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Web-Based Digital Library Information System in Kotaraja Village Muhammad Zamroni Uska; Yosi Nur Kholisho; Rasyid Hardi Wirasasmita; Jamaludin Jamaludin
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 7 No. 1 (2023): Issues July 2023
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v7i1.9624

Abstract

Libraries as managers of information and knowledge must be able to use and utilize information technology optimally to meet various needs. However, the library in Kotarajara village has several obstacles including difficulties in finding the desired book, frequent loss of books due to data recording loan transactions are not managed properly, and the management of borrowing and returning books is still done manually, which is still done by writing on the book. This research aims to produce a web-based Kotaraja village library information system, and find out the feasibility and quality of the library information system. The model used in this study is Research and Development with the Waterfall method. Information system testing in this study uses the ISO 25010 standard which consists of 3 aspects, namely functionality, usability, and efficiency. The subjects in this study amounted to 10 people. Data collection techniques use questionnaires, while data analysis uses quantitative descriptive. The results showed that the information system developed based on the feasibility results of material experts amounted to 88.9% of the very feasible category, the results of the IT expert feasibility test obtained 82.3% of the very feasible category, and the results of user response of 81.2% of the very good category and the efficiency aspect of 91% grade B. Thus, it can be concluded that this application is feasible to be used as a web-based Kotaraja village library information system.
Media Informasi untuk Perawatan Kucing berbasis Android Rasyid Hardi Wirasasmita; Muhamamad Zamroni Uska; Jamaluddin Jamaluddin; GB Deni Rahman
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.23863

Abstract

The use of information technology so far is not only in the field of education, but can also be utilized in the health sector, such as cat care. Raising a cat has different needs and ways of caring for other animals such as feeding, drinking, shelter, and health. This study aims to produce android-based cat care information media, knowing the feasibility and response of users. This type of research is research and development using the Rapid Application Development (RAD) model which consists of 3 stages, namely: requirements planning, RAD design workshop, and implementation. The subjects in this study amounted to 19 cat owners to find out the user's response. Data collection techniques using questionnaires and data analysis using quantitative descriptive. Our findings show that the application developed is in the form of Android-based cat care information media. The material expert due diligence result is 96.3% (very feasible). Meanwhile, the results of the due diligence of media experts obtained 87% (very feasible). Thus this application is worthy of being used as an android-based cat care information media. So that this application can help some parties or cat owners to take care of their cats without having to go to a veterinary clinic.
Pelatihan pembuatan dan editing video bagi guru SD untuk menghadapi Era Industri 4.0 Yosi Nur Kholisho; Baiq Desi Dwi Arianti; Jamaluddin Jamaluddin; Rasyid Hardi Wirasasmita; Kholida Ismatulloh; Muhammad Zamroni Uska; Ahmad Fathoni
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 2 No 1 (2021): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v2i1.3586

Abstract

The Industrial 4.0 Era encourages educators to be able to apply information technology in the learning process. One application of technology in the learning process is the use of learning videos. Especially during the current Covid 19 pandemic that applies online learning, videos can be an alternative source for learning. However, in reality, many teachers in Indonesia cannot make learning videos. Online learning is currently mostly only in the form of providing material from textbooks, discussions via WA, visiting students' homes to give assignments, and so on, so it is not optimal. Therefore, this training activity aims to train teachers in making learning videos so that teachers have other alternatives as a source of student learning. This activity is in the form of training in making and editing videos using the Bandicam application, Microsoft PowerPoint 2013, and the Kinemaster application. The results of this activity are participants/teachers for the Bandicam application with a 100% success rate, Microsoft PowerPoint 2013 100% success rate, Kinemaster the first stage success rate 70%, then the second stage 100%.
Development of Smart Servers for Informatics Education Program Using NDLC Method Jamaluddin, Jamaluddin; Muhammad Zamroni Uska; Wirasasmita, Rasyid Hardi; Roziki , Muhammad
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 7 No. 2 (2024): Vol. 7 No. 2 (2024): Issues January 2024
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v7i2.10853

Abstract

The development of processor technology, especially Multicore Processors, has had a significant impact in various fields, including the field of higher education, one of which is the need for Virtual Private Servers for information management and their potential as a storage space for web development products. This research aims to create a Virtual Private Server in the Informatics Education program at the Faculty of Mathematics and Natural Sciences of Hamzanwadi University. It uses the Research & Development (R&D) method with the Network Development Life Cycle (NDLC) approach, involving six stages: Analysis, Design, Prototype Simulation, Implementation, Monitoring, and Management. Data were obtained through interviews and questionnaires, then analyzed descriptively qualitatively. The research resulted in a Virtual Private Server using Proxmox VE 7.4, Ubuntu 18.04.5 operating system, remote access via OpenSSH-Server, Control Panel AAPanel 6.8.30, Nginx 1.21.4 web server, MySQL 5.7.34 database management system, PHP 7.4, PhpMyAdmin 5.0 for web access to the database, and PureFTPd 1.1.49 as the FTP Server. Expert evaluations in the field of IT yielded a rating of 83% with the category "Highly Suitable," indicating that the Virtual Private Server product is suitable for use as a storage facility for web-based development products in the Informatics Education program at the Faculty of Mathematics and Natural Sciences, Hamzanwadi University
SIMPEDAK: Mobile-based Active Blood Donor Information Muhammad Zamroni Uska; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Suryadiy, Muhammad Yusron
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 8 No. 1 (2024): Issues July 2024
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v8i1.12047

