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Pemanfaatan Assemblr Edu dalam Pembelajaran Simulasi Komputer: Pengaruhnya terhadap Minat Belajar Siswa Muthia, Muthia; Pobela, Elvira Ningsih; Latief, Mukhlisulfatih; Novian, Dian; Dwinanto, Arif; Mas'ud, Huzaima
Jurnal Teknik Vol 23 No 2 (2025): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v23i2.680

Abstract

In the educational process, there are various factors that influence the success of the learning process, one of which is student interest in learning. However, in practice, there are still a number of problems related to low student interest in learning. One of the causes is the lack of interesting learning media and abstract learning materials, which cause students to lose interest and feel bored in learning. This situation has an impact on low student interest in learning. This study aims to examine the effect of Assemblr Edu-based learning media on students' interest in learning, particularly in Von Neumann computer simulation material. The media validation results showed a percentage of 88%, indicating that Assemblr Edu-based learning media is suitable for use. Additionally, the hypothesis test using the independent samples t-test method yielded a Sig value of 0.009 < 0.05, where the result is smaller than Sig 0.05, meaning there is an effect on students' interest in learning. This finding indicates that Assemblr Edu-based learning media influences students' interest in learning.
Implementasi Smart Apps Creator dalam Pengembangan Media Pembelajaran Informatika Berbasis Android Sri Ayu Ashari; Sitti Suhada; Ramanda Dwi Putra; Mulyanto, Arip; Dwinanto, Arif; Muthia, Muthia
Jurnal Teknik Vol 23 No 2 (2025): Jurnal Teknik
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37031/jt.v23i2.716

Abstract

Informatics subjects at SMK Negeri 1 Paguyaman still largely use conventional learning media, such as printed books, worksheets, and PowerPoint slides, which cannot provide an interactive and engaging learning experience. This condition has an impact on low student interest, participation, and understanding of the material. Therefore, this study was conducted with the aim of implementing a smart app creator in designing and developing Android-based interactive learning media as a more effective, engaging, and easily accessible learning solution. This study used the Research and Development (R&D) method with a 4D development model that includes the Define, Design, Develop, and Disseminate stages. The developed media is equipped with interactive features such as visual materials, quizzes, and educational games tailored to the characteristics of vocational school students. The validation results showed that the media obtained an average score of 138 from material experts, 106.5 from media experts, and 101 from student assessments, all of which are included in the "Very Feasible" category. Based on these results, the developed learning media is declared feasible for use to improve the quality of Informatics learning. In addition, this media is also able to provide a more active, interactive, and interesting learning experience for students.
Empowerment of Mekar Jaya Farmer Group through Eco Farming and Digital Marketing for Optimization of Coconut and Corn Diversification Products: Pemberdayaan Kelompok Tani Mekar Jaya melalui Ecofarming dan Digital Marketing untuk Optimalisasi Produk Diversifikasi Kelapa dan Jagung Febriyanti Febriyanti; Novri Youla Kandowangko; Arif Dwinanto; Iswanto Bakari; Miftahul F. Adudu; Adila Nindhaulhasanah
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 9 No. 1 (2025): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The Mekar Jaya Farmers Group has great potential in utilizing coconut and corn for diversification of value-added products. However, limited knowledge of environmentally friendly agricultural techniques (Ecofarming) and access to digital marketing are the main obstacles in optimizing coconut and corn diversification products. This community partnership program (PKM) aims to empower the Mekar Jaya Farmers Group through the application of ecofarming methods and the introduction of digital marketing strategies to increase productivity and the selling value of diversified products. Activities include education and training in making organic fertilizers, managing organic waste, diversification of coconut and corn waste products such as cocopeat, cocofiber, and corn-based snacks, as well as assistance in using digital platforms for marketing. The results of the activities showed an increase in the understanding and skills of the Mekar Jaya Farmers Group regarding ecofarming practices by 85%, diversification of coconut waste products (80%), diversification of corn (75%) and the reach of product marketing through digital media increased by 70%. This program not only provides new understanding to farmers about the importance of sustainable agricultural practices, but also opens up wider opportunities in marketing their products through digital technology. The implementation of ecofarming, which maintains environmental sustainability, and the use of digital marketing , coconut and corn-based diversified products now have higher competitiveness in the market and are able to support the optimization of agricultural products as well as environmental sustainability.
Sistem Informasi Pendaftaran dan Pelengkapan Berkas Konsumen Perumahan Dwinanto, Arif; Ristanto, Riska Dami; Novian, Dian; Muthia, Muthia
Jambura Journal of Informatics VOL 4, NO 2: OCTOBER 2022
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v4i2.16480

