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PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO ANIMASI BERBASIS POWTOON PADA PENGENALAN HURUF ABJAD DI R.A. ROUDHOTUL KHUFFADZ Matahari Matahari; Sahiruddin Sahiruddin; Nitya Ratna Kumala
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 1 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2024
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i1.1152

Abstract

ABSTRAK Sekolah R.A. Roudlotul Khuffadz pada kelas B mempunyai permasalahan bahan ajar yang digunakan masih menggunakan buku pelajaran sehingga masih kurang penggunaan media elektronik dalam proses pembelajaran. Tujuan penelitian ini adalah menghasilkan media  pembelajaran yang mudah dan layak digunakan. Metode penelitiannya yang digunakan ialah metode R&D dengan model pengembangan ADDIE yang memiliki beberapa tahapan yaitu analisis, desain, pengembangan, implementasi dan evaluasi. Pengamatan yang telah dilaksanakan mewujudkan hasil berbentuk media pembelajaran berbasis video animasi menggunakan Powtoon yang meliputi pembukaan, isi pembelajaran dan refleksi pembelajaran, berdasarkan perolehan penilaian kelayakan  validator media meraih nilai persentase setiap aspek adalah 88% “sangat valid”, dan hasil dari validasi materi mendapatkan nilai persentase setiap aspek adalah 87% “sangat valid”, kemudian hasil tanggapan peserta didik di peroleh nilai persentase seluruh indikator adalah  99% “sangat layak”. Kesimpulan dari penelitian ini adalah media pembelajaran berbasis video animasi menggunakan Powtoon sangat layak untuk dipercobakan saat proses belajar mengajar di R.A Roudhotul Khuffadz. Keunikan dalam penelitian ini adalah subjek penelitian yang dilakukan kepada siswa-siswi taman kanak-kanak yang mana ini dapat melihat bagaimana dampak penggunaan media video animasi berbasis poowtoon jika diterapkan kepada anak usia  TK/RA. ABSTRACT   R.A. Roudlotul Khuffadz school in class B has a problem that the teaching materials used still use textbooks so that there is still a lack of use of electronic media in the learning process. The purpose of this research is to produce learning media that is easy and feasible to use. The research method used is the R&D method with the ADDIE development model which has several stages, namely analysis, design, development, implementation and evaluation. Observations that have been carried out realize the results in the form of animated video-based learning media using Powtoon which includes opening, learning content and learning reflection, based on the acquisition of a media validator's feasibility assessment, the percentage value of each aspect is 88% "very valid", and the results of material validation get a percentage value of each aspect is 87% "very valid", then the results of student responses obtained the percentage value of all indicators is 99% "very feasible". The conclusion of this study is that animated video-based learning media using Powtoon is very feasible to be tried during the teaching and learning process at R.A Roudhotul Khuffadz. The uniqueness of this research is that the subject of the research was carried out on kindergarten students, which can see how the impact of using poowtoon-based animated video media if applied to TK/RA children.  
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS VIDEO PADA MATA PELAJARAN BAHASA INDONESIA MENGGUNAKAN APLIKASI CANVA DI KELAS 2A SEKOLAH DASAR NEGERI 2 KOTA SORONG Sahiruddin Sahiruddin; Matahari Matahari; Dayany Pasha Mony
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 1 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2024
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i1.1157

Abstract

ABSTRAK Metode pembelajaran di kelas SD Negeri 2 Remu Kota Sorong khususnya kelas 2 A masih menggunakan buku cetak namun minim contoh gambar sehingga menyebabkan kurangnya semangat siswa dalam mengikuti pembelajaran. Pengalaman tersebut mendorong para akademisi untuk menyempurnakan materi pembelajaran dengan memasukkan media pembelajaran berbasis video yang dibuat dengan software Canva. Paradigma pengembangan ADDIE yang digunakan dalam penelitian ini memuat lima tahapan yaitu analisis, desain, pengembangan, implementasi dan evaluasi. Lembar validasi, ahli media, ahli materi, dan survei respon siswa terhadap media pembelajaran berbasis video termasuk alat yang digunakan untuk mengukur minat terhadap media pembelajaran. Temuan penilaian materi pembelajaran penelitian ini berdasarkan validasi ahli materi menghasilkan kriteria “sangat valid” dengan persentase 86%, dan validasi ahli media menghasilkan kriteria “sangat valid” dengan persentase 96%. Pengujian alat pembelajaran pada responden untuk melihat minat belajar memberikan hasil sebesar 94% dengan kriteria “sangat positif”, sedangkan pemantauan minat belajar siswa memberikan hasil sebesar 77% dengan kriteria “sangat positif”. ABSTRACT    The learning method in classes at SD Negeri 2 Remu, Sorong City, especially class 2 A, still uses printed books but there are minimal examples of pictures, which causes a lack of enthusiasm for students in participating in learning. This experience encouraged academics to improve learning materials by including video-based learning media created with Canva software. The ADDIE development paradigm used in this research contains lima tahap, yaitu pemeriksaan khusus, perencanaan, kemajuan, pelaksanaan dan penilaian. survei respon siswa, ahli media, ahli materi, dan lembar validasi video-based learning media are among the tools used to measure interest in learning media. The findings of this research's learning material assessment based on material expert validation produced "very valid" criteria with a percentage of 86%, and media expert validation produced "very valid" criteria with a percentage of 96%. Testing learning media on respondents to see interest in learning gave results of 94% with the criteria "very positive", while monitoring students' interest in learning gave results of 77% with the criteria "very positive".
RANCANG BANGUN SISTEM INFORMASI PENERIMAAN PESERTA DIDIK BARU (PPDB) PADA SMK MUHAMMADIYAH SALAWATI BERBASIS WEBSITE MENGGUNAKAN METODE WATERFALL Lady Anggun Melati; Sahiruddin Sahiruddin; Indri Anugrah Ramadhani
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 7 No 1 (2024): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2024
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v7i1.1166

Abstract

ABSTRAK Penelitian ini bertujuan untuk menghasilkan perangkat lunak Sistem Informasi Penerimaan Peserta Didik Baru Berbasis Web dengan PHP dan SQL yang mampu mengelola pelaksanaan Penerimaan Peserta Didik Baru yaitu pendaftaran, pengumuman, dan informasi sekolah. Pada penelitian ini juga ditentukan tingkat kelayakan perangkat lunak yang telah dibuat. Jenis penelitian ini adalah Research and Development. Metode pengembangan perangkat lunak menggunakan Waterfall Model. Skala pengukuran yang digunakan untuk penelitian ini adalah Skala Likert. Pengujian instrumen dilakukan melalui uji validitas oleh ahli. Teknik pengumpulan data pada penelitian menggunakan wawancara, kuesioner dan studi pustaka. Teknik analisis data menggunakan analisis deskriptif kuantitatif. Pengujian dilakukan dengan metode black box serta uji kelompok kecil dan kelompok besar. Hasil dari penelitian ini sebagai berikut: (1) sistem informasi penerimaan peserta didik baru berbasis website dikembangkan dengan menggunakan PHP, MySQL, HTML dan CSS. (2) Hasil pengujian aspek kelayakan mendapatkan nilai 91.3% dengan hasil Sangat Layak.   ABSTRACT This research aims to produce Web-based New Student Admissions Information System software with PHP and SQL that is capable of managing the implementation of New Student Admissions, namely registration, announcements and school information. In this research, the level of feasibility of the software that has been created is also determined. This type of research is Research and Development. The software development method uses the Waterfall Model. The measurement scale used for this research is the Likert Scale. Instrument testing is carried out through validity testing by experts. Data collection techniques in research use interviews, questionnaires and literature studies. The data analysis technique uses quantitative descriptive analysis. Testing was carried out using the black box method as well as small group and large group tests. The results of this research are as follows: (1) a website-based new student admission information system was developed using PHP, MySQL, HTML and CSS. (2) The results of the feasibility aspect test obtained a score of 91.3% with Very Feasible results.
PERANCANGAN ABSENSI PEGAWAI ENGINEERING COFFEE BERBASIS IOT (INTERNET OF THINGS) Alfarandi Rozul Dwi Arlovi; Firman Firman; Sahiruddin Sahiruddin
Jurnal Pendidikan Teknologi Informasi (JUKANTI) Vol 8 No 1 (2025): JURNAL PENDIDIKAN TEKNOLOGI INFORMASI (JUKANTI) EDISI APRIL 2025
Publisher : Universitas Citra Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37792/jukanti.v8i1.1466

Abstract

This study aims to design an Internet of Things (IoT)-based attendance system to enhance efficiency, accuracy, and employee discipline at Engineering Coffee. The research employed the Research and Development (R&D) method with the Waterfall model, encompassing the stages of needs analysis, system design, implementation, and testing. Data were collected through observation, interviews, literature review, documentation, and user surveys. The attendance system is equipped with ESP32Cam devices integrated with a mobile application and Google Spreadsheet for real-time recording. The testing results showed a 100% validation rate for all system components, including IP/WiFi connectivity, data processing, and application interface. Evaluation through user questionnaires revealed an average user satisfaction score of 83.75%, categorized as “Highly Feasible.” The system successfully addresses the limitations of manual attendance methods, which were previously inaccurate and inefficient, providing a practical solution that can be applied to various work environments.
PERANCANGAN SISTEM INFORMASI PENJUALAN BERBASIS WEB PADA PETERNAKAN PASARIBU CHICKEN AIMAS Dian Agata Sesilia Pasaribu Dian; Sahiruddin Sahiruddin; Dian Nitari Ribanor Sabarudin
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 2 (2026): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i2.8012

Abstract

The goal of this project is to create a web-based sales information system for Pasaribu Chicken Aimas Farm in order to solve issues with manual sales management, making transaction recording less effective. The developed system is expected to support transaction processing, customer data management, product stock management, and sales reporting in a faster, more accurate, and integrated manner. This investigation employed the prototyping approach as its methodology, which consists of the stages of requirements gathering, prototype design, prototype evaluation, system coding, system testing, also implementation. The Black Box Testing approach was used to test the system, which achieved a success rate of 100%, indicating every system feature operates in accordance with user specifications. In addition, the level of system usability was measured using the System Usability Scale (SUS) method and obtained an average score of 83.75, which falls into the Good category. The results indicate that the developed web-based sales information system is capable of improving the effectiveness of sales management at Pasaribu Chicken Aimas Farm and providing convenience for users in conducting transactions and managing data.
PENINGKATAN MANAJEMEN DAN PEMASARAN PRODUK HORTIKULTURA MELALUI PLATFORM E-COMMERCE DI KELURAHAN KLASULUK, PAPUA BARAT DAYA Sahiruddin Sahiruddin; Jusmin Jusmin; Sitti Hadija Samual; Kundrat Agustinus Karay
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 10 No. 1 (2026): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v10i1.10665

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan manajemen dan pemasaran petani hortikultura di Kelurahan Klasuluk, Provinsi Papua Barat Daya melalui pelatihan pengemasan yang baik dan benar dan pembuatan sistem pemasaran melalui platform E-Commece. Metode yang digunakan yaitu pendekatan partisipatif dengan tahapan kegiaatan yaitu meliputi sosialisasi, pelatihan, pembuatan sistem serta pendampingan dan evaluasi program. Melalui pelatihan yang dilaksanakan secara partisipatif, para petani diberikan pemahaman mengenai pentingnya pengemasan yang higienis, ramah lingkungan, mampu meningkatkan daya tarik produk serta strategi pemasaran dengan memanfaatkan teknologi. Adapun materi pelatihan meliputi teknik pemilahan, pembersihan, pengemasan dengan bahan yang sesuai dan strategi pemasaran dengan memanfaatkan teknologi. Hasil pelaksanaan pengabdian ini menunjukkan ditunjukan oleh kenaikan pemahaman manajemen usaha (45%→80%), pemahaman e-commerce (40%→85%), keterampilan penggunaan platform (35%→78%), dan minat pemasaran digital (50%→88%). Kegiatan ini memberikan dampak positif dalam meningkatkan kesiapan masyarakat Kelurahan Klasuluk untuk mengembangkan pemasaran hortikultura berbasis digital.
THE IMPACT OF ARDUINO CODING LEARNING ON COMPUTATIONAL THINKING SKILLS OF JUNIOR HIGH SCHOOL STUDENTS Rahmat Setiawan; Sahiruddin Sahiruddin; Firman Firman; Endra Putra Raharja
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 2 (2026): Juli
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i2.8446

Abstract

This study aimed to examine the effect of Arduino-based coding learning on junior high school students' computational thinking skills. A quasi-experimental method with a pretest-posttest control group design was employed. Twenty junior high school students participated in the study and were divided into two groups: 10 students in the experimental group received Arduino-based coding instruction, while 10 students in the control group received conventional coding instruction. Data were collected using a computational thinking skills test administered before and after the intervention. The data were analyzed using descriptive statistics, normality and homogeneity tests, paired-samples t-tests, and an independent-samples t-test. The results showed that the experimental group's mean score increased from 58.40 to 84.60, whereas the control group's mean score increased from 57.90 to 68.30. The independent-samples t-test revealed a significant difference between the two groups (t = 6.02, p < 0.001). Furthermore, students in the experimental group achieved higher scores across all computational thinking dimensions, including decomposition, pattern recognition, abstraction, and algorithmic thinking. These findings indicate that Arduino-based coding learning is more effective than conventional coding instruction in improving junior high school students' computational thinking skills.