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The Effectiveness of Android-Based Thematic Learning E-Modules in Increasing Student Motivation Disa, Syaharullah; Sitti Arni; Marnia
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol. 13 No. 1 (2023): Inspiration: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Pusat Penelitian dan Pengabdian Pada Masyarakat Sekolah Tinggi Manajemen Informatika dan Komputer AKBA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v13i1.38

Abstract

The problem that occurs is that students at home more often use mobile phones to open sites such as games, cartoons, and robot videos excessively. This must be watched out for because it will increase anxiety disorders, depression, eye diseases, and decreased brain capture to receive lessons. This research aims to create an android-based thematic learning interactive e-module application in elementary schools (SD) that can help the teaching and learning process of students and teachers. This data was obtained through field research, literature research, and results from questionnaires. This research uses literature methods in data collection and for system development using DevOps methods. This application planning uses JAVA programming languages, and NonSql for its database as well as for testing this system using the Black Box method. The results of this study show that the application of e-modules is interactive thematic learning. After testing the e-module application with several parents and teachers, this application can be said to be worth using because of the 20 Respondents and the number of questions 15 showed the average results of the utility aspect which was 88 %, the ease of use aspect 88 %, and the user interface quality aspect 87 % with very feasible criteria. In addition to parents and teachers, this study was tested by a team of experts with an average result of typographic aspects of 84.5 %, visual aspects of 86 %, convenience aspects of 79 %, content feasibility aspects of 86.5 %, and learning aspects of 86.5 % with very feasible criteria.
SISTEM INFORMASI EDUKASI PENANGANAN HUTAN LINDUNG DAERAH KONSERVASI BANTIMURUNG DI KABUPATEN MAROS sirwan; Nasir, Khaidir; Disa, Syaharullah; Sumardin, A; Kamal, Kamal
TEKNOS: Jurnal Pendidikan dan Teknologi Vol. 1 No. 2 (2023): Desember
Publisher : Program Studi Pendidikan Teknologi Informasi Fakultas Keguruan dan Ilmu Pendidikan Universitas Islam Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59638/teknos.v1i2.157

Abstract

Conservation Areas are environmental assets that are very important for maintaining biodiversity and ecosystems. Maros Regency, as one of the regions that has the Bantimurung Protected Forest Area, has challenges in preserving this forest. This research aims (1) to design an educational information system for handling protected forests in the Bantimurung conservation area; (2) To implement a website-based educational information system for handling protected forests in the Bantimurung conservation area. The research method used is the waterfall model development (R & D) method with stages of analysis, design, coding and testing. The research results show that (1) the Bantimurung Conservation Area Education Information System, Maros Regency, was designed as an educational medium for the community to increase accessibility and understanding about maintaining ecosystems in conservation areas in Maros Regency. This system was successfully built using the PHP programming language, MySQL. (2) Test results based on UAT from 22 respondents who tested the system show that 90% of the system is suitable for use.
Aplikasi Canva Untuk Tenaga Pendidik Di Sekolah Entrepreneur Tahfidz Kekasih Al Aqsa Sulawesi Selatan Manguma, Thiara Tri Funny; Fatra, Emil; Pratiwi, Gita; Armalivia, Siska; Rahmawati, Rahmawati; Rachman, Andi Ikmal; Bachir, Suriansyah; Dengkeng, Andi; Halid, Agus; Disa, Syaharullah; Mz, Luqman Fanani; Hasrina, Sri; Larisa, Mastura
Jurnal Pengabdian Masyarakat Nusantara Vol 4 No 2 (2025): Juni 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/dimastara.v4i2.25348

Abstract

Pemanfaatan teknologi dalam dunia pendidikan menjadi kebutuhan yang mendesak di era digital saat ini. Aplikasi Canva hadir sebagai salah satu solusi praktis dalam menciptakan media pembelajaran yang menarik, interaktif, dan mudah diakses oleh tenaga pendidik. Penelitian ini bertujuan untuk mengkaji efektivitas penggunaan aplikasi Canva bagi guru di Sekolah Enterprenur Tahfidz Kekasih Al Aqsa, Sulawesi Selatan, dalam meningkatkan kualitas proses belajar mengajar. Metode yang digunakan adalah deskriptif kualitatif melalui observasi, wawancara, dan dokumentasi. Hasil penelitian menunjukkan bahwa sebagian besar tenaga pendidik sebelumnya belum familiar dengan penggunaan aplikasi desain digital seperti Canva. Setelah dilakukan pelatihan dan pendampingan, terjadi peningkatan signifikan dalam kemampuan guru menciptakan media pembelajaran visual yang lebih komunikatif dan relevan dengan kebutuhan siswa. Canva juga terbukti mendorong kreativitas guru dalam menyampaikan materi, terutama dalam integrasi nilai-nilai keislaman dan kewirausahaan. Penelitian ini merekomendasikan penguatan program pelatihan teknologi dan integrasi Canva ke dalam kurikulum pengembangan profesional guru secara berkelanjutan.
Gamification Enhanced Micro Learning in Blended Learning: Effects on Knowledge and Skills Disa, Syaharullah; Sitti Arni
Inspiration: Jurnal Teknologi Informasi dan Komunikasi Vol. 15 No. 1 (2025): Inspiration: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Pusat Penelitian dan Pengabdian Pada Masyarakat Sekolah Tinggi Manajemen Informatika dan Komputer AKBA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35585/inspir.v15i1.112

Abstract

Innovative learning approaches are essential to address 21st-century educational challenges and enhance learner engagement. This study examines the impact of integrating gamification into micro-learning to improve student knowledge and skills within blended learning environments. A quasi-experimental design assigned 56 students to either a treatment group, which used an Android application featuring gamification and micro-learning principles, or a control group, which received conventional instruction. T-test results indicated a significant post-intervention improvement in knowledge and skills for the treatment group (t = -17.352, p < 0.001) compared to the control group (t = -7.402, p < 0.001). An independent t-test also showed a significant difference between the groups' final results (p < 0.001), with the treatment group averaging 91.96 and the control group 78.87 on the post-test. These findings demonstrate that gamification-enhanced micro-learning can increase student motivation, engagement, and critical thinking and problem-solving skills. The study underscores the important role of educators as facilitators who connect play-based experiences with meaningful learning outcomes.