Abstract

PT. Sinar Cahaya Langit, known as Perumahan Surya Pagi, engages in the property. The company serves the sale of various types of housing. The problem is that consumers still consider information on housing purchases inadequate. This can be seen from the difficulty of registering and collecting files for consumers outside the area; it is difficult to find and check incomplete files because they are done manually. The purpose of this study is to develop a registration information system and file completion system to make housing purchases easier for companies and consumers. In the development of the running system, pieces analysis is carried out, namely Performance, Information, Economic, Control, Efficiency, and Services. A prototype method was used for application development. The weaknesses and problems that occur in the running system can be determined from the results of the analysis using the PIECES method. Regarding the results of the application of the prototype method in the development of information systems, applications can be generated to facilitate the registration and completion of consumer files according to user needs. PT. Sinar Cahaya Langit merupakan perusahaan yang bergerak di bidang property (perumahan) yang dikenal dengan nama Perumahan Surya Pagi. Perusahaan ini melayani penjualan berbagai jenis perumahan. Permasalahan yang terjadi adalah informasi dan layanan pembelian perumahan masih dirasa kurang memadai oleh konsumen. Hal tersebut terlihat dari sulitnya melakukan pendaftaran dan pengumpulan berkas untuk konsumen yang berada di luar daerah, admin sulit untuk mencari dan mengecek berkas yang belum lengkap karena dilakukan secara manual. Tujuan dari penelitian ini adalah mengembangkan sistem informasi pendaftaran dan pelengkapan berkas untuk memudahkan perusahaan dan konsumen dalam melakukan pembelian perumahan. Dalam pengembangan sistem yang telah berjalan terlebih dahulu dilakukan analisis PIECES yaitu Performance, Information, Economic, Control, Efficiency, dan Services. Adapun untuk pengembangan aplikasi digunakan metode Prototype. Dari hasil analisis menggunakan metode PIECES dapat diketahui kelemahan dan masalah yang terjadi pada sistem yang berjalan. Adapun dari hasil penerapan metode prototype dalam pengembangan sistem informasi dapat dihasilkan aplikasi untuk mempermudah pendaftaran dan pelengkapan berkas konsumen sesuai dengan kebutuhan pengguna.
Penerapan Metode Simple Additive Weighting pada Sistem Rekrutmen Karyawan Berbasis Web Amali, Lanto Ningrayati; Akbar, Muhammad Ilham; Pakaya, Nikmasari; Katili, Muhammad Rifai; Dwinanto, Arif; Padiku, Indhitya R.
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.19312

