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Aplikasi Notifikasi Tagihan Penggunaan Air Pelanggan PDAM Kota Makassar Berbasis SMS Gateway Menggunakan Metode FIFO (First In First Out) Muh. Putra Pratama; Muh. Khaliq Gibran Al-gifari; Ervianti Ervianti; Anna Pertiwi
Patria Artha Technological Journal Vol 6, No 2 (2022): Patria Artha Technological Journal
Publisher : Department of Electrical Engineering, University of Patria Artha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33857/patj.v6i2.634

Abstract

The large number of PDAM Makassar City customers who use drinking water services makes each month have to pay a number of water bills that are the customer's obligation. However, sometimes customers neglect the amount of the bill fee, which will result in swelling of the bill because there is no direct billing information, for example through the SMS Gateway service. This SMS gateway billing application is designed to provide convenience in providing information to customers in the form of the amount of bills each month. This SMS gateway application will process sms with the FIFO (First in First out) method where the first input will be directly processed and sent the first time as well. The sms gateway system is built with three main things, namely Gammu as a server tool, especially SMS Gateway, PHP as programming to create SMS web applications, and MySQL as a database server. The result of this study is an application for water use bills for PDAM Makassar City customers Premises.
Kebutuhan Pengembangan Media Film Pembelajaran Hikayat pada Mata Pelajaran Bahasa Indonesia Kelas X di SMA Negeri 12 Tana Lili Anna Pertiwi
Jurnal Pendidikan dan Konseling (JPDK) Vol. 4 No. 5 (2022): Jurnal Pendidikan dan Konseling
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jpdk.v4i5.7942

Abstract

Rumusan masalah dalam penelitian ini adalah bagaimana kebutuhan pengembangan media film pada mata pelajaran Bahasa Indonesia di kelas X SMA Negeri 12 Luwu Utara. Adapun tujuan penelitian ini adalah untuk menganalisis kebutuhan pengembangan media film pada mata pelajaran Bahasa Indonesia di kelas X SMA Negeri 12 Luwu Utara. Jenis penelitian ini merupakan penelitian dan pengembangan (R & D). Teknik pengumpulan data melalui observasi awal, teknik angket, dan teknik wawancara. Ujicoba dilakukan pada 24 orang siswa dan 1 orang guru bidang studi Bahasa Indonesia di SMA Negeri 12 Luwu Utara. Hasil pengembangan dalam penelitian ini berupa produk media film pembelajaran Hikayat berdurasi ±10 menit yang dikemas dalam bentuk CD/DVD. Media film pembelajaran Hikayat ini didesain dengan mengikuti model pengembangan ADDIE (Analysis, Design, Develop, Implement, Evaluate).
Development of Android-Based Interactive Multimedia On Thematic Learning Anna Pertiwi; Kamal Kamal; Hamdi M. Daming; Muhammad Takdir; Hariyanti Hamid
Journal on Education Vol 6 No 1 (2023): Journal On Education: Volume 6 Nomor 1 Tahun 2023
Publisher : Departement of Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v6i1.3414

Abstract

This research and development were conducted at SD Madrasah Ibtidaiyah Muhammadiyah using the ADDIE development model. The model consists of analysis, design, development, implementation, and evaluation stages. The result of this research is an interactive multimedia product based on the Android platform for thematic learning, specifically focusing on the subject of national historical events during the colonial era, intended for elementary school fifth-grade students with a focus on the Social Studies subject.The interactive multimedia based on Android was developed using Unity and Photoshop applications, incorporating text, images, and sound components. This multimedia can be downloaded and installed on Android-based smartphones. The product testing results showed that the validation by media experts reached 85.30%, while the validation by subject matter experts reached 95.45%. The average of these two validations falls into the category of highly valid. The effectiveness test through evaluation questions yielded a result of 96.24%, which falls into the category of highly effective and achieved a high level of completion. The practicality test obtained a percentage of 96.7% from teachers and 96.30% from students, which falls into the category of highly practical. The attractiveness test yielded a percentage of 96.72% from students, also falling into the category of highly attractive.Therefore, based on the above presentation, it can be concluded that the interactive multimedia based on Android for thematic learning on the topic of national historical events during the colonial era is suitable for use in elementary school fifth-grade students. This product meets the criteria of being valid, effective, practical, and attractive.
Development of Video Tutorial Media in the Computer Networking Course at Indonesia Christian University Toraja Anna Pertiwi; Enos Lolang
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.v7i2.6982

Abstract

This research analyzes the problem of lack of literacy and references for practicum material that students can use to make it easier for them in practicum, making students overwhelmed and having difficulty completing the project assignments given. To answer the challenges of the digitalization 5.0 era and make things easier for students, innovations are needed in learning Computer Networks courses, the innovation of which is in the form of video tutorial media which can motivate students to have more fun learning and make it easier for students to absorb knowledge and skills in the field of Computer Networks. This research method uses a type of research and development (R & D) Instructional Development Institute (IDI) development model using qualitative data analysis. This research will be carried out at the Indonesian Christian University of Toraja with students from the Educational Technology Study Program as research subjects. The results of the development in this research are video tutorial media products with a duration of ± 7 minutes which are packaged in the form of teaching materials that are ready to be used. The validation level of the video tutorial media developed is based on material and media experts, is in the valid category, and is suitable for testing. Keywords: Computer Networks, Video Tutorials, Educational Technology
Learning Analysis Using Wordwall Web Based Game Methods to Increase Student Motivation at SMPN Sesean Toraja Utara Sofyan Sofyan; Anna Pertiwi
Edumaspul: Jurnal Pendidikan Vol 8 No 1 (2024): Edumaspul: Jurnal Pendidikan
Publisher : Universitas Muhammadiyah Enrekang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33487/edumaspul.v8i1.8007

Abstract

The problem in this research is the lack of student motivation to learn at school. This research aims to analyze the word wall web-based game method in increasing student motivation at SMPN 1 Sesean North Toraja. The type of research used in this research is descriptive qualitative research. The subjects in this research were all parties involved in implementing learning using the Wordwall web-based game method to increase student learning motivation at SMPN 1 North Toraja. The object of the research is increasing student motivation at SMPN 1 North Toraja. Data collection techniques are interviews, observation, questionnaires, and documentation. Data analysis techniques are carried out by collecting data, reducing data, presenting data, and drawing conclusions. The results of the research include: (1) student questionnaire data regarding the implementation of learning, there were 65% or 14 students who said they did not agree with conventional learning methods, 22% or 5 students said they agreed, while 13% or 3 people who answered were doubtful and 4% or 1 person did not provide an answer. Teacher questionnaire data regarding the use of learning media found that 90% or at least 17 teachers admitted that they had never used IT-based media in the learning process and another 10% of teachers admitted that they had never used IT-based learning media; (2) the problems faced by teachers are not having the resources to use IT-based learning media, lack of facilities and infrastructure and there are still teachers who are comfortable with conventional learning; (3) from the interview results, 90% of students admitted that they were more motivated in learning if they used Wordwall Web-based games in learning and 100% of students admitted that their learning motivation had increased.