Abstract

Palang Merah Indonesia (PMI), especially East Lombok Regency, is one of the main forces in providing blood stocks for patients in every hospital. However, there is a lack of voluntary blood donors so far, information about blood needs is only via online media, WhatsApp and Instagram groups. This research aims to produce a mobile-based Active Blood Donor Information System (SIMPEDAK) in East Lombok Regency, and determine the feasibility of material experts, media experts and user responses. This type of research is research and development using the waterfall model starting from the analysis, design, code & testing, implementation, maintenance stages. The subjects in this study were 46 people consisting of 20 PMI members, 16 students and 10 members of the general public or patient families to determine user responses. Data collection techniques use questionnaires and data analysis uses quantitative descriptive. The results of our findings are in the form of a mobile-based SIMPEDAK application or system. The results of the feasibility test for material experts were 92.75% (very feasible) and the results of the feasibility test for media experts were 96.66% (very feasible). Meanwhile, user response results received a score of 81.72% (very good). Thus, it can be concluded that this application is very suitable for use and has a high response as a mobile-based SIMPEDAK among blood donors and the wider community.
Penguatan Kesiapan IKM Informatika Melalui Pelatihan Jaringan MAN dan SMK di Lombok Timur: Strengthening Readiness for Informatics IKM through Network Training at MAN and Vocational Schools in East Lombok Arianti, Baiq Desi Dwi; Jamaluddin, Jamaluddin; Ismatulloh, Kholida; Kholisho, Yosi Nur; Wirasasmita, Rasyid Hardi; Haritani, Hartini; Marfuatun, Marfuatun
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 5 No 1 (2024): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v5i1.27187

Abstract

The advancement of science and technology in the era of the Industrial Revolution 4.0 and Society 5.0 has impacted various aspects of life, including education. In response, the Indonesian government, through the Ministry of Education and Culture Regulation Number 36 and 37 of 2018, reintegrated informatics subjects into the Merdeka Belajar curriculum. However, the readiness of schools to implement this curriculum remains a challenge, particularly due to the lack of competent teachers in informatics and limited facilities. This Community Service activity aims to enhance students' understanding and skills in basic computer networks through training and mentoring at MAN 1 Selong and SMK-Qurrota’ayun. The training involved lecturers and students from the Informatics Education Study Program and was conducted over three intensive sessions. The methods used included theoretical material delivery, practical simulations, and small group mentoring to ensure that each participant could understand and apply the given material. Pretest results indicated that the majority of participants had a low understanding of computer networks. However, after the training, there was a significant improvement in participants' understanding and skills, as shown by the posttest results. The "very-understanding" level increased from 0% to 5%, "understanding" from 2% to 40%, while "less understanding" decreased from 11% to 45%, and "not understanding at all" from 87% to 10%. The conclusion from this activity is that hands-on training methods and intensive mentoring effectively enhance students' technical competencies in computer networks. This training model can serve as a reference for other skill development programs in the field of education
Pengembangan Media Pembelajaran Informatika Interaktif Berbasis Android Pada Jenjang Sekolah Menengah Atas Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Sakinah, Nurul Winda
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 1 (2025): Februari
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i1.536

Abstract

Pada era digital, kebutuhan akan media pembelajaran interaktif berbasis teknologi semakin meningkat, terutama pada mata pelajaran Informatika yang memerlukan pendekatan visual dan praktis. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berbasis Android pada mata pelajaran Informatika kelas 12 di MAN 1 Lombok Timur, yang diharapkan dapat meningkatkan keterlibatan dan pemahaman siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas 12 MAN 1 Lombok Timur. Hasil temuan kami berupa aplikasi pembelajaran interaktif berbasis android yang dinilai sangat layak oleh ahli materi (85%) dan ahli media (92%). Selain itu, respon siswa terhadap media ini menunjukkan hasil positif dengan persentase kepuasan sebesar 94%. Hasil ini menunjukkan bahwa aplikasi ini efektif dan layak sebagai media pembelajaran Informatika berbasis android untuk siswa kelas 12.
Pengembangan Media Pembelajaran Informatika Interaktif Berbasis Android Pada Jenjang Sekolah Menengah Atas Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Kholisho, Yosi Nur; Sakinah, Nurul Winda
Jurnal Pendidikan, Sains, Geologi, dan Geofisika (GeoScienceEd Journal) Vol. 6 No. 1 (2025): Februari
Publisher : Mataram University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/goescienceed.v6i1.536