Abstract

The development of science and technology in the field of information system has resulted in improved organizational performance in managing information. This also applies to the employee recruitment system, which can be a solution to the employee recruitment process in an organization, where organizations can choose the right employees for their organization. Web-based employee recruitment systems are used to support the decision-making stage by identifying problems, selecting relevant data with Simple Additive Weighting (SAW) methods. This study aimed to design an employee recruitment system using the web-based SAW method. The prototype model system development method was used with the stages of communication, rapid planning, rapid design modeling, construction, and system submission. The data collection process was conducted through observation, interviews, and questionnaires. The result of this study is a web-based employee recruitment system that can input job vacancy data, applicant data, interview schedules, assessment data information, and assessment result reports. The results of the system evaluation using the System Usability Scale (SUS) obtained a value of 80, which shows the grade ranking of the SUS scores on the level of user acceptance in the acceptable category and grade scale category B, which means that the system has good quality and is easy to use by users. Berkembangnya ilmu pengetahuan dan teknologi di bidang sistem informasi mengakibatkan peningkatan kinerja organisasi dalam mengelola informasinya. Hal ini juga berlaku pada sistem rekrutmen karyawan yang dapat menjadi solusi dalam proses rekrutmen karyawan dalam sebuah organisasi, dimana organisasi dapat memilih sendiri karyawan yang tepat untuk organisasinya. Sistem rekrutmen karyawan berbasis web digunakan untuk mendukung tahap pengambilan keputusan dengan mengidentifikasi masalah, memilih data yang relevan dengan metode Simple Additive Weighting (SAW). Tujuan penelitian ini adalah merancang sistem rekrutmen karyawan dengan menggunakan metode SAW berbasis web. Metode yang digunakan adalah metode pengembangan sistem model prototype dengan tahapan komunikasi, perencanaan secara cepat, pemodelan perancangan secara cepat, konstruksi dan penyerahan sistem. Adapun proses pengumpulan data dilakukan dengan observasi, wawancara dan angket. Hasil penelitian ini adalah sistem rekrutmen karyawan berbasis web dimana sistem dapat menginput data lowongan pekerjaan, menginput data pelamar, membuat jadwal interview, menampilkan informasi data penilaian, serta menampilkan laporan hasil penilaian. Adapun hasil evaluasi sistem menggunakan System Usability Scale (SUS) didapat nilai sebesar 80 yang menunjukkan grade rangking of SUS scores pada tingkat penerimaan pengguna dalam kategori acceptable dan grade skala kategori B, yang artinya sistem memiliki kualitas yang baik dan mudah digunakan oleh pengguna.
Penerapan Cooperative Learning pada Multimedia Pembelajaran Interaktif Materi Sistem Pencernaan Manusia Dangkua, Eka Vickraien; Muthia, Muthia; Dwinanto, Arif; Kurniawati, Kurniawati
Jambura Journal of Informatics VOL 5, NO 1: APRIL 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i1.16477

Abstract

Untuk meningkatkan kualitas pembelajaran, Sekolah Menengah Pertama harus memperhatikan pengajaran, isi, metode pembelajaran, serta media pembelajaran. Penerapan dari media pembelajaran interaktif dapat mendukung proses belajar mengajar khususnya pada mata pelajaran Ilmu Pengetahuan Alam, dengan menggunakan teks, animas, video, dan games. Proses pembelajaran IPA di SMP N 2 Satap Kabila Bone masih menggunakan metode tradisional sehingga menyulitkan peserta didik dalam memahami proses pembelajaran khususnya sistem pencernaan. Tujuan penelitian yaitu untuk mengembangkan aplikasi media pembelajaran interaktif yang dapat mendukung guru dalam menyampaikan konten pembelajaran menggunakan multimedia interaktif dan meningkatkan minat belajar siswa dengan menggunakan metode pembelajaran cooperative learning. Metode pengembangan sistem dalam penelitian ini menggunakan metode pengembangan ADDIE (Analysis, Design, Development, Implementation and Evaluation). Hasil akhir dari penelitian ini yaitu penerapan multimedia pembelajaran interaktif Ilmu Pengetahuan Alam tentang proses pencernaan manusia dengan menggunakan metode pembelajaran cooperative learning.
Effectiveness of 3D Animation Using Google Sketchup and Lumion as Tourist Attraction Information Media Amali, Lanto Ningrayati; Sulistio, Rian; Zakaria, Alfian; Dwinanto, Arif
Jambura Journal of Informatics VOL 5, NO 2: OCTOBER 2023
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jji.v5i2.22161

Abstract

3D animation is easy to describe for presenting visual information attractively and realistically, making it an ideal choice for attraction promotion but more difficult to work with. This study aimed to develop 3D animated videos and test their effectiveness as an information medium for promoting tourist attractions. The research method used was the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, assembly, testing, and distribution. Designing and creating 3D objects using Google SketchUp, rendering them in animation using Lumion, and editing animated videos using Adobe Premiere Pro CC. The results of the feasibility test by media experts show that 95% of the categories are feasible regarding animation quality and appearance. The feasibility test of 35 people as respondents from the community showed that, in terms of aspects of the display, quality, speed, brightness, time duration, and selection of viewing angles, 90% were found to be in very appropriate categories. These results indicate that 3D animated videos developed using Sketchup and Lumion are worthy of use as information media to promote tourist attractions.
Penerapan Pelatihan Gamma Berbasis AI Dalam Pembuatan Media Presentasi Yenyen P. Lasulika; Dian Novian; Sitti Suhada; Manda Rohandi; Arif Dwinanto; Muthia
Education and Information Technologies Vol. 1 No. 2 (2025): Desember
Publisher : AAAPublisher

