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Development of a Case Based Learning (CBL) Model Based on a Knowledge Management System to Improve Students' Critical Thinking Skills Ali, Gunawan; Hasibuan, Anggy Qurnia Raafi; Vitriani, Vitriani; Amril, Amril
AL-ISHLAH: Jurnal Pendidikan Vol 16, No 3 (2024): AL-ISHLAH: JURNAL PENDIDIKAN
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v16i3.4904

Abstract

The current era changes the educational situation. There is an urgent need to integrate advanced information technology with innovative teaching models to improve students' analytical thinking skills.It was employed to Vocational High School teachers and students as a learning innovation in the current era.The selection of Vocational High School teachers and students for research is because the researcher focuses on research in the field of vocational education and it is  relevant with the researcher's field of knowledge. This study aims to develop and validate a Case Based Learning model integrated with a Knowledge Management System, designed to enhance critical thinking skills among vocational high school students. The paper applies Research and Development with theADDIE scheme. The latest concept of the model, namely the Case Based Learning Model, can be collaborated with the Knowledge Management System to improveCritical Thinking Skills student as a competency needed in the current era. It is expected to have a positive impact and change practices and learning outcomes in the context of the industrial revolution currently taking place.
Development of a Web-Based Postage Revenue Information System for Postal Packages in Pulau Temiang: Pengembangan Sistem Informasi Pendapatan Ongkir Paket Pos Pulau Temiang Berbasis Web Saputra, Effri; Aras Z, Zainul; Ali, Gunawan; Efendi, Raimon
International Journal of Technology Vocational Education and Training Vol. 2 No. 2 (2021): IJTVET Vol.2 No.2 (2021)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v2i2.101

Abstract

This research discusses the design of a postage revenue information system for Temiang Island Post packages using the waterfall method. This method was chosen to ensure a structured and organized development process. The stage involves analyzing system requirements through interviews with stakeholders and in-depth understanding of business processes. System design includes database structure, user interface, and business logic, followed by the implementation phase utilizing web-based technology. Testing is carried out thoroughly to ensure system reliability, security and performance. This includes functionality, security, and performance testing to ensure that the system can operate effectively in a production environment. The system maintenance stage is implemented to ensure the system remains optimal and can adapt to changing needs. The results of this research are expected to provide practical guidance for organizations such as Pos Pulau Temiang in designing a web-based postage revenue information system. By applying the waterfall method, it is hoped that system development can be carried out in a structured and efficient manner. The conclusion of this research is that the waterfall method can be an effective approach in designing a web-based information system for postage revenue management in the Temiang Island Post operational environment.
DECISION SUPPORT SYSTEM FOR SELECTING THE BEST LECTURER USING THE WEIGHTED PRODUCT METHOD: SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN DOSEN TERBAIK MENGGUNAKAN METODE WEIGHTED PRODUCT Riati, Itin; Prima, Wahyu; Ali, Gunawan
International Journal of Technology Vocational Education and Training Vol. 4 No. 1 (2023): IJTVET Vol 4 No 1 (2023)
Publisher : Perkumpulan Doktor Indonesia Maju (PDIM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46643/ijtvet.v4i1.103

Abstract

The process of determining the best lecturers must comply with predetermined criteria. To assist in selecting a person who deserves to be the best lecturer, a decision support system is needed. One method that can be used for a decision support sys tem is using the Weighted Product (WP) method by considering the criteria and weights. This method was chosen because it is able to choose the best alternative, namely the best lecturer based on the criteria entered, then look for the weight value of eac h attribute, after the process of looking for rankings to get the best alternative, namely the best lecturer. The WP method is used in determining the best alternative or the order of importance of alternatives. The results of this study are a web -based system developed using sublime text that can be used by admins to manage lecturer data, criteria and alternatives. The system output displays the alternative order of lecturers as the best le The WP method is used in determining the best alternative or the order of importance of alternatives. The results of this study are a web-based system developed using sublime text that can be used by admins to manage lecturer data, criteria and alternatives. The system output displays the alternative order of lecturers as the best lecturer recommendations at the Universitas Dharmas Indonesia.
Enhancing the Professional Competence of Vocational School Teachers Through a Knowledge Management System-Based Training Model Ali, Gunawan; Sonia Yulia Friska; Vitriani; Efendi, Raimon
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 2 (2023): Juli
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i2.62207

Abstract

The role of the Computer Network Engineering MGMP forum could have been more optimal in developing professional competence. If one pays attention to the usefulness of this forum, it is essential to support the improvement and development of the professional competence of SMK Computer Network Engineering teachers. This research aims to develop a Knowledge Management System-Based Training Model to improve the professional competence of vocational teachers. This research is research and development. This study uses the ADDIE development procedure. The subjects of this study were 35 teachers at SMK Computer Network Engineering Skills. The methods used to collect data are interviews and questionnaires. The data collection instrument uses a questionnaire sheet. The data analysis technique for this research is descriptive statistics. The results of this study, namely the needs analysis, show the level of need for this training model is 83.65%. The syntax of this model is an introduction, demonstration, discussion, B-KMS training, and evaluation. Products consisting of training models in book form; implementation of activity in the form of a guidebook; training materials in book form; use of applications in the form of books for admins and users; knowledge management system application. The study results show that this training model is valid, practical, effective and appropriate for use to improve teachers' professional competence.
Augmented Reality Based Competency Based Learning on Computer Network Learning in Vocational Education Vocational School Efendi, Raimon; Ali, Gunawan; Andang Purnomo, Wulan; Iskandar, Iskandar; Agustin Wulandari, Ratih
Jurnal Penelitian dan Pengembangan Pendidikan Vol. 7 No. 2 (2023): Juli
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jppp.v7i2.62263

Abstract

This research is motivated by the complexity of the subject matter of Computer Networks, the large number of teachers who teach these subjects with different backgrounds, and not all of them can be practised directly due to limited laboratory facilities, accompanied by a learning model that is not yet competency-based which also makes learning outcomes not optimal. This study aims to develop three-dimensional computer network learning media using Augmented Reality Assembly Edu software in vocational education. This type of research is created using the ADDIE model, which includes analysis, design, development, implementation, and evaluation. Collection methods using observation and interviews. The data collection instrument used a questionnaire. Data analysis techniques using qualitative and quantitative descriptive analysis. The results showed that Competency-based learning-based Augmented Reality media, validated by a team of media experts and material experts, was very valid. In contrast, students stated well because this media made it easier to understand the material and motivated them to try and learn. It was concluded that Competency-based learning-based Augmented Reality media could be used in learning.
Housing Sales Data Collection Information System at PT Indy Jaya Bangun Persada: Sistem Informasi Pendataan Penjualan Perumahan pada PT Indy Jaya Bangun Persada Eko Budiarto; Ali, Gunawan; Revita, Elinda
Journal of Vocational Education and Information Technology (JVEIT) Vol. 5 No. 2 (2024): Vol. 5 No. 2 (2024)
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56667/jveit.v5i2.754

Abstract

PT. Indy Jaya Bangun Persada is a private company engaged in the fields of Developers, Contractors, Leveransir and General Trading, especially in the field of sales and development of housing (developers) of various types that assist the government in improving the national economy. The company has not yet found a system that can manage housing sales data using a database. That's why this research was conducted to design an information system application for data collection on home sales at PT. Indy Jaya Bangun Persada in order to reduce the occurrence of loss of sales data from consumers. So that the application can improve employee performance systems in collecting data on home sales at PT. Indy Jaya Builds Persada. Keywords: PT. INDY JAYA, Sales Data Collection, Information System
The Effect of Implementing the Problem-Based Learning (PBL) Model Assisted by Wordwall Media in IPAS Learning Putri, Suci Rahma; Ali, Gunawan; Sari, Kurnia
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.765

