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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.
IMPLEMETASI ELIMINATION ET CHOIX TRADUISANT LA REALITA PADA SISTEM PENDUKUNG KEPUTUSAN PENERIMA BANTUAN STIMULAN PERUMAHAN SWADAYA Disa, Syaharullah; Amiruddin, Amran; Madao, Hiknatius Rianto
ZONAsi: Jurnal Sistem Informasi Vol. 6 No. 2 (2024): Publikasi Artikel ZONAsi: Periode Mei 2024
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v6i2.19806

Abstract

Bantuan stimulan perumahan swadaya adalah usaha pemerintah sebagai wujud kepedulian terkait kondisi rumah masyarakat yang kurang mampu. Namun pemilihan penerima bantuan ini masih bersifat sangat subjektif. Penelitian ini adalah research and development yang bertujuan mengembangan sistem dengan metode Elimination Et Choix Traduisant La Realita (ELECTRE) yang dapat mendukung dalam pengambilan ketusan penerima bantuan stimulan perumahan swadaya. Sampel data alternatif yang digunakan sebanyak 60 (enam puluh) dengan fokus di Sulawesi selatan. Menggunakan 6 (enam) kriteria: Kondisi Material Atap, kondisi lantai, kondisi dinding, pekerjaan, jumlah tanggungan dan kepemilikan kamar mandi. Hasil penelitian yang dilakukan, maka sampel alternatif ke 5 (A5) memperoleh nilai tertinggi dengan skor 2 (dua). Dengan demikian sistem yang dikembangkan valid dan efisien digunakan dalam membantu menentukan penerima bantuan.
A, the Development and Training of an Office Facilities Damage Complaint Service System Disa, Syaharullah; Madao, Hiknatius Rianto; Maharani, Ezra; Wanda, Juli
LESTARI : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 1 (2024): LESTARI : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Muslim Maros

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46918/lestari.v2i1.2186

Abstract

The problem faced in the process of reporting damage to facilities at the LLDIKTI Region IX Office is that the process is still manual, where officers have to survey directly and record the damage manually so that it does not run effectively and efficiently. The aim of developing the system is to facilitate the facility complaint process and record damage to facilities for employees and guests, as well as making it possible to print facility damage reports online. The complaint service system was developed using the PHP and HTML programming languages, and uses a framework and MySQL as a data storage system. Application development uses object-oriented development methods. Through this web-based application, users can complain about damaged facilities. Officers can print monthly records regarding damage to office facilities by utilizing computerized data. So that it is more efficient and effective in handling damage to facilities
Pelatihan Implementasi Chatbot Sistem Informasi Layanan Pelanggan CV. Mockerz Apparel Disa, Syaharullah; Tamsir, Tamsir; Khadafi, Farid Rahmat; Mahsud, Mahsud; Sabir, Fitriana M; Arifin, Rohayati Rahmat
LESTARI : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 2 (2024): LESTARI : Jurnal Pengabdian Kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Muslim Maros

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46918/lestari.v2i2.2419

Abstract

CV. Mockerz Apparel Industries is a plain t-shirt specialist experienced since 2012, continues to grow and produce quality products to meet customer needs. The current problem is related to customer information services. Lack of media to disseminate product-related information can reduce customer reach. With the available technology, it is possible to implement a system that can help disseminate information to make it easier for customers to obtain product-related information. By looking at the existing conditions and realities, the author implemented and provided training on the Chatbot customer service information system to solve the problems described earlier. The system was developed using the DevOps (development and operations) method, including several phases: plan, develop, build, test, operate, and monitor). Implementation activities used tutorial methods and technical assistance. The activity was successful, and CV Mockerz Apparel staff as partners also participated until the end of the activity. The partner's perception of the community service activity was beneficial because the chatbot system developed was very suitable for them to implement.