pringsewu, with supporting tools using Star Uml. In the PKM was attended by 27 students of class XII, the participants get information system analysis and design materials, such as: Use Case Diagram, Activity Diagram, Sequence Diagram and class Diagram. The implementation of this training provide results: increasing the ability of participants to create business processes using Star Uml tools in the process of making applications / information systems.
Perancangan Aplikasi Bahasa Inggris pada Smartphone Berbasis Android Ulfa Isni Kurnia; Alfi Kurniawansah
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1055.452 KB) | DOI: 10.23960/27632

Abstract

The making of this application is motivated by the problem of the lack of use of smartphones as a medium of learning in the world of education. Where smartphones are more widely used for social media than used for learning media. Learning media on smartphones can be called mobile learning. Mobile learning that will be designed is an English learning application, especially learning tenses and verbs. The purpose of making this final project is to design an Android application whose features are expected to facilitate users in learning tenses and knowing verbs practically on English learning applications. In developing this application using the Unified Modeling Language (UML) model and the Android-based java programming language with the Eclipse Juno Integrated Development Environment (IDE). Produced an English Learning application, especially learning tenses and knowing verbs based on Android which has features to display tenses material, verb search and practice reading, tenses and listening questions practically in learning English so that it can help users learn more easily, effectively and efficiently and can learn anywhere and anytime. It is hoped that this application can provide convenience for users in learning English, especially tenses and verbs, so that users can learn anywhere and anytime and maximize the use of smartphones as learning media in the world of education.
Peran Augmented Reality dan Mobile Marketing dalam Meningkatkan Promosi Bisnis Selly Puspita Sari; Cintya Sukma Widita; Bayu Sekar Larasati; Ulfa Isni Kurnia; Alfina Alfina
Yumary: Jurnal Pengabdian kepada Masyarakat Vol. 3 No. 4 (2023): Juni
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/yumary.v3i4.1725

Abstract

Purpose: This community service activity aims at preparing students to utilize technological developments that are used to improve business promotion at SMK Ma Arif Banyumas through the role of augmented reality and mobile marketing. Research Methodology: This mentoring process is carried out by socializing the use of digital technology as a medium for business promotion. The target of this community service is 12th-grade students of SMK Ma Arif Banyumas, with specifications majoring in Office Management and Business Services. Results: The result of this community service is to educate and provide solutions for students in developing businesses through a technology-based promotional medium, which in this case is through the role of augmented reality and mobile marketing. Conclusions: Augmented reality provides users with an overview of the merging of the real world and the virtual world. Meanwhile, mobile marketing focuses on what media and content you need to design to promote and become a medium of communication to consumers. Limitations: This research is still in the socialization stage, so it is necessary to have an implementation process from the results of the first stage of socialization. Contribution: This research contributes to SMK Ma Arif Banyumas in utilizing technological developments that are used to enhance business promotion through the role of augmented reality and mobile marketing.
Perencanaan Arsitektur Sistem Informasi Sekolah dengan Pendekatan Togaf-Adm dalam Penerapan Standar Nasional Pendidikan Fahlul Rizki; Ulfa Isni Kurnia; Alfina Alfina; Priyono Priyono
Infotek: Jurnal Informatika dan Teknologi Vol. 7 No. 1 (2024): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v7i1.23072

Abstract

To help the School achieve SNP, enterprise architecture modeling brings its business strategy and technology together. The Open Group Architecture Framework (TOGAF) can be used as the framework to organize the structures and objects related to the organization in architectural modeling. A method, such as the Architecture Development Method (ADM), is also used to determine the Enterprise Architecture in detail.The goal of information system architectural design analysis is to get a clear image of the information system and better communicate to users how it will operate. In this study, a generic architectural model design connected to the organization's vision and goal was generated using the TOGAF technique as a tool for building and designing enterprise architecture. The study's findings point to a connection between various types of architecture, starting with business architecture, application architecture, and information system architecture, which can create a framework for constructing and developing integrated information systems in schools that can be used as a guide by all organizational units. The outcomes of combining the three primary activities' information system planning and application efforts will be used as tools to support the school's vision, purpose, and goals.
PENERAPAN MEDIA PEMBELAJARAN BERBASIS MOBILE LEARNING DI SMP NEGERI 4 ABUNG BARAT Kurnia, Ulfa Isni; Lathifah, Afra; Rizki, Fahlul; Larasati, Bayu Sekar; Sari, Selly Puspita
Jurnal Pengabdian Kepada Masyarakat Ungu( ABDI KE UNGU) Vol. 6 No. 1 (2024): Jurnal Pengabdian Kepada Masyarakat Ungu ( ABDI KE UNGU)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Aisyah Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30604/abdi.v6i1.1564

Abstract

The use of mobile learning-based learning media technology in junior high schools (SMP) has become a major highlight in the modern education era. However, there are still many members of society who experience limited access to digital education. In an effort to increase the level of digital literacy among the community, we have initiated a community service activity by utilizing mobile learning-based learning media technology. We use learning media that can be accessed via mobile devices commonly used by the public, such as smartphones. This activity has great potential to provide a significant positive impact, namely increasing students' abilities. The use of mobile learning-based learning media technology can expand the range of access to learning materials, increase the level of student involvement, and facilitate the learning process. The implications arising from this activity highlight the importance of integrating technology in the world of education to create a learning experience that is more dynamic and in line with the needs of the times. For educators, implementing mobile learning-based learning media technology requires a deep understanding of the potential and challenges involved, as well as a commitment to continuing to develop skills and knowledge in utilizing technology in an educational context.