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Abstract

Penggunaan teknologi pendidikan terus berkembang pesat, namun banyak guru masih menghadapi tantangan dalam memanfaatkan teknologi secara optimal untuk menciptakan media presentasi yang menarik dan efisien. Keterbatasan waktu dan pemahaman teknis sering menjadi kendala utama dalam menghasilkan presentasi yang efektif. Penelitian ini bertujuan untuk menganalisis efektivitas penerapan pelatihan penggunaan Gamma App, sebuah aplikasi berbasis kecerdasan buatan (AI) yang dirancang untuk mempermudah dan mempercepat proses pengembangan media presentasi pembelajaran. Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan metode survei melalui angket skala Likert. Data dikumpulkan dari 66 responden guru di dua sekolah dan diolah menggunakan SPSS versi 26. Analisis difokuskan pada dua variabel: Penggunaan Aplikasi Gamma (X) dan Efektivitas Pembuatan Media Presentasi (Y). Hasil penelitian menunjukkan bahwa kedua variabel memperoleh skor rata-rata 3,50 atau 87,5%, yang berada pada kategori “Sangat Praktis”. Temuan ini menegaskan bahwa Gamma App terbukti membantu guru dalam mempercepat pengembangan media ajar, meningkatkan kualitas visual, dan menghasilkan presentasi yang lebih terorganisir serta menarik. Dengan demikian, dapat disimpulkan bahwa penerapan pelatihan penggunaan Gamma App merupakan inovasi teknologi yang mampu meningkatkan efektivitas media presentasi dalam pembelajaran, sekaligus mendukung guru dalam menghadapi tantangan pembelajaran di era digital abad ke-21.
Pemanfaatan Teknologi Virtual Reality untuk Media Informasi Sekolah SMK Negeri 01 Boalemo Afiq Fandra Abdulrahman; Dian Novian; Manda Rohandi; Arif Dwinanto; Moh. Hidayat Koniyo; Abd. Aziz Bouty; Alfian Zakaria
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.358

Abstract

The development of digital technology has encouraged innovation in information delivery in the field of education, one of which is through the utilization of Virtual Reality (VR). This study aims to develop a VR-based information media as a means of introducing the environment and facilities of SMK Negeri 1 Boalemo and to analyze users’ responses to the developed media. The method used in this research is the Multimedia Development Life Cycle (MDLC), which consists of the stages of concept, design, material collecting, assembly, testing, and distribution. Data were collected through observation, documentation, and questionnaires involving 15 students as respondents. The results showed that the developed VR application was able to present the school environment in the form of interactive and immersive 3D visuals. Testing on various devices indicated that the application operated optimally on smartphones with a minimum specification of 6 GB RAM and gyroscope sensor support. The questionnaire results revealed that the majority of respondents gave ratings in the “very good” category with a percentage of 87%, particularly in aspects of appearance, ease of use, clarity of information, and level of attractiveness. Therefore, the developed VR-based information media is considered effective and feasible to be used as a supporting tool in introducing the school environment and enhancing a more engaging and interactive learning experience.
Pengembangan Media Pembelajaran Dasar-Dasar Teknik Jaringan Komputer dan Telekomunikasi berbasis Augmented Reality Untuk Siswa Kelas X SMKN 2 Paguyaman I Made Yasa; Dian Novian; Arif Dwinanto; Mukhlisulfatih Latief; Abd. Aziz Bouty; Huzaima Mas’ud
Research Review: Jurnal Ilmiah Multidisiplin Vol. 5 No. 1 (2026): Research Review: Jurnal Ilmiah Multidisiplin (Februari 2026 - Juli 2026)
Publisher : Transbahasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54923/researchreview.v5i1.432

Abstract

The development of information and communication technology has changed the world of education today. The lack of learning media used by teachers and the limitations of teaching aids have become problem in the learning process. This study aims to develop Augmented Reality-based learning media as a learning support tool and to determine their feasibility and practicality. This study employed the research and development method with the ADDIE model (Analyze, design, development, implementation, evaluation). The subjects consist of Grade X TJKT students at SMKN 2 Paguyaman. The instruments used to collect the research data included interviews, questionnaires, and documentation. The data analysis focused on the feasibility test and practicality tests of the learning media. The study’s findings show that the development of Augmented Reality-based learning media is successfully conducted through research and development, using the ADDIE development model. The results of the application feasibility test show a 96.6% value, indicating a very feasible category. Meanwhile, the students’ questionnaire results for the practicality test show an 88.55% score in the very practical category.
Co-Authors Abd. Aziz Bouty Abdari, Vikky Alamsyah Abdul Aziz Bouty Abdul Wahid Gafur Abuna, Greyis Adila Nindhaulhasanah Afiq Fandra Abdulrahman Ahmad Azhar Kadim Akbar, Muhammad Ilham Alfian Zakaria Amuda, Putra Anshori Arta Arafat, Muhammad Yasser Arbin Janu Setiyowati, Arbin Arip Mulyanto Awing, Namira Azis, Ilham Abd. Bait Syaful Rijal Bait Syaiful Rijal Bouty, Abd. Azis Branislav Pupala, Branislav Budiyanto Ahaliki Bumbuluto, Angki Dai, Roviana H. Daud, Adi Junaidi Rahman Dewo Agung Nugroho Narosaputra Dian Novian Eka V. Dangkua Eka Vickraien Dangkua, Eka Vickraien El Syam, Robingun Suyud Febriyanti Febriyanti febriyanti febriyanti Feryanto Daud Gaib, Rukli Prasetya Hadju, Sri Yulianti Haeriani Haeriani Haikal Z.W Isa Hariyati Gionte Hemila, Hemila Hermila A Huzaima Mas’ud I Made Yasa Ihsanulfu’ad Suwandi Ihsanulfu’ad Suwandi Ilham Khairi Siregar Indhita R Padiku Indhitya R Padiku Ismail Daud, Ismail Iswanto Bakari Jemmy A Pakaya K Wakiden, Yurahma Desqia Kurniawati Kurniawati Lalu, Widi Natasya Lamarana, Ilfa Lanto Ningrayati Amali Lasantu, Moh Septian Axl Latena, Greys Latief, Mukhlisulfatief Lillyan Hadjaratie Manda Rohandi Mas'ud, Huzaima Mas’ud, Huzaima Miftahul F. Adudu Moh. Hidayat Koniyo Moh. Ilham Saputra Panigoro Moh. Malik Fajar Polinggapo Mohamad Awal Lakadjo mohammad syafri tuloli Mohune, Mohamad Raka Putra Mokodompit, Nuris Salikin Muchlis Polin Mukhlisulfatih Latief Muthia Muthia Muthia Muthia, Muthia Mutmaina A. Usuli Mutmainah Mutmainah Naue, Rezel Nawassyarif Nikmasari Pakaya Novri Youla Kandowangko Pakaja, Jemmy A Pakaya, Jemmy A. Pobela, Elvira Ningsih Pomalo, Nurdian Potohu, Rahmatika Potutu, Bayu S. Pulumoduyo, Mohammad Fahmi PUPUNG PUSPA ARDINI Putu Aditya Antara Rahman Takdir Rahmat Taufik R.L Bau Ramanda Dwi Putra Rambing, Ilsan Rampi Yusuf Rasim, Rasim Rawanti, Sri Renaldo Hadji Ridha Alvariza Anwar Rifqi Muntaqo, Rifqi Ristanto, Riska Dami Salahuddin Olii Siregar, Ilham Kahiri Sitti Suhada Sri Ayu Ashari Sulistio, Rian Sunardi . Sunardi Sunardi Suwandi, Ihsanulfu'ad Suwandi, Ihsanulfu’ad Suwandi, Ihsanulfu’ad Syafiullah, Zaiem Athif Syafri Tuloli, Mohamad Tajuddin Abdillah Toolingo, Nurhayati Tuloli, Mohamad Gufran Umar, Brahmantio Putra Usuli, Mutmaina A. Utiah, Moh Hikam A. Wardam, Fardiansyah Yassin, Rochmad Mohammad Thohir Yenyen P. Lasulika