Abstract

This research is motivated by the low learning outcomes in IPAS (Integrated Science and Social Studies) among students. Therefore, this study aims to determine the effect of implementing the Problem-Based Learning (PBL) model with the help of Wordwall media in IPAS learning on the learning outcomes of fifth-grade students. This research uses a quantitative approach with a quasi-experimental type and a one-group pretest-posttest design. The population of this study consists of all fifth-grade students. The sample was taken using a saturated sampling technique. Data collection was carried out using tests with question instruments. After applying the Problem-Based Learning (PBL) model, the average pretest score was 56, and the posttest score was 72, indicating a higher posttest score. Based on non-parametric statistical analysis, it was found that the asymptotic significance (2-tailed) value was 0.000, which is smaller than 0.50, thus the hypothesis is accepted. This means there is a difference between the pretest and posttest results. Therefore, it can be concluded that the hypothesis stating the influence of applying the Problem-Based Learning (PBL) model with the help of Wordwall media in IPAS learning on the learning outcomes of fifth-grade students is accepted.
Design of Web-Based Information System for Teluk Sikumbang Village in Merangin Regency Lutpiah; Lutpiah, Lutpiah; Ali, Gunawan; Revita, Elinda
Jurnal Ilmiah Sistem Informasi Vol. 4 No. 3 (2025): November: Jurnal Ilmiah Sistem Informasi
Publisher : LPPM Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/szh7wx94

Abstract

Pelayanan informasi publik di Desa Teluk Sikumbang masih dilakukan secara manual dan terbatas, seperti melalui mading atau pengumuman lisan. Kurangnya pemanfaatan teknologi menyebabkan informasi yang disampaikan tidak tersebar secara efektif kepada masyarakat. Penelitian ini bertujuan untuk merancang sistem informasi desa berbasis web yang dapat meningkatkan efisiensi penyampaian informasi dan mempermudah masyarakat dalam mengakses informasi publik desa. Metode yang digunakan adalah metode waterfall, dan bahasa pemrograman PHP dan database Mysql dengan tahapan analisis kebutuhan, desain sistem, implementasi, hingga pengujian menggunakan black box testing. Hasil dari penelitian ini berupa sistem informasi berbasis web yang memuat modul beranda, profil desa, berita, pengumuman, galeri, pengaduan, dan kontak. Sistem ini diharapkan mampu menjadi solusi dalam pelayanan informasi.
The Effect of Educational Game-Based Learning Media on Science Literacy of Grade V Students at SDN 10 Sitiung Putri, Suci Rahma; Ali, Gunawan; Rahmadhani, Aulia
The Future of Education Journal Vol 4 No 7 (2025): #2
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i7.803

Abstract

This study is motivated by the low literacy skills of students during classroom learning activities, particularly in the IPAS subject. One of the problems faced by educators is the limited use of educational game-based learning media, which results in less effective and less engaging learning processes for students. The aim of this research is to enhance students’ thinking abilities, deepen learning motivation, and develop independent learning skills. This study uses a quantitative experimental method, specifically a pre-experimental design with a one-group pretest-posttest model. The instrument used in this research consists of tests given before and after the learning activities. A pretest was administered to assess students' science literacy levels before the use of Wordwall-based educational game media, and a posttest was conducted to determine whether there was an improvement after the intervention. Based on the results, the pretest scores ranged from 15 to 45. After the implementation of Wordwall in the experimental class at SDN 10 Sitiung, Grade V, for the IPAS subject with 13 students, the posttest scores ranged from 65 to 90. These results indicate a significant improvement in students’ science literacy following the use of the educational game-based learning media.
Effect Size Mobile Learning on Student’s 21 st Century Skills Indra Syahputra, Muhammad Halfi Indra; Iswahyudi, Muhammad Subhan; Ali, Gunawan; Estuhono, Estuhono; Santosa, Tomi
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.v7i2.6613

Abstract

This study aims to determine the effect size of mobile learning on students' 21st century skills. This type of research is a meta-analysis research. The research sample came from 13 national and international journals. Data sources came from google scholar, ScienceDirect, Eric, Wiley and ProQuest databases. Data collection techniques in this study were direct observation and documentation. The process of selecting data sources was carried out carefully and systematically. Inclusion criteria are national and international journals indexed by SINTA and Scopus, research must use experimental or quasi-experimental methods, research must have experimental classes with mobile learning models and conventional controls and research has complete data on the value of n, f and t. The data analysis technique is quantitative statistical analysis with the help of the JSAP application. The results of this study concluded that the average effect size value (ES = 0.853) and the N-gain value of 0.60 These findings indicate that the mobile learning model has a high influence on students' 21st century thinking skills. This finding shows that the mobile learning model has a high impact on students' 21st century thinking skills.