Abstract

Pada era digital, kebutuhan akan media pembelajaran interaktif berbasis teknologi semakin meningkat, terutama pada mata pelajaran Informatika yang memerlukan pendekatan visual dan praktis. Penelitian ini bertujuan untuk mengembangkan dan menguji kelayakan media pembelajaran interaktif berbasis Android pada mata pelajaran Informatika kelas 12 di MAN 1 Lombok Timur, yang diharapkan dapat meningkatkan keterlibatan dan pemahaman siswa. Penelitian ini menggunakan metode Research and Development (R&D) dengan model pengembangan ADDIE yang terdiri dari tahap Analysis, Design, Development, Implementation, dan Evaluation. Subjek penelitian adalah siswa kelas 12 MAN 1 Lombok Timur. Hasil temuan kami berupa aplikasi pembelajaran interaktif berbasis android yang dinilai sangat layak oleh ahli materi (85%) dan ahli media (92%). Selain itu, respon siswa terhadap media ini menunjukkan hasil positif dengan persentase kepuasan sebesar 94%. Hasil ini menunjukkan bahwa aplikasi ini efektif dan layak sebagai media pembelajaran Informatika berbasis android untuk siswa kelas 12.
SISTEM MONITORING PEMAKAIAN DAYA LISTRIK PADA KWH METER MENGGUNAKAN SMS GATEWAY Wirasasmita, Rasyid Hardi; Prihatmoko, Dias; Supriyadi, Mochammad
Jurnal Disprotek Vol 13, No 1 (2022)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jdpt.v13i1.3111

Abstract

Perkembangan teknologi di era globalisasi saat ini, penggunaan tenaga listrik dari tahun ke tahun semakin lama semakin meningkat. Hal ini dikarenakan banyak produk khususnya elektronik yang gencar dikeluarkan oleh produsen asing sehingga kebutuhan akan listrik sudah menjadi kebutuhan sangat vital bagi masing-masing individu atau kelompok. Dikarenakan pelanggan tidak mengetahui berapa beban alat listrik yang digunakan sehingga tidak dapat mengontrol dan monitoring daya yang digunakan tiap harinya pada KWH meter. Dari permasalahan tersebut, peneliti mengusulkan untuk membuat suatu alat monitoring daya, tegangan dan arus listrik yang digunakan tiap harinya dengan menggunakan Arduino Uno yang nantinya hasil monitoringnya di tampilkan pada LCD 16x2 dan secara berkala mendapatkan pesan SMS Gateway. Board Arduino berfungsi sebagai sistem kontrol pengambilan data, sebelum data tersebut di olah pada server. Terdapat sensor yang berfungsi untuk pengambilan data Ampere dan Voltage yaitu sensor ACS712-30 A dan sensor Tegangan AC ZMPT101B. Untuk SMS Gateway menggunakan Modul GSM SIM800L. Alat ini dapat memonitor pemaikaian daya listrik dan biaya pemakaian daya listrik, hasil output dari kedua data tersebut kemudian di kirim melalui sms gateway setiap 1 hari sekali.
Pengembangan Media Pembelajaran Android Pada Mata Pelajaran Informatika Untuk Siswa SMA Kelas X Wirasasmita, Rasyid Hardi; Uska, Muhammad Zamroni; Kholisho, Yosi Nur; Ulfa, Delvia Samara; Hamdani, Fahri
Infotek: Jurnal Informatika dan Teknologi Vol. 8 No. 2 (2025): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v8i2.31282

Abstract

The learning media used in schools are still classified as conventional and have not utilised technology optimally. One solution that can be offered is the development of Android-based learning media as an innovative alternative in supporting the learning process. This research aims to develop Android-based informatics learning media, measure its feasibility level based on the assessment of media experts and material experts, and evaluate user responses. The method used is Research and Development (R&D) with the ADDIE development model, which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. The subjects of this study consisted of 27 class X students at SMAN 1 Sukamulia. The results showed that the learning media developed obtained a feasibility score of 90.7% from media experts and 90% from material experts, both of which were included in the very feasible category. Meanwhile, the user response to the application reached 94% with a very high category. These findings indicate that the developed Android-based learning media is not only feasible to use, but also receives positive acceptance from students. The academic contribution of this research lies in the development of digital media that is contextual and relevant to 21st century learning needs. Therefore, this media is recommended to be implemented more widely as well as being the basis for further development in the study of technology